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===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 that’d 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 Y’varha 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 you’re 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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