RUN RUN RUN – Codex T’au is out and about over the last few hours. Take a look at these strategems.
Several images of the upcoming Codex T’au are doing the rounds online, originating on the 40KTau Reddit by a user who says he “may or may not have the codex” and dropped several images of it.
Here are the Strategems to get you started:
These have been transcribed by Kirby over at 3++ for those who don’t want to squint for a bit:
Multi-spectrum Sensor Suite (why Suite? 1CP) – used before a battlesuit unit shoots, enemy units cannot claim cover saves from that unit.
Fail-safe Detonator (1CP) – use when Battlesuit unit from your army is destroyed in fight phase, roll a dice for each unit within 3” and on a 4+ it suffers a mortal wound.
Auotmated Repair System (2CP) – Battlesuit or Vehicle regains D3 lost wounds.
Neuroweb System Jammer (2CP) – start of enemy shooting phase, pick an enemy unit within 18” of Battlesuit Commander; subtract 1 from hit rolls made fro that unit this phase.
Reupulsor Impact Field (1CP) – after opponent successfully charges a Battlesuit unit, roll a dice fro each model in the enemy unit within 3” of your unit and 6s deal mortal wounds
Command and Control Node (1CP) – Commander cannot shoot but Battlesuit unit in your army within 6” can re-roll wounds.
EMP Grenade (1CP) – when throwing a photon grenade, only make a single hit roll and if it hits, deal D3 mortal wounds against an enemy vehicle.
Hunting Grounds (1CP) – Kroot Hound unit successfully completes charge, Kroot units within 12” can re-roll charges.
Uplinked Markerlight (1CP) – when a markerlight successfully hits, place D3+1 markerlight tokens instead of 1.
Branched Nova Charge (1CP) – Riptide can use two effects rather than one when NOVA charging.
Support Turret Replacement (1CP) – If a Turret has been destroyed for a Fire Warrior team, it can be replaced.
Point Defence Targeting Relay (1CP) – Vehicle can overwatch on 5s and 6s
Emergency Dispensation (1CP/3CP) – standard for relics.
Orbital Ion Beam (3CP) – Commander has not moved or Manta Striked in the preceding movement phase. Pick two points on the battlefield 2D6” apart and draw a line between them. Each unit suffers D3 mortal wounds on a 4+ (characters 5+).
Breach and Clear (1CP) – Breacher team re-rolls wounds against enemy units in cover.
Recon Sweep (1CP) – Pathfinder team can moved 2D6” in the shooting phase but cannot shoot or charge.
Wall of Mirrors (1CP) – seen it; too long to type 😉.
Stimulant Injector (1CP) – start of any turn, a battlesuit model with wounds characteristic of 10+ can use the top row of the models’ damage table regardless of wounds remaining (unless it dies)
Focused Fire (3CP) – T’au Sept Stratagem; +1 to wound against a unit that has already been wounded this term by a T’au Sept unit.
Strike and Fade (1CP) – Dal’yth Stratagem; unit can shoot and then move up to 6” as if it it were the movement phase sans Advancing.
Experimental Weaponry (1CP) – re-roll number of attacks for randomly generated shot weapons for a Bork’an unit.
Positional Relay (2CP) – start of movement phase, pick a recon drone and a unit of the same sept that has been setup in a manta hold and can setup within 6” of the recon drone.
Hot Blooded (2CP) – Vior’la stratagem; infantry unit can shoot twice this phase but must target the closest enemy unit each time.
Orbital Marker Distribution Uplink (2CP) – Sa’cea stratagem; pick an enemy unit visible to a character; that unit and all units within 6” gain a markerlight counter.
Drop zone Clear (2CP) – Farsight Stratagem; battle suit unit that was setup using a manta strike ability this turn and add 1 to hit rolls for that unit.
~Have at it folks!