Editing
Warhammer 40,000/6th 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!
===Farsight Enclaves=== *'''Battlesuit Spearhead:''' The big rule everyone will be talking about, Battlesuit Spearhead allows you to take XV-8 Crisis battlesuits as Troops choices. The only restriction (besides the possibility that you cannot take them as Elites, which needs to be errata'd) is that at least one unit '''must''' have three Crisis suits. Because, you know, you '''really''' needed the motivation to do that anyways. If you find yourself nodding to this, you're doing it wrong. *'''Ork Hunters:''' Every model in a Farsight Enclaves detachment has Preferred Enemy (Orks), but '''only''' in close combat. It's nice in case you ''do'' end up in close combat, but don't go rushing there: you're still Tau and you still suck at melee. *'''Ta'lissera Bond:''' Remember the often-pointless Bonding Knife Ritual mentioned above? Yeah, every unit that can take it '''must''' take it. As discussed above, it's not all that useful (and is, in fact, absolutely pointless for three-man Crisis suit teams), but that's the price you must pay for battlesuits in Troops. *'''Signature Systems:''' You can't take the Tau Empire signature systems (well, you ''can'', in a roundabout way, but we'll talk about that in a minute). Instead, you can take the Farsight Enclave signature systems, which we'll discuss below. For the most part, this is a bad thing; the Tau Empire signature systems are ''excellent'', whereas the Farsight Enclaves systems are... significantly less so. That being said, your Riptides can also take them, which is good, because the best item is made primarily for them. *'''Farsight's Commander Team (The Eight):''' Instead of taking his seven-man Crisis bodyguard team, you can take Farsight's Commander Team, made up of seven Unique Special Characters. The unit doesn't take up an HQ slot (which is nice) and each model has the Independent Character special rule (meaning they can join other units). However, you '''must''' use their wargear as listed, but you don't have to take all of them (which would get very expensive, very fast). They'll be discussed in more detail below. <s>Note that, due to the ''extremely'' confusing wording of the rule, it's not clear whether you need to take Farsight or not. It seems that you can take them without Farsight, but if you ''do'' take Farsight and the Eight (well, it's only seven without him), you can't take his special bodyguard unit. But then they don't take up an HQ slot, so you'd need to take another HQ anyway.</s> FAQ'd so that you must have Farsight as your warlord if you want to take any of the remaining Seven. They're purchased as a single unit but all have Independent Character, so it's not clear whether they ''must'' be deployed together as a unit or if they can be deployed separately. *'''Divergent Destiny:''' A Farsight Enclaves army can't have Shadowsun or Aun'va, obviously. Whether this is any big loss depends on your preferences, but a Farsight Enclaves army can get along well enough without them. Oddly, you ''can'' take Ethereals, fluffwise only Aun'Shi is still welcome in the Enclave so take him. **<s>Note that, currently, the rule reads that you "cannot not" take the two of them, implying you ''must'' take both of them. This is incredibly silly, but [[that guy]] will probably argue with you and insist you must have both them. We suggest throwing some old metal minis at him. The old metal Aun'va and Shadowsun are the obvious choice but work within your means.</s>This has now been FAQ'd to read "A Farsight Enclaves army cannot include AunβVa or Commander Shadowsun." *'''Allies:''' Farsight Enclaves and Tau Empire are Battle Brothers. Yep, that's a lot of Riptides. ====Farsight Enclaves Signature Systems==== *'''Earth Caste Pilot Array:''' Let the engineers have some action. Drops WS of selected units to 1 (but what are you doing in close combat anyway? oh right farsight list) but you get to re-roll misses of one (works with the Gets Hot) and if used on a Riptide you can re-roll the nova charge if it fails (DO IT). ** This is awesome with a Heavy Burst Cannon on Nova-Charge. What's not to like on a Heavy 12 S6 AP4 Rending weapon that re-rolls those pesky Gets Hot failures? And although the AP isn't great, even a squad of TEQ/MEQ will shit their