Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. Use this before a Battlesuit unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.
Use before the battle. Use this when a Battlesuit unit from your army is destroyed in the Fight phase, before removing the last model. Use this at the start of any turn.
Pick a Vehicle or Battlesuit model from your army. That model regains D3 lost wounds. Use this at the start of the enemy Shooting phase. Your opponent must subtract 1 from hit rolls made for that unit this phase. Use this after an enemy unit successfully charges a Battlesuit unit from your army. On a 6 that model suffers a mortal wound. Use this at the start of your Shooting phase. Pick a Commander from your army.
Only make a single hit roll with the weapon this phase; if it hits, the target suffers D3 mortal wounds. Use this after an enemy unit has been hit by a markerlight fired by a model from your army. You may choose two effects from those listed rather than one. Use this at the end of your Movement phase. Use when an enemy unit declares a charge against a Vehicle unit from your army. When your unit fires Overwatch this phase, a 5 or 6 is required for a successful hit roll, instead of only 6.
Use after an Adeptus Mechanicus Character from your army has used an ability to repair a friendly model. The character can immediately attempt to use that ability again, and can use it to repair the same model.
Draw an imaginary straight line 1mm wide between these points and roll a dice for each unit friend or foe that has models under this line. Subtract 1 from the result if the unit being rolled for is a Character.
This can only be used once per battle. USe this in your Shooting phase, before a Breacher Team from your army shoots at an enemy unit that is receiving the benefit of cover.
The Breacher Team re-rolls failed wound rolls against the enemy unit until the end of the this phase. Select a Pathfinder Team from your army. Use this at the start of your Movement phase. Choose a Battlesuit model from your army with a Wounds characteristic of 10 or more.
This ends immediately if the model is reduced to 0 wounds. Pick a MB3 Recon Drone from your army. They cannot Advance as part of this move. Rock has been nerfed! Scissors is fine. Oh, sure. But seriously, I'm a very negative person, I complain about shit all the time. This is different, but definitely wouldn't call it a nerf.
Oh, and btw, would generally prefer that things not be rock paper scissors. I know you were making a joke, but 40k seemed to have a problem with that for a while. Before: — One hit made ONE unit went from 0. So if you have an N sized pathfinder unit, you can split fire between N targets, and improve your to-hit chances against all hitted units for ALL your shooting units.
If you really want something dead, you can first target a unit with just two marker lights for a lucky shot of 0. I believe all in all, it will be beneficial. It will give you more choices. And if you focus, you will have the same deadly results you had on previous editions.
Will Markerlight hits from one unit help a second unit hit it with Markerlights? First Markerlight salvo lands 2 hits. Second more likely to hit 3. Bang you have your five. Third salvo can make the next unit just a bit easier to hit and provide redundancy to the other two being reduced in size.
New marker light system is trash. Been playing Tau for years. I now need double the marker lights to do anything. We still don't know what the Jetpack keyword does, if anything, do we? Just that all those models also have "fly"? For example, Land Raiders note that Jump Pack models count double for capacity. I really can't read the Ghostkeel rules.
Anyone better at deciphering that pixelated fuzz than me? Can deploy anywhere on the field outside of enemy deployment zone and not within 9"? All of the usual drone text about pawning off wounds on them, them being an independent unit, etc, etc. I think the Ghostkeel Electro[warfare? Looks like the new Tau rule is writen by Tau player, they are just as broken as 7th, not surprised. They are certainly looking good but not some of the broken terribleness we've seen in the past.
Units, especially melee units, move a lot faster now. Seeing first-turn charges is gonna be a pretty common thing. It is almost word for word like the previous version. Does the heavy burst cannon have a base strength of 5 now? I could see myself getting lots of Cadre Fireblades because A Probably the easiest way to get a dependable markerlight B help fill out whatever detachments I feel like for cheap. Increase to survivability I'm pretty sure anyway — possibly a perception that transports are a lot better as well whether that's actually true…well.
See rhinos doubling in points. For whatever reason it's not posted here, but the Devilfish has pretty beefy defensive stats. A bunch of complicated stuff for the drones and…about it. Also just a thing about using the model rather than the base for distances and stuff. Also possibly ignores cover outside SMS? It was hard to read, so I'm not sure if that was for all weapons or what also not sure if it was guaranteed — I think it was maybe related to drones.
If it has a Recon Drone riding along in the Top Hatch area, all guns ignore cover. Also, Recon Drones don't take up transport capacity. That's gotta be up there with the most unintuitive names in the game. A 'multi-tracker' really sounds like something that should help you shoot at more than one target. What you've got there is a 'mono-tracker'. Wait, the thing that people took to be able to target seperate units now makes you better at targetting one unit?
