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====Custom Sept Tenets==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=2|[[File:TauSectors.jpg|150px]] | In the grim darkness of the far future, the Greater Good is built from a great many parts. |- |Welcome to the 40K Build-A-Bear Workshop. The Tau gain the ability to make bespoke Sept Tenets in The Greater Good by choosing two unique traits from a limited set of lists. |} <div class="mw-collapsible-content"> Custom Sept tenets are now comprised of a selection of unique sectors. Each sector comprises 4 traits, but unlike most traits, you can only pick a second trait from a neighboring sector (''not'' the same one), as shown on the left. Fluff-wise this is meant to represent the rather diminutive size of the Tau Empire and its lack of reliable FTL travel. What this means in practice is if you take anything from B or C, you can't take from D or E, and vice versa (and again, you can't double-dip the same sector). *'''Allied World:''' The ability to copy another sept's tenet, giving you their WT and Stratagem. As with any other rule like this, it's better to just ignore and pick the sept you were gonna take anyways. *'''Sector A:''' Remember, anything in this sector can be paired with any other sector. *;Adherence to the Teachings: +3" to aura ranges, to a maximum of 12", and the same +3" with a maximum of 12" to elemental invocations that aren't auras or any other Command phase non-aura. 1/2 of the Tau Sept trait. *;Calm Under Pressure: Ranged attacks with Assault weapons against targets within 12" gain +1S. Utterly amazing if you're going flamer or fusion heavy, making the former melt MEQ and latter almost always wounding on a +3. Lets pulse carbines deal with tougher infantry. *;Play Their Part: All {{W40kKeyword|Battlesuit}} models with 9 or fewer wounds count as 3 models for capping, while those with 10 or more wounds count as 5 models when capping. *:*It doesn't really add much more than making your most powerful units cap points. *;Strike Swiftly: At the start of the first battle round, before the first turn begins, {{W40Kkeyword|infantry}} wholly within your deployment zone can make a Normal Move of up to 6" that can't end within 9" of any enemy models or the enemy deployment zone. Really good with Mont'Ka as it makes getting into rapid shot and melta range on Crisis Suits a breeze. If you do plan on playing close and dirty however, Calm Under Pressure is almost always the better choice. *'''Sector B:''' Can be paired with sectors A or C, but not D or E. *;Blocking Tactics: Whenever a {{W40kKeyword|Core Infantry}} unit charges, they'll count as having ObSec or count as having an additional model if they already have ObSec. All this is good for is trying to swipe an objective from an enemy for a brief moment. *;Camouflage Experts: Ranged attacks from more than 12" away against {{W40Kkeyword|infantry}} ''entirely'' on/within a terrain feature grant the unit Dense Cover (-1 to be hit) against those attacks. Strictly worse than 1/3 of the Sa'cea trait. *;Defensive Doctrines: When a model is charged, until the end of the turn it reduces AP-1 and AP-2 from melee attacks to AP0. *;Fire Caste Marksmen: Ranged attacks you make with pulse weapons improve their AP by 1 on unmodified wound rolls of 6. *'''Sector C:''' Can be paired with Sectors A or B, but not D or E. *;Disengagement Protocols: When your {{W40Kkeyword|infantry}} is selected to Fall Back, before actually moving select an enemy unit within Engagement Range and roll 1d6 - the enemy unit suffers 1d3 mortal wounds on a 6 and 1 mortal wound on a 2-5 (1 mortal wound total on average). *;Fire Saturation: Ranged attacks with Burst weapons against targets within 12" gain +1 to the hit roll. Significantly worse than half of the FSE tenet, because you can't exceed +1 to hit and the FSE ability to just assume a Markerlight within 12" gives +1 to hit to ''all'' weapons. *;Evasion Manoeuvres: When a unit with this tenet advances, {{W40Kkeyword|fly}} models in that unit have a 5++ against ranged attacks until the start of your next Movement phase. Essential if you're using lots of suits and prefer shield drones over generators, as it'll give the suits some defence once the drones get popped. Take with Mont'Ka so there's no downsides, and remember you just need to declare a advance action, not move a single inch. *;Pinpoint Targeting: Ranged attacks against targets within 12" ignore Light Cover. *:*A very easy and cheesy option is to combine this with Sector B's Camouflage Experts and clamber into Light Cover terrain, so your attacks ignore the Light Cover but incoming attacks have to deal with both Light and Dense Cover. *'''Sector D:''' Can be paired with Sectors A or E, but not B or C. *;Defenders of the Cause: Non-{{W40Kkeyword|drone}}s get a 5+++ against mortal wounds. Fed up with smite span? *;Hardened Warheads: Ranged attacks with missile weapons ignore cover (both Light and Dense). *;Reinforced Armour: Any ranged attacks against a {{W40kKeyword|Battlesuit}} or {{W40kKeyword|Vehicle}} unit with S7- suffer -1S. 1/2 the Bork'an trait. *:*Stacking with Sector A's trait can make your battlesuits even more immovable from points - T4 suits become more resilient to S3, S4, and S5 fire, while T5 suits become more resilient to S3, S5, and S6 fire. T6 becomes more resilient to S4, S6, and S7 fire, but that's basically just Piranhas. T7 becomes more resilient to S4 and S7 only while T8 only becomes more resilient to S5, so try to avoid taking this tenet if you've leaned into tougher units. *;Reliable Weaponry: Each time this unit shoots, re-roll 1 wound roll - strictly worse than half the FSE trait which itself is strictly worse than half the T'au Sept trait, so odds are very low you want this over one of them. *'''Sector E:''' Can be paired with Sectors A or D, but not B or C. *;Enriched Reactors: Ranged attacks with plasma weapons deal 1 mortal wound on an unmodified wound roll of 6 '''in addition to''' their normal damage, with the errata salvaging this trait from being an auto-pass to something a bit more reasonable for plasma-crisis squads looking for a bit of extra damage. *;Loyal to the End: +1 Ld and re-roll Morale tests. Big pass, all your units have good morale as is. *;Rapid Retreat: Any units that Fall Back can move +3". A very welcome addition considering how much your troops hate being in combat. *;Turbo-Jets: +2M for models that can {{W40Kkeyword|fly}}. </div> </div>
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