inB4 size too big, wrong color, shitty weapons.
this is my mech. and i can do what ever i want! lol
also this will be the color theme for my tau battleforce.
as for the weapon choice. it really depends on the meta of your opponents and or your roles for them.
right now i have 2 crisis team.
team 1 uses double fusion guns for anti-tank.
team 2 double plasma for anti marines.
ahahah its funny. u playing vanilla tau but paint it red.
and im thinking of playing farsight but i paint mine shadowsun colors.
now tau has no battle bros at all while spess mahreens can battle bro with any other chapter.
GW just cant stand xenos winning...
40k is too grimdark. need some break from all that grimness.
and im playing the vanilla army what do i get? nothing!!
why isnt shadowsun get her own book? and in the book stealth units are 5man strong and carrys plasma rifles.
also entire army stealth. hahahahah
emm... i forgot what was that gun call. some kinda new experimental weapon. is
either a ion cannon or a air bust fragment gun.
yes! the latest TAU is awesome! new suits! new rules! they can wipe the table clean.
Well it is only to large blasts, and it doesn’t say it ignores cover, so you still get your cover saves.
XV107 R’varna Battlesuit
A heavy fire support variant of the standard XV104 Riptide battle suit, the R’varna battle suit provides a 2+ Armour save. It includes inbuilt multi-trackers (see page 69 of Codex: Tau Empire), inbuilt blacksun filters (see page 68 of Codex: Tau Empire) and a flechette discharger (see page 72 of Codex: Tau Empire). In the case of the flechette discharger, all models in contact with the R’varna’s base are subject to the attack. Pulse Submunitions Cannon Unlike standard pulse weapons, these powerful cannon fire clusters of sophisticated micro-sub munitions that detonate in proximity to their target in a storm of separate pulse- discharges, showering the area with deadly effect. Larger targets suffer proportionately greater harm, as they can be struck with a wave of near-simultaneous detonations, magnifying the blast and shredding them apart.
Weapon Range-60" Str-6 AP-4 Type Large Blast (5"),
Pulse sub munitions
Cannon Cluster Fire
Cluster Fire: Very Bulky models, as well as those with the ke/Jetbike/Beasts/Cavalry type, suffer two hits each from this weapon at an increased Strength of 7. Extremely Bulky and Artillery/Monstrous Creature/Flying Monstrous Creature/ Vehicle (any type) models and specifically targeted buildings and fortifications suffer 3 hits each if they are hit by the weapon at an increased Strength of 8.
Example: The Large Blast (5”) from a pulse sub munitions cannon hits models from two separate units: one comprising Space Marine Devastator Centurions and the other being a Tactical squad – two Space Marine Centurions and three Tactical squad Space Marines are affected by the blast. Against the Tactical squad, the weapon’s listed profile of Strength 6 is used as the Cluster Fire rule does not affect infantry models without the Bulky rule, and only 3 hits (one per model under the template) are inflicted, as per the standard rules. The Centurion squad suffers 4 hits at Strength 7 (two hits per model with the Very Bulky rule).
Note: The Pulse sub munitions cannon cannot benefit from the Storm of Fire special rule (see page 35 of Codex: Tau Empire).
Nova Reactor – R’varna Class
The R’varna class utilizes a variant installation of the Riptide’s powerful, if dangerous, nova reactor. The reactor follows the same rules as for a Riptide (see page 45 of Codex: Tau Empire). Declare an attempt to use the nova reactor if desired at the start of the model’s Movement phase. Roll a D6. On a result of 1-2, the R’varna fails and suffers a wound (no saves of any kind may be taken, and the wound cannot be negated by the Feel No Pain special rule). On a 3+, one of the following abilities may be used, its effects lasting until the start of the controlling player’s next Movement phase.
Ability & Effect
Nova Shield- The model’s Invulnerable saves are increased to 3+.
Volley Fire-The model’s pulse sub munitions cannon can each be fired twice. Even though these weapons are fired twice, each still only counts as firing a single weapon. If this option is chosen then the R’varna may not fire its weapons at all in the subsequent turn.
Electromagnetic Shockwave- All models within 6" of the R’varna’s base, enemy and friendly, suffer a immediate Single Strength 2 AP 5 hit with the Haywire type.
Flank Speed-The model gains the Fleet special rule and when making a Run move, the controlling player rolls 2D6 to determine the distance moved instead of just a D6.