This is a complex set of illusionary based weaponry, allowing for the controller todefend itself against enemy assaults. The user of this tech always bears a 4+ CoverSave. In addition to this, any enemy units which charge a Tau vehicle with theselaunchers each take a single Poisoned Attacks (3+) hit which counts as a Strength of 6 immediately before they make their attacks. Any saves against this are reducedby 1 (4+ to 5+ and so on).
A vehicle upgraded with this ignores the effects of Dangerous Terrain, as well asgaining an additional point of BS.
Advanced Recoil System
A vehicle upgraded with this counts its gun as a Heavy 2 weapon for the purposesof scatter
not as Ordnance 1. In addition to this, the player may choose to rollonly 1d6 for scatter, but is not allowed to remove the Ballistic Skill of the firing tankfrom the total scatter roll.
This is a single Defensive Weapon, which may be fired once per game. It counts as asingle Strength 9, AP 2, Heavy 1 attack which ignores Cover Saves if fired at a unitcarrying a Markerlight token.
A vehicle upgraded with this counts as moving 6” less for the purposes of firing
weaponry, and may also count his vehicle as Fast.
Improved Skimmer Tech
A vehicle equipped with this gains a 2+ Cover Save when Moving Fast as a Skimmer.In addition to this, the vehicle may use its Landing Gear
on any turn that the pilot
only moves up to 6”, the vehicle loses the Skimmer s
pecial rule and may fire itsmain weapon as Heavy 3, rather than the standard template.
The Markerlight Tokens
The Markerlight token is a key part of the Tau arsenal, and thus takes a key role inany battles involving the Tau Empire. This section explains how it works.
Each time a Tau unit conducts shooting against a unit which has a ‘MarkerlightToken’ allocated against it, they may remove a token to use an effect from this list:
Count the unit’s BS as being +1 to the standard (3
-> 4, and so on)
Reduce the Cover Save of the target unit by 1, and also stop the unit fromGoing to Ground that turn
Decrease the AP of a single type of weapon fired at the target unit (aPulse Rifle goes from 5 to 4, for example)
By expending three tokens, the target unit may be classed as NOT
Fearless for that unit’s shooting.
By expending two tokens, the target may
be classed as NOT Stubborn for that turn’s shooting
In addition, a Tau unit may use the tokens to level a number of additional effectsagainst the target unit for that game turn:
A single Artillery Strike (Heavy 1, Twin Linked, and Strength 7 AP 2) maybe fired at the target unit using a BS of 3.
The target unit may have 1 Leadership deducted for a single leadershipbased test (e.g. Psychic Test, Morale Test).Finally, there is a reason why the Tau player may choose to allocate Markerlights to
simply ‘a’ unit rather than an enemy unit –
you may choose to fire at any units witha token allocated to them, r
ather than just your opponent’s.
Markerlight Tokens ar
e expended at the end of a unit’s shooting, or directly after
its effects are used. For example, if an effect would change the target of shootingto a unit without a Markerlight token then the original target retains the token, butif an effect causes the shooting to end before an effect can begin to affect thetarget the token is still expended.