Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Battlesuit Special Equipment
Reply
Old 10 Jul 2006, 19:54   #1 (permalink)
Kroot Shaper
 
Join Date: Jun 2006
Posts: 89
Default Battlesuit Special Equipment

Hi...

I was just wondering if anyone with more battlefield experience than I, could write a few lines about each of the new Special Issue items available to the Battlesuits.

I know that the CiB, Airbursting Fragmention Projector, Stimulant Injectors and Vectored Retro Thrusters have undergone alot of tactic and are mentioned in some combo's elsewhere in this forum...but what do You all think about the issue with the Iridium armourplates (at the cost of jetpack move) and the Fail safe Detonator?

Anyone wanna write a Tactica on all these new items???

"In Taro A'dun"

Tassadar
Tassadar is offline   Reply With Quote
Old 11 Jul 2006, 12:44   #2 (permalink)
Shas'Saal
 
Join Date: Jul 2006
Location: Melbourne, Australia
Posts: 219
Default Re: Battlesuit Special Equipment

The stimulant injector has saved me many times, DEFNATLEY worth the ten points for your shas'o or 'el, i just wish I could give them to all my suits, I have yet to try most of the other options and am a bit confused about the failsafe detonator rules, do they work for monats or can they only be used when a suit has been destroyed?
__________________
"The strength of your force may be calculated by multiplying it's weight by it's velocity. Strive always to maximize both" - Commander Puertide

"For the Greater Good!"
drodgers is offline   Reply With Quote
Old 11 Jul 2006, 18:52   #3 (permalink)
Shas'Vre
 
Join Date: Nov 2005
Location: on Dal'yth
Posts: 1,326
Default Re: Battlesuit Special Equipment

I don't have my codex with me but I'll give it a try...

The stimulant injector gives the suit in questiona Feel No Pain save, which is a 4+ "extra" save after you fail your armour/ invulnerable save. It is useless against anything that instant kills, and power weapons. It helps keep us the survivablility of our suits against small arms, and, more importantly, plasma weapons

Vectored Retro-Thrusters are an interesting choice for battlesuit wargear. The grant hit and run, which is a voluntary fall back in which you choose the direction, and always regroup at the end of it, while the enemy can only fall back. It has two draw backs. One, it is a battlesuit suport system, and two, it must be used on a lone battlesuit. It's nice to go in, shoot, assault, and hope you survive two rounds of CC, than jump out, and do it again.

The above two are generally used in conjunction in what is called a Ninja'O, a Shas'o with a plasma rifle, fusion blaster, and the above systems. It seems to work out well.

Iridium Armor is very nice at irritating people, and a 2+ armor save is very nice. Use it on an independent character so you can use the IC rules to protect him, and moving slower won't matter. I've tried it, and it does work pretty well. Especially against missile launchers

The Command and Control Node (CACN), is very nice on a shas'o. 10 points for LD target priority tests in a 24" bubble is nice. I've had to use it very often, and it is very useful. Use it around broadsides.

The Positional Relay is under-rated but I like it. It has one use, making it so that you control when DSing reserves for your team. Either that or making sure you get a Sunforge suit on the second turn. Not useful in omega though.

The Failsafe Detonator is really useful in a Farsight bodyguard. Give it to a guy with TL flamers. Then go into CC. Win the first round, hope they stay, then lose the second round (so the enemy is all closer), and lose, and blow up in there faces Remember that str 8 instant kills MEQs so against necrons, it's a pretty interesting weapon.

The Ejection System is pretty useless because a commander with one wound, no save, and T3 is pretty vulnerable. Unless he's killed on the last turn, or soemthing like that, I don't see how it will help anything. Especially not for its points cost.

Well that's it for the systems. If I miss something, just tell me, and I'll add it, but only the new special issue wargear.

Castris, over an out
__________________
"The gue'la will either except our destiny, or die!"
-Shas'o Castris
Quote:
Originally Posted by Faolin
"Human nature" only prevents a better future if we accept it as unchangeable.
Quote:
Originally Posted by MechTau
Shasocastris, since my return to these boards, nothing has made a bigger impression than you and your views.
shasocastris is offline   Reply With Quote
Old 12 Jul 2006, 02:24   #4 (permalink)
Kroot Shaper
 
Join Date: Jul 2006
Posts: 59
Default Re: Battlesuit Special Equipment

Quote:
Originally Posted by drodgers
The stimulant injector has saved me many times, DEFNATLEY worth the ten points for your shas'o or 'el, i just wish I could give them to all my suits, I have yet to try most of the other options and am a bit confused about the failsafe detonator rules, do they work for monats or can they only be used when a suit has been destroyed?
[They can only be used once a battlesuit has been destroyed and a pilot is ejected]
Necromancer is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Special Weapon Squad Equipment question icer190 Imperial Guard 15 26 Nov 2007 07:47
Matching Equipment in the Codex to the Equipment on Models Phanixis Tau 5 14 Jun 2007 03:03
Tau Special Rules and Equipment: Open Forum calmsword Tau 86 27 Oct 2006 22:28
New Battlesuit equipment Vega62a Tau 26 12 Apr 2006 04:31
Questiom about Special Equipment. Helderin Imperial Guard 14 24 Dec 2005 01:49