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==Stratagems== * '''Automated Repair System (2 CP)''': Battlesuit or Vehicle regains D3 lost wounds. Well, there goes the downside of using the Nova Reactor, but don't count on always being able to use it, as it's really expensive. It can be used at the start of any turn, including your opponent's. * '''Branched Nova Charge (1 CP)''': Overcharging a Riptide's Nova Reactor grants it two buffs instead of one. Almost mandatory each turn if you include a Riptide in your army. Sadly doesn't work with FW Rapetide sub types. * '''Breach and Clear! (1 CP)''': Use in the Shooting phase, when a Breacher Team is about to shoot an enemy unit in cover. They reroll all failed wound rolls. Note that you can stack this with markerlights to make things ''worse'' for enemy units in cover. * '''Command and Control Node (1 CP) ''': Commander cannot shoot, but a Battlesuit unit in your army within 6โ can re-roll wounds. ** Note that this buffs a unit, not model, so it works nicely on a pack of Broadsides. * '''Emergency Dispensation (1 CP/3 CP)''': Standard extra relics. * '''EMP Grenade (1 CP)''': When throwing a photon grenade, only make a single hit roll, and if it hits, the grenade deals D3 mortal wounds against an enemy vehicle. Good for last-ditch efforts, or for taking a vehicle down on its damage table. Bad for everything else. Let your {{W40Kkeyword|Tau Sept}}-Fireblade (BS2+) use this for a very reliable '''Focused Fire (3 CP)''' afterwards. * '''Fail-safe Detonator (1 CP)''': Use when a Battlesuit unit from your army is destroyed in the fight phase. Roll a dice for each unit within 3โ and on a 4+ it suffers a mortal wound. It's... there, but there's much better options. ** It can come in handy if a major target is down to one wound and you really '''really''' need to take it down. * '''Multi-spectrum Sensor Suite (1 CP)''': Used before a battlesuit unit shoots, enemy units cannot claim cover saves from that unit. * '''Neuroweb System Jammer (2 CP)''': At the start of the enemy shooting phase, pick an enemy unit within 18โ of a Battlesuit Commander; subtract 1 from to hit rolls made for that unit this phase. Works great against an advancing squad of Boyz or a unit that you'd really like to see miss. * '''Hunting Grounds (1 CP)''': If a Kroot Hound unit successfully completes a charge, Kroot units within 12โ can re-roll charges. Not that you might need your screen to run somewhere, but Further helps Krootox enter melee. * '''Orbital Ion Beam (3 CP)''': Can only be used on a Commander that has not moved or Manta Struck in the preceding movement phase. Pick two points on the battlefield 2D6โ apart and draw a line between them. Each unit suffers D3 mortal wounds on a 4+ (characters 5+). * '''Point Defense Targeting Relay (1 CP)''': Used when a Vehicle gets charged. That Vehicle can overwatch on 5s and 6s. * '''Positional Relay (2 CP) ''': start of movement phase, pick a recon drone and a unit of the same sept that has been set up in a manta hold. That unit can set up within 6โ of the recon drone. * '''Recon Sweep (1 CP) ''': Pathfinder team can move 2D6โ in the shooting phase, but cannot shoot or charge. ** **Note** this one might seem useless at first, since most of the time your Pathfinders are going to be camping in cover, and even when they're not you're still going to want to shoot their markerlights. *However* if they get charged and need to fall back, this stratagem is great for putting some distance between you and the enemy. * '''Repulsor Impact Field (1 CP) ''': After an opponent successfully charges a Battlesuit unit, roll a dice for each model in the enemy unit within 3โ of your unit and on a 6 they suffer a mortal wound. Don't '''ever''' forget this one. It's amazing against things like Genestealers and Boyz. ** Note that it says after the enemy charged, and that you roll a D6 for every model in the unit within 3" of your model. Riptides and Ghostkeels will love this. The only major downside is probably that it hits on 6's. * '''Stimulant Injector (1 CP)''': Replaces the old wargear option. Pick a {{W40Kkeyword|Battlesuit}} with maximum wounds of 10 or more (i.e. a Riptide or a Ghostkeel; Stormsurge isn't a battlesuit) at the start of your turn. That unit ignores all the negative effects of having taken any wounds (BS penalties, etc.) until either it dies or the turn ends. Good for squeezing that last bit of juice from a Riptide your opponent assumes is useless thanks to wounding penalties. * '''Support Turret Replacement (1 CP) ''': If a Fire Warrior's Turret has been destroyed, it can be replaced. Unfortunately, the CP is worth more than the turret in most cases. * '''Uplinked Markerlight (1 CP)''': Use this stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place d3 + 1 markerlight counters next to that unit instead of only 1. An great way to try and get enough stacks for the +1 bonus, or else save your markerlights for other targets. * '''Wall of Mirrors (1 CP)''': In the Movement phase, select an XV25 Stealth Suit unit within 6" of an XV95 Ghostkeel Battlesuit. It can be removed and redeployed via deep striking anywhere within 12" of the Ghostkeel (and with the typical deep strike limits). If the XV25 was engaged in close combat, this does not count as falling back, which, as it is explicitly stated in the rule, allows you to charge in again, not that you would want to. (You would already be able to shoot since Stealth Suits can {{W40Kkeyword|Fly}}). With the Homing