pants at this as you drop a double-digit number of (rending) wounds on them. And if you can boost their BS up to 5 (only two marker hits) your looking at what is essentially BS10. ** Did you know you can take two of these? Run Farsight and O'Vesa in his Bodyguard and although O'Vesa has one equipped, the Signature Systems limitation of 1 per army doesn't apply to him! Question is, does your opponent only run one Tear Cup in ''his'' list? *'''Talisman of Arthas Moloch:''' Anti-daemonic trinket, found in the same site as Dawn Blade. The holder gets a 5++ and all units within 12" Deny the Witch on four dice (taking the highest rolls). *'''Warscaper Drone:''' Counts as drone upgrade (retains any other gear and stats), grants Move Through Cover, Outflank and Acute Senses USR to attached unit, and enemy units within 12" outside of their deployment zone treat difficult terrain as dangerous terrain. Combos well with Seismic Fibrillator. *'''Seismic Fibrillator Drone:''' One use only. Roll at beginning of any player's turn, on 2+ open ground within 36" of the drone (NOT the unit attached) becomes difficult terrain and difficult terrain becomes dangerous terrain for one turn, or continues at next turn at 5+. *'''The Mirrorcodex:''' Farsight's pirated Codex Astartes copy, adds 1 to initiative roll. Also at beginning of each turn, roll a d6 and you have the chance to win PE:SM, PE:SM+IG or PE:Everyone for bearer and any unit within 6". *'''Fusion Blades:''' Upgrade for Commander with TL Fusion only. Turns your minigun to plasma shiv with Armourbane, perfect for shanking that Leman Russ that somehow survived your plasma fusillade. Also good to defend yourself against assault units (Commander is WS4 and 4 attacks, Fusion Blades grants Blind) however don't rely on it, as it has chance to disable your TL Fusion from both shooting and stabbing (making it mandatory to purchase another or two weapons). ====The Eight==== NOTE: Although the Signature Sytems rule states that only one of each Signature System may be taken per army, this rule "does not apply" to The Eight. Have fun with running two Earth Caste Pilot Arrays on your Double Riptides. Also note that ALL eight are Independent Characters, though it's not clear whether you have to start them as one unit or can second them during deployment to other units. *'''Commander Farsight:''' As Codex:Tau, nothing different in stats. (Only he can take some or all seven samurais, costing exactly 1494 points.) *'''Commander Brightsword:''' The seventh lunatic to bear this title (the first was killed by a squad from the 13th Penal Legion on an assassination mission.) Has a crisis suit with twin linked fusion blasters (with fusion blades), advanced targeting systems, one shield drone with the warscraper upgrade. *'''Commander Bravestorm:''' A charred out husk kept alive by his crisis suit, sound familiar? Has a plasma rifle, flamer, shield generator, stim injector, onager gauntlet, iridium armour, and two gun drones. *'''Shas'o Arra'kon:''' Farsight's would be successor in his absence, canonically the only one in the tall fine cast commander suit. Pilots an enforcer suit with plasma rifle, cyclic ionic blaster, airbursting fragmentation projector, a repulsor impact field, two gun drones, and counter fire defence systems. *'''Shas'o Sha'vastos:''' Had some slight problems adjusting to the prototype engram nanochip, is better now. Has a crisis suit with a plasma rifle, flamer, shield generator, vectored retro thrusters, two gun drones, and said puretide engram chip. *'''Sub-commander Torchstar:''' Tau defector and youngest of the Eight, relieves her unrequited feelings for Farsight with her second love: fire. Pilots a crisis suit with two flamers, target lock, multi-spectrum sensor suite, a neuroweb system jammer, drone controller and two marker drones. *'''Broadside Shas'vre Ob'lotai 9-0:''' A broadside piloted by an AI, nice. It's a broadside with twin-linked high yield missile pods, twin linked smart missile pods, a seeker missile, velocity tracker and two missile drones. *'''Honour-Shas'vre O'vesa:''' An earth-caste scientist in a riptide. Comes with an ion accelerator, twin-linked fusion blasters, shielded missile drones, an earth caste piloting array, early warning override, and stim injector.
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