Good weapons not spectacular , defense against shooting in form of drones, and the ability to disengage from melee due to fly. I think we are going to see a general big increase in total unit cost for the bigger things.
Your standard Troops, etc. People didn't cry for paying for TMCs in 5th. Not bad considering you have 2 S8 AP-4 shots that are re-rollable from 60" away. So in a unit of 3, each Broadside can shoot its weapons at different targets. If you're not worried about light vehicles and infantry hordes, it's a very viable choice. Battlesuits can fire all their weapons they're equipped with right? In that case the 75pt triple plasma crisis is gonna be my default for comparison.
T5 and w3 makes me more comfortable getting in closer at least. There's gonna be a lot of loadout choice between 3 weapons or 2 guns and a support system now. The EWO getting nerfed to 9" makes me debate its usefulness; the 9" standard drop range already protects vs melta damage rerolls. My ghostkeels are probably going to keep the ion raker as the primary armament, but for secondaries I'm torn since fusion blasters are so expensive.
I'm liking the idea of filling my FA slots with groups of marker drones to act as both sources of markerlights and ablative wounds. Derp, right. Brainfarted there. Still the point I was trying to make. About all it does is discourage deepstrike assaults. With Charging out of reserves available for most deepstrikers, discouraging them is very, very useful. At least if they drop in beyond 12" we get one round of shooting against them before the choppas come eff them up.
However, they're throwing down a bucketload of shots, especially with support systems counted in. Markerlight benefits are still pretty solid. Note that ML tokens are not expended when a unit shoots at something- so if you're hitting a big target that has to die, your whole army can benefit.
Tidewall fortifications are… weird. They're essentially transports now, but ones that are slower than normal and let you shoot out.
Shieldline seems neat, since you get chances for Mortal Wounds every time the enemy shoots at you. Razorshark is a good template for how most flyers work, I think. Gotta move 20" every turn, degrading statline.
Ethereals and named versions seem alright. Invocation of the Elements is quite good, with multiple strong abilities usable by all types of units, and morale boosts are critical for Tau.
Farsight maintains his combat status- good for a Tau, but no match for the big boys in other factions. Don't underestimate the power of getting to reposition your whole army 9"" two times per game while maintaining firepower. Fireblade is a cheap Markerlight, which is nice, and also gives the old Ethereal benefit to nearby units. Notably, he doesn't have to sit still to use his bonus shots anymore- using Mont'ka to advance and then fire off your Pulse Carbines for triple shots is no joke.
Wait, does this mean that Pulse Carbines might actually be worth a damn, for the first time ever?? Drones always move and act independently of their "origin" squad, but count as the same battlefield role as them for rules purposes.
Savoir Protocols is also a real big change for drones. Remember, wound allocation happens before damage- so your Riptide or Broadside can pawn off that Lascannon hit onto its poor, stupid Gun Drone friend.
Skyray kiiiiiiinda seems like hot garbage now. Seekers are fine doing one mortal wound, but with wound counts inflating so far up a "main armament" of six Seekers is basically gonna do absolutely nothing to any real target. Stealth Suits seem pretty good? Especially with their price tag staying about the same while most units went up, they seem like they have legs. I'm glad Piranhas aren't completely awful. Love that 16" move, too. Sniper Drones seem like an okay way to hit characters, if you need to do that- so far characters aren't as clutch as they are in AoS, but there's definitely some good ones.
Sad they don't get the possibility of mortal wounds like SM Sniper Rifles do, though. Riptide guns have pretty scary profiles, but it is expeeeeeeeeeensive. Taking a flat mortal wound to activate the Nova Reactor is an interesting system, less dicey than before. You can still ignore it with an Ethereal or Stims if you get lucky, even. Heavy 12 S6 AP-2 on the nova mode for HBC is pretty brutal, though it seems hard to compete with the Ion's d6 hits for d3 damage each if you wanna murder some big stupid guys.
Support Systems are really, really strong. Multitracker makes you largely independent of Markerlights, so long as you focus fire. Early Warning lets you shut down Deep Strikers if they try for a charge, Target Lock lets you move and fire without penalty, and Stims are now much cheaper. Almost all really strong options. The Stormsurge is surprisingly slow, all things considered- thankfully it doesn't lose speed as it degrades, at least.
Note that unlike a Knight, it can't move through enemies when it falls back, so it's definitely possible to trap it in combat. For all that, though, it has a LOT of guns and since it's taking three support systems it will be an absolute monster of firepower. Surprisingly, its price remains just about the same as previously, so it may still be viable. Pathfinders could maybe be a pretty good way to get Markerlights?
