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Made in us
Shas'la with Pulse Carbine






Arizona

Hey so some of you may have seen this on a couple other threads, but it occured to me that I'm basically hijacking the thread...which reflects badly on me. So instead of detracting from someone else's thread I'm gonna post everything I've developed here, so that it can recieve comments and criticisms directly rather than trying to steal readers lol.
All of this is constantly playtested and I've been developing it since I first bought the 4th Ed Tau book many years ago...ever since I first tried to use vespid lol
Also I'm gonna edit the other posts so I stop derailing threads, just gonna link them here.
Entries Are color coded for your convenience.

Ethereal-100pts
WS5 BS0 S3 T3 W3 I3 A3 LD10 SV4+,4++
Equipment: Honor Blade, pulse pistol, Battle Armor,Shield Generator
Rules: Inspiring, Price of Failure, Stubborn, Honor Guard

Honor Blade: doubles strength and ignores armor saves, counts for 2 close combat weapons
Inspiring: Ethereals are to Tau as Gods are to Men, so revered they are. Thus, any Tau (not Kroot Vespid or Human) with LoS to Ethereals may re roll ANY morale or pinning test they are required to make. In addition, the squad the ethereal joins may choose whether to pass or fail ANY morale or pinning test it is required to make.

Price of Failure: Tau are monstrously homocidal without the guidance of their beloved ethereals. So devastating is their desire for war they almost wiped themselves out before the Ethereals came. Thus, in the event of the death of an ethereal model, All tau with LoS must take a moral check. Should they fail, they must begin falling back towards the table edge in their deployment zone. Whether they pass or fail, all tau who took the test gain the following modifier:
Rage USR
All Assault weapons gain +1 to RoF
All rapid fire weapons become Assault 2


Should an ethereal die it counts for double victory points. Should the rules of the scenario dictate that the loss of the unit would normally count for double victory points, the loss of an ethereal counts for triple instead.

Ethereals may take an Honor guard of up to 20 Firewarriors, with no options and BS4, for 10pts/model


Battlesuit Commander 100pts
WS3 BS5 S4 T3 W3 I3 A3 LD10 SV3+
Equipment: XV22 Battlesuit, Burst Cannon, Flamer, Multitracker, Target Aquisition Unit, Drone Controller
Rules: Leader of Good, Merciless, Jetpack, Bodyguard, Deepstrike

XV22 suit: confers stealth field generator, stealth USR, shield generator (4++ sv)
Target Aquisition Unit: allows commander to target 2 different units with his weapon systems
Leader of Good: 12 ld bubble, units within may re roll all morale and pinning tests, unit he joins counts as bonded with him
Merciless: in melee against non IC non MC non vehicle units, gains preferred enemy against that unit
Bodyguard: may take a squad of 6 stealth suits as a bodyguard, with all relevent options. If using an XV8 suit, use the bodyguard unit profile below

May upgrade to XV8........Free, loses stealth, shield generator, stealth field generator, TAU, gains +1 S and T
Add up to 1 C and C Drone......+20pts/model (counts as 1 combined HQ unit for Force org, IC no unit coherency with commander, has a 6" Leader of Good bubble around it)
Add up to 2 Gun Drones..........+8pts/model
Add up to 2 Shield Drones.......+12pts/model
Add up to 2 Marker Drones......+10pts/model
A commander with any drones (except the Command and Control Drone) cannot join a unit outside of the bodyguard

May exchange Burst Cannon and/or Flamer for:
TL burst cannon........+5pts
TL Flamers................Free
Plasma Rifle...............+10pts
TL Plasma Rifle...........+15Pts
Fusion Blaster............Free
TL Fusion Blaster.......+5pts
Missile Pod................+10pts
TL Missile Pod...........+15pts
Plasma Caster...........+30pts (Rg 40" S6 AP2 Heavy2. Plasma Caster replaces all weapon systems on a crisis suit. For each successive turn that it fires at the same unit the plasma caster gains 1 shot up to a maximum of 5. Wielders of a plasma caster may not gain a BS increase from markerlights, but may still gain all other benefits (and their targets subject to any other reductions))
Ion Stream..............+20pts (S7 Ap3 Lance, heavy1 rge 30" strikes all models in a line (friend or foe) ignores units in melee, Ion Stream Replaces all weapon systems)
Cyclonic Ion Blaster....+20pts (S7 Ap5 Assault 3 Rge 36" rending)
TL CIB.....................+35pts
Note, if a TL system is taken no other weapon systems may be taken

