Editing
Warhammer 40,000/10th Edition Tactics/Tau
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Characters=== *'''Cadre Fireblade:''' A squishy boy that helps your Strike and Breacher teams with his volley fire buff, granting all models in the unit he leads another attack. His own pulse rifle is no slouch either, dishing out D2 and granting AP-3 on critical wounds. Can join Strike Teams or Breacher Teams. **Amusingly, the Cadre Fireblade's extra attack buff counts towards the attacks from gun drones the unit may be equipped with. Even more shenanigans is that the Fireblade critical wound AP buff triggers on his gun drones, too. *'''Commander:''' Your basic Shas'O remains as valuable and flexible as ever as each one can pack up to three additional slots for support systems and guns on top of the burst cannon they start our with. With the simplified points system, this means that you can really pick out whatever you want without paying heed to any restrictions short of your desires. **Note that the Battlesuit Support System, Shield Generator and Weapon Support System only work on the suit using it, so this won't do anything for their retinue of Crisis suits. If you're looking to support the squad, you'll need to take some drones. <tabs> <tab name="Crisis Battlesuit"> Your most basic commander, but hard to refuse when they let a squad re-roll 1s to hit with their guns. </tab> <tab name="Coldstar Battlesuit"> Gains an extra wound as well as M12" - that speed is now shared with any crisis suits they join on top of gaining ''[Assault]'' on their guns so everything will always fire on the move, even missile drones. *Starts off with the High-Output Burst Cannon, which is essentially a burst cannon with twice the hits. </tab> <tab name="Enforcer Battlesuit"> Slower at M8" but gets a 2+ save and an extra wound. The best to hit any high-powered forces as the AP of any guns that target their retinue worsens by 1. This makes anything like imperial plasma guns a lot less effective in taking your guys on, even with the overcharge. </tab> </tabs> *'''Ethereal:''' A hero who's never meant to be in combat. He's only got a token stave to fight with and no guns to speak of. Instead, he can give you a free CP each turn and offers his squad of fire warriors a 5+ FNP to make them a bit stubborn. **While he can grab a hover drone, it's only a novelty to grab unless you're planning on having them scoot away the moment their squad gets blasted off the map. Instead, focus more on the other drones he can grab since they get an allotment of two. This can help free up drone choices for the retinue. *'''Kroot Shaper:''' A leader for any pack of kroot carnivores (sadly the Farstriders seem unable to join them). They give their squad a 6+ FNP for some measure of protection, but the moment they kill an enemy in melee (which can be a bit easier than you think when that S5 melee weapon gets +3 extra attacks on the charge) that gets boosted to a 4+ FNP. You should never bother sticking with the Kroot Rifle, the Pulse Rifle is a straight upgrade. *'''Firesight Team:''' Honestly shouldn't even be here - He's just a guy who's stuck to some sniper drones that are just accessories. Even when he's down to his last wound, he can still snipe out enemy characters, getting a re-roll to hit if he gets guided via FtGG. **Another unit buffed in 10th, the power of Infiltrator/Stealth/Lone Op means you can park them where you want and it will be a pain to remove. The lack of ''[Anti-Infantry]'' means the ''[Devastating Wounds]'' will be rare. Despite the hit re-rolls if guided, don't be afraid to use the Firesight to Observe for someone else as they do have the Markerlight keyword, too. ''[Heavy]'' allows them to shoot at BS3+ on their own. ====Epic Heroes==== *'''[[Aun'Va]]:''' The Morale-Boosting hologram. While he has those two buff guys as bodyguards, he remains just as unfit for melee as any other ethereal with the added malus of being unable to join anyone else. That said, he's got plenty of defenses between a 4++ invuln, ''Lone Operative'' and an innate -1 penalty to hit and wound him with a single-use 2++ save to hold off a single-use kill-strike. His one benefit is a 6" bubble that lets friendly units add +1 to Leadership and battle-shock rolls. *'''[[Aun'Shi]]:''' The only Ethereal who can fight worth a damn with his S5 AP-1 D2 stave with ''[Sustained Hits 1]'', gaining either ''[Precision]'', ''[Devastating Wounds]'' or improving to ''[Sustained Wounds 2]''. This gives him some ability to fight enough to compensate for any squad of fire warriors being pansies and threaten things the Kroot can't. On top of this, he gives his squad +1 to OC, making the fire warriors excellent for capping. *'''[[El'Myamoto|Darkstrider]]:''' Super pathfinder, gets a pulse carbine named "shade" that deals two damage and attacks from the pathfinders he leads get +1 to wound. And on top of that, units entering the board from reserves cannot set up within 12" of him. *'''Commander [[Farsight]]:''' Quite the beatstick now. His plasma rifle gets two shots and then there's the dawn blade, now with a strike and sweep split profile: the former gets 4 attacks at S10 AP-2 D3 while the latter gets 8 attacks at S6 AP-1 D1; all his attacks, ranged and close, hit on 2s. On top of that, he can re-roll hits and wounds in a single fight phase in the game and the Crisis team he leads gets +1 to wound on anything within 9". *'''[[Longstrike]]:''' Surprisingly has a full statline for his Hammerhead instead of how Chronus or Pask (back when Pask existed in the game) merely commandeer a tank and boost its stats. That said, all he does is give one other Hammerhead within 12" ''[Lethal Hits]'' on its guns each turn. **More proof of the inconsistency of weapon profiles in the 10th ed indices, Longstrike's ABC lacks the AP-1 that a regular Hammerhead or Skyray has. /sigh. Also take care of granting the ''[Lethal Hits]'' to a Railhead as that will not give you a chance to trigger ''[Devastating Wounds]''. *'''Commander [[Shadowsun]]:''' Her flechette launcher can't be used in engagement range but gets 5 shots while her missile pod lacks AP and has a shorter range; she does pack a pulse pistol hitting on BS3+ and her two S10 18" Fusion Blasters are based af. Attacks against her are also at -1 to hit ''and'' wound and she allows a unit using a strat within 6" of her to recover 1 CP on a 5+. She can also shoot while falling back and allows all Tau units within 6" of her to re-roll 1s to hit. Clearly more of a support character with some tank-hunting sauce.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information