Beacon now dropping at the start of the movement phase, you can use this Stratagem to reposition your stealth suits before dropping the beacon. ===Psychic Awakening=== * '''Aerial Targeting (1CP):''' Run out of markerlights? Already use your Uplinked markerlight and need one more? For 1 CP, you get 1 additional markerlight when shooting at an enemy unit of your choice. * '''Ambushing Predators (1CP):''' During the opponent charge phase, a {{W40Kkeyword|Kroot}} unit can make a 6" Heroic Intervention. combined with Hidden Hunters, Kroot screens are a lot more viable even as back defenders counter an enemy that thinks they can tie up your guns. ** Consider having a unit of 1-2 Krootox riders in your backline as bodyguards for something thatโd be otherwise helpless if charged (e.g. Broadsides). Pop Raging Beasts on them for a bird-gorilla rampage of 8 S6 AP -1 D2 attacks on an opponent who would normally expect to not have any problems from us in melee other than overwatch or Farsight & Friends. * '''Coordinated Engagement (2 CP)''': In the shooting phase, select a Crisis Battlesuit or Crisis Bodyguard. Whatever it shoots is considered to have 5 markerlight counters for the purposes of the attack. Use in tandem with Dropzone Clear to awaken the ancient spirit of Commander spam for a single shooting phase. * '''Deadly Aim (2CP):''' During the shooting Phase, your {{W40Kkeyword|MV71 Sniper drones}} gain -1 AP. If in Half range of their guns, you gain an additional -1 Ap. Let's see those Imperial Guard players put their Characters in the open now. * '''Hidden Hunter (1CP):''' During the opponent's Shooting phase, while in cover, a {{W40Kkeyword|Kroot}} unit is -1 to hit and will have a Sv4+. ** Sounds awesome on the first glance until you remember that after using this Stratagem your Kroot are still just T3 with a 4+ save while Firewarriors without a Stratagem in the same situation would be T3 with a 3+ save at least. The -1 to hit is nice but barely matters against anti-infantry shooting due the large amount of shots coming towards your Kroot. Perhaps okay for some Krootox though. * '''Modulated Weaponry (1CP):''' Automatically get max shots for all variable shot heavy weapons on a Riptide, Ghostkeel, or Vehicle model. Does not work on Titanic units. A seriously nerfed stratagem after GW realized how strong it was (They got the hint when the Yโvarha sold out twice on Forgeworld), you'll find more use on Hammerheads than anything else. * '''Pack Alpha (1CP):''' Select a {{W40Kkeyword|Kroot}} unit within 6" of a Kroot Shaper. Add a single D6 to the charge roll and discard one. Y to the E to the S! * '''Point-Blank Volly (1CP):''' Select an infantry unit that survived melee. All Pulse Carbines, Blasters, and Weapons are converted to pistol 2. Cannot be affected by Volley fire. ** If your infantry unit survived melee you are going to be a smart guy and fall back so the rest of your army can shoot at the enemy unit and don't waste 1CP for what most likely amounts to something like 2-6 S5 AP0 shots, aka nothing. There's a reason for why nobody takes Pulse Pistols on their Firewarriors. On Breachers it could be nice since your opponent would be automatically in range for the best profile but they'll still only hit on a 4+ without re-rolls and honestly ... how many of your Breacher do you expect to survive after getting shot at and then getting charged? ** If you like not having friends, point out it does not require you to be in melee. 30" double taps anyone? ** If stuck in melee, bring a Pulse Pistol as now you can fire both for maximum laughs. * '''Promising Pupil (1CP):''' Select a {{W40Kkeyword|Character}}. They now have a warlord trait. It cannot be a named character, though this much should be obvious you dumb cluck. Strong ... if we had good warlord traits. Pass. * '''Pulse onslaught (1CP):''' {{W40Kkeyword|Breachers}} get the S6 Profile at 15". Good for extending the threat Radius of Pulse Blasters. * '''Raging Beasts (1CP):''' Four attacks on the selected {{W40Kkeyword|Krootox rider}} unit. In addition, Krootox fists get -1 additional AP. * '''Rain of Fire (1CP):''' {{W40Kkeyword|Vespid}} reroll failed Hit rolls when shooting from Deepstrike. Oh, Markerlights stack with this by the way. * '''Seasoned Sniper (1CP):''' a {{W40Kkeyword|Firesight Marksman}} can snipe at a character with his Markerlight or Pistol. A Marker Helps Sniper drones actually Snipe or the Flanking Battlesuits. ** Pretty much useless though if you consider the use of Aerial Targeting. Why would you spend 1CP and then have to roll a 3+ in order to put a Markerlight on a Character if you could just pay 1CP and ... well ... put a Markerlight on a Character? Sure, this one would enable you to use the Uplinked Markerlight Stratagem in combination, but seriously what do you need 2-4 Markerlights on a Character? Chances are your Seeker Missiles and Heavy weapons can't shoot at it anyway and most Characters you can target like that aren't sitting in cover either. Only the 5th Markerlight would've been nice here. * '''Sworn Protectors (1CP):''' Crisis bodyguards can reroll hit and wound rolls in melee while near a friendly sept character. Nothing to write home about unless youโre taking WS 4+ FSE Veterans with ATS, who will most likely be around Farsight himself as part of a bomb. * '''Wisdom of the many (1CP):''' An {{W40Kkeyword|Ethereal}} gets to choose another ability to cast. Storm Of Fire plus Sense of Stone anyone?
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