May exchange multitracker for
Target lock.............+10pts
Shield Generator......+10pts (cannot be taken by XV22)
Locator Beacon.......+10pts
Comand Node.........+20pts (doubles range of command bubble, doubles range of drone command bubble as well)

May Hardwire: (does not replace a weapon system or the multitracker)
Ejector seat............10pts (on death model replaced with FW model up to 4d6 inches away from death, no VP unless firewarrior is killed, has W1, may not be taken with a bodyguard)
Stimulant injector.....+15pts (FNP)
Iridium Armor..........+25pts (2+, 6++ cannot be taken by XV22 as suit super structure is insufficient to hold the added mass)
Charge booster.......+10pts(Experimental booster pack, may elect to move 6+d6 inches in movement, must be in a straight line and any terrain it passes over causes a dangerous terrain check)
Blacksun Filter..........+1pts
Escape booster........+15pts (gains hit and run)
Multitracker............Free (may not take two of the same upgrade. and thus may not take two multitrackers)


Bodyguard:
WS 2 BS 4 T3 S4 W2 I2 A1 LD 10 3+ Sv 70pts for squad (2 models)
equipment:
XV22 Battlesuit
Shield Generator, burst cannon, flamer, multitracker
Rules:
Relentless, Jetpack, Deep Strike, Blood Brothers(all crisis suits in the squad are bonded at no extra cost.)

May upgrade to XV8........Free, loses stealth, stealth field generator, gains +1 S and T
May exchange Burst Cannon and/or Flamer for:
TL burst cannon........+5pts
TL Flamers................Free
Plasma Rifle...............+10pts
TL Plasma Rifle...........+15Pts
Fusion Blaster............Free
TL Fusion Blaster.......+5pts
Missile Pod................+10pts
TL Missile Pod...........+15pts
Plasma Caster...........+30pts
Ion Stream..............+20pts
Cyclonic Ion Blaster....+20pts
TL CIB.....................+35pts
Note, if a TL system is taken no other weapon systems may be taken

May exchange multitracker for
Target lock.............+10pts
Shield Generator......+10pts
UCPS.....................+5pts/model (Stands for Universale Commander Positioning System. squad becomes able to operate without being attached to the commander. either may rejoin at any time, squad must maintain coherency when away from the commander)

May Hardwire:
Stimulant injector.....+15pts
Iridium Armor..........+25pts
Charge booster.......+10pts
Escape booster........+15pts
Multitracker..............Free
Blacksun filter...........+1pts


Kroot Master Shaper 80pts (1 model)
WS6 BS3 S4 T3 W3 I3 A3 Ld9 Sv 4+
Equipment: Kroot Gunblade, Armor of the Ancients, Teeth of a Carnivore (necklace)
Rules: Mercenary Leader, relentless, Stubborn, Infiltrators, Stealth

Armor of the Ancients: unlike most Kroot tech, this armor is master crafted. It confers a 5+ invulnerable save in melee combat, and a 4+ save to ranged attacks
Kroot Gunblade: this gun uses the profile (S4 ap5 Rg24 Assault 2) and counts as two close combat weapons
Teeth of a Carnivore: when consolidating after a successful sweeping advance, the Master shaper and all Kroot in his attached squad gain +1 wound for the next turn only
Mercenary Leader: The kroot fight only for rewards, but they like their cash. While he is on the table, all Kroot may re roll any morale and pinning tests. Should he fall though, all Kroot must make an immediate leadership check at -1 Ld. Also, if he is taken, Fire Warriors become an elites choice

May take a bodyguard of up to 10 models consisting of any number of the following for their listed values (as long as the total does not exceed 10 models)
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth and fleet
Kroot Hawk 5pts/model WS3 BS0 S2 T2 W2 I6 LD 6 SV- grants Fleet to unit, swarm, infiltrators, stealth

Kroot may give all models in his unit Field craft (allowing them to move and shoot unabated through forests) for +2pts per model


Elites:

Stealth Suit Team
WS2 BS3 S3 T3 W1 I2 A1 LD9 SV 3+ 70pts for 3 models
Equipment: Burst Cannon, xv25 Stealth Suit, Drone Controller, Assault Grenades, Anti Tank Grenades
Rules: Relentless, Stealth, Blood Brothers, Jetpack, Deep Strike