They're noticably cheaper, but have better overall survivability and usability. Ion on the Hammerhead seems a lot better than the Railgun now.
Three shots with 2dmg each is better than one shot with d6 damage, not to mention overcharging. Darkstrider can give a target -1T for one infantry's shooting attacks. Maybe not huge, but drop a Land Raider or Dreadnought down so you can pummel it with Missile Pods or something?
Kroot at 6pts a pop are gonna be really, really important for screening your units against early charges. Expect to see three squads in most every Tau army, unless the ally chart allows you to fill that role with something else Ork Boyz, etc. Crisis and Commanders can take a lot of guns now- but not the Coldstar, that poor sap. Seeing a Commander with three Burst Cannons and a Missile Pod go to town on some infantry would be hilarious.
Crisis can't Deep Strike into melta range, despite what everyone seems to think. You have to be MORE than 9" away from any enemy unit. If you want to get that, you need to use the Homing Beacon from those Stealth Suits.
He still wants to be part of a "squadron" of Hammerheads, though. Even so, it's a big deal, and expect to see them in armies a lot. It's weird that they and Crisis start with one weapon and can do swapping tricks if they want. Ghostkeel seems pretty beefy. Overcharging Ion is risky, but combined with ATS it hits pretty hard- though the Fusion Collider compares a lot better in this edition. Without the ability to JSJ that 18" range is a lot more risky, though, especially with units able to move so fast.
Do we know what's happened to JSJ? Many suits still have th e"jet pack" keyword but I can't find any rules for it. I sincerely hope rules for jet pack units come out restoring JSJ, otherwise crisis suits lost a big part of their flavour and a big chunk of their survivability. Being able to fall back and shoot means jackshit if crisis suits are more likely to get stuck in assault and get wiped out in it.
Ya it's a big blow to their durability and style but will need to wait and see. What we've got right now is play out of the box — what happens after that….
It was one of the reasons I enjoyed playing Tau so much — that skillful dancing on a knife edge in and out of assault range. Yes… the path forward is a little unclear, like are codexes guaranteed to restore things like warlord traits and relics?
I imagine we will see points as your standard. Wouldn't be surprised if that creeps up…. Holy shit, saviour protocols massively increase my perception of how good battlesuits are.
I'm also not seeing any limitation on what weapons crisis suits can take, which would be hilarious but presumably there is! I kind of want to do a commander with 4 high output burst cannons if at all possible, that's just a hilarious number of shots from one battlesuit.
Rules for models produced by Forgeworld are available as part of the Imperial Armour series of books, also published by Forgeworld.
The range of codexes is regularly updated with new editions of armies and occasionally new army codexes. However, all codexes prior editions of Warhammer 40, are still valid in the current edition, unless a later version has replaced it.
Upon the launch of 8th Edition, all codexes 7th Edition and prior were invalidated due to a rules overhaul and therefore incompatibility. On launch they were replaced with Indexes to provide compatible rules. Expansions for Warhammer 40, provide alternative ways to play the game. With the release of 8th Edition, all 7th Edition codexes and expansions were rendered obsolete.
Four of the most popular expansions were rereleased in the main rulebook upon launch. Imperial Armour is a series of official rules supplements to Warhammer 40, codexes produced by Forge World, a subsidiary company of Games Workshop. Current, valid books:. Individual Index books became obsolete when all the relevant codexes were published. However, some datasheets for older models can still be used. On 22 April Games Workshop announced via their Warhammer Community Website that when 8th Edition was released, all Army codexes would be obsolete.
Codex Supplements have their parent faction noted in brackets. All codexes were rendered obsolete by 3rd edition Warhammer 40, Kais felt sorry that he had to do this, the Guell could not know the folly of this attack. The Tau had claimed this world as che own, Tes use hnad boon decided, its fest colonists already allocated from members ofthe Fio caste, Ie was as indisputable as a sunrise. Already their markerlights were pinpointing the noisy vchicles for his more powerful weapons.
Almost as soon as he did so, three of the Gue'la vehicles exploded and lurched sideways, black smoke pouring from neat holes in their front and rear armour.
The hypervelocty sigs ofthe ral guns were t00 fast even for Kais' augmented vison, leaving only searing afterimages where the frition oftheir passing had ignited the ai, The Guela scattered, stunned at the Documents Similar To Tau Codex 8th.
Magalie Nadon Roger. Joshua MacLeod Watson. Jerry Virtz. Edd O'Connor. Matthew J Scadden. Josh Irwin. Anonymous qXke00QUph.
Kieran 'Frankly' Mathers. James Hedgepeth. JJ The.
0コメント