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Frontline Battle Tank; Main Armament also includes Ion Cannon, Railgun, Missile Pods, Fusion Cannons, Plasma Cannons
Similar to the some of the Stratagems above, DRONE models are generally not affected by these abilities. Any Trait marked with a * will not apply to DRONE models in any units under the effect of these abilities. Twin-linked Fusion Cannon - Fusion Cannons are larger versions of the Battlesuit-mounted Fusion Blaster, and fire blasts of Melta energy capable of incinerating vehicle armour and heavy infantry alike. Both the Plasma Cannon and Fusion Cannon-mounted variants of the Hammerhead gunship were first encountered during the Taros Campaign, where they are believed to have first been field-tested.If you’re somehow playing with mixed SEPTS , these all explicitly work on T’AU EMPIRE units, but not if you’re FARSIGHT ENCLAVES . By the campaign's end, the Astra Militarum tank regiments were utterly demoralised as they grimly calculated their low odds of survival; they would never leave cover without first thoroughly scanning the horizon for the Hammerhead's distinctive shape. It’s also worth noting that they don’t gain any Keywords of the unit they’re part of (so generally no Cover for them as they’re not INFANTRY ), but also don’t prevent other Keyword interactions, so CHARACTERS can have 2 Marker Drones with them to provide support without fear of reprisal via Look Out Sir, for example. explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original. The Fire Caste use several varieties, from the Pathfinders‘ rail rifles to the heavy rail cannons of a Manta Missile Destroyer, but it’s the Hammerhead’s railgun that all others are compared to.
This Tau grav-tank was first encountered by Imperial forces during the Damocles Crusade, where it was given its codename 'Hammerhead.' [3b] It has since remained a staple of Tau military forces, and has been used on a number of worlds, including Gravalax, Taros and Pavonis. Since first being sighted, a number of variants has been introduced, most recently during the Taros Campaign. [Needs Citation] Technical Information Armament The Grisly Feast- If a KROOT unit destroys an enemy unit in Melee, they get a 5+++ for the rest of the game. A decent buff, and for 1 CP. But it’s Kroot. Killing stuff in Melee. That’s not what they’re for, or even good at. File this in the section labelled “Cool Stratagems that exist but will come up basically never, and you’ll vaguely remember it exists 2 days after a game where it happened. Adherents to the Teachings- +3” to Auras and Command Phase abilities, up to 12”. Just like the T’au Sept, which is convenient given this Sector is the heartlands of the Empire. It’s good, if you’re going heavy on the Characters, but unless there is another trait you’d prefer over the rerolls, alongside all the other benefits the T’au Sept get, just use them instead. Dual Missile Pod - Hammerhead-mounted Missile Pods fire barrages of the same missiles used in T'au Battlesuit-mounted Missile Pods. They serve a similar role to Ion Cannons, but sacrifice effectiveness against armoured infantry for a chance to impact on larger groups of infantry. Disruption Pod - Disruption Pods display distorting holographic images in the visual and electromagnetic spectra to make the vehicle harder to target.The Kindled Blade- A FIREBLADE actually pulls his big knife out of its sheath in your Command Phase, getting a 6” Aura of autopass Morale for FIRE WARRIORS , until your next turn. It’s decent, but only affects your light (ergo, already easy to kill) Infantry, and needs to be timed well. Still, if you’re going heavy on Fire Warriors, or just want to ensure you hold an Objective against Shooting without worrying about Morale for a turn, it’s not bad.
Any of the rules discussed below apply only to T’AU EMPIRE models with the same