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Etherium versus Markerlights


Gentlemanloser

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Etherium;

Whenever enemy units target a Culexus Assassin with shooting or close combat

attacks, the shots/attacks are always resolved as if the attacking unit had Ballistic

Skill and Weapon Skill 1.

 

Markerlights - Pinpoint;

All models firing at the target as part of this shooting attack gain a bonus to their Ballistic Skill for the duration of the shooting attack. The size of this bonus is equal to the number of markerlight counters expended on this ability. Pinpoint can increase the Ballistic Skill of Snap Shots and Overwatch.

 

Etherium doesn't impose Snap Shots on the attacker, but sets BS to 1.

 

As this is a 'set' modifier, this should occur after the addition granted by Markerlights.

 

So even Tau should shoot at a Culuxes Assassin as BS1.

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There is however a way for the Tau to turn that on its head.

 

• Seeker: . . . . . . . . Markerlight cost: 1 +

For each markerlight counter expended on this ability, the unit immediately fires a single seeker missile (if it has one) in addition to any other weapons it is pet-mitted to fire. A seeker missile fired in this way:

- Does not need line of sight.

- Must be fired at the same target as the vehicle's

other weapons.

- Is resolved at Ballistic Skill 5.

- Has the Ignores Cover special rule.

- Does not reduce the number of weapons a vehicle can

fire at its full Ballistic Skill.

- Does count towards the limit of 2 missiles that a flyer

can fire each turn.

So a Culexus still needs to be wary of the Tau!

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Of course, all this presupposes that the Tau rolled the requisite six to hit with their markerlight in the first place.

Indeed but I would assume most Tau players will have sufficient markerlights to get a 6 if needed. Added bonus of Seeker Missiles is that they are S8 (so ID the assassin) and Ignore Cover. So basically a 50/50 chance to kill.

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