Options:
Add up to 5 more models 20pts/model
Add up to 6 Gun Drones..........+8pts/model
Add up to 4 Shield Drones.......+12pts/model
Add up to 4 Marker Drones......+10pts/model
May exchange Burst Cannon for:
Plasma Rifle..................+15pts
Flamer........................Free
Fusion Blaster...............+5pts
Rail Rifle.......................+10pts
Sergeant may exchange Drone Controller for
Target Lock.................+5pts
Locator Beacon............+10pts
Scatterfield Array..........+25pts (squad mounted disruption field generator, adds +1 to cover save, minimum cover save 6+ in open ground, doesn't work in CC)
Squad may take:
HW Blacksun Filters........+1pts
F4 Bombs....................+5pts/model (2d6 plus 6 armor pen, 1 attack per model in CC)

May take an Orca Transport at the listed cost ( (note they may take the same orca as other squads, the cost is only taken once))


Crisis Suit Team:
WS 2 BS 4 T4 S5 W2 I2 A1 LD 8 (9 with sgt) 3+ Sv 70pts for squad (2 models)
equipment: XV8 Battlesuit, Flamer, Multitracker, Burst Cannon
Rules: Relentless, Jetpack, Blood Brothers, Deep Strike

Options:
add up to 4 more crisis suits at 30pts/model
Add up to 6 Gun Drones..........+8pts/model
Add up to 4 Shield Drones.......+12pts/model
Add up to 4 Marker Drones......+10pts/model

May exchange burst cannon and/or flamer for:
TL burst cannon........+5pts
TL Flamers................Free
Plasma Rifle...............+10pts
TL Plasma Rifle...........+15Pts
Fusion Blaster............Free
TL Fusion Blaster.......+5pts
Missile Pod................+10pts
TL Missile Pod...........+15pts
Plasma Caster...........+30pts
Note, if a TL system is taken no other weapon systems may be taken

Sergeant may exchange Multitracker for:
Shield Generator......+5pts
Locator Beacon.......+5pts
Scatterfiled Generator....+10pts/model
If he does, Sergeant may take:
HW Multitracker........Free
Squad may take hardwired
Blacksun filter......1pts/model
Target lock.......+8pts/model
Charge Booster.....+10pts/model
Iridium Armor......+15pts/model (2+ arm sv 6+invuln)

May take an Orca heavy transport at the listed cost


Fast Attack:

Vespid Stingiwngs
WS3 BS3 S3 T4 W1 I5 A2 Ld 9 Sv4+ 95pts (5 models)
Equipment: Neutron Blaster (S5 AP3 Assault 2 Rg 12"), Tau Armor, Rending claws, Wings
Rules: Hit and Run, Fleet, Skilled Flyer, Melee Attacks count as rending, Jump Pack, Deep Strike

Squad may benefit from markerlights while the Sergeant is alive
Add up to 5 more stingwings..........+16pts/model
Sergeant may take:
Locator Beacon.............................+10pts
1 Member of the squad may replace his Neutron Blaster with:
Neutrino Flux beam.......................+15pts (S4 AP3 Template, the spray weakens the overall strength of the bolts while providing a larger surface area)
1 other member of the squad may replace his Neutron Blaster with:
TL Neutron Pistols (S5 AP3 Assault 2 Rg 6", +1 atk in CC)

Pathfinders: 60pts (6 models)
WS2 BS3 S3 T3 W1 I2 A1 LD 8 SV4+
Equipment: Pulse Carbine (S5 AP5 Rg 18" Assault 2, pinning), Networked Markerlight (Heavy 1, unless carried by a marker drone) My reason being: SM scouts with sniper rifles carry heavy 1 pinning weapons. These guys are 4 pts cheaper and designed for a similar role.Photon grenades (defensive grenades, +1I while testing for sweeping advance)
Rules: Scout, Infiltrate, Stealth

Add up to 4 more models.......+9pts/model
Add up to 2 Marker Drones.....+15pts/model
Sergeant may take:
EMP grenades......................+5pts
Bonding knife......................+5pts Squad may regroup below halfstrength at no negative leadership modifers
Scatterfield Array..................+15pts (applies to whole squad)
up to 3 members of the squad may replace their Pulse Carbines and Markerlights with:
Rail Rifle..............................+10pts/model
Barrage Launcher...................+15pts/model (S4 AP5 Heavy3 Small Blast Rg 24", multiple missile launcher akin to an SMS or a missile pod armed with cluster bombs)
Squad may take a devilfish at a 35 point discount
Squad may take blacksun filters at +1pt/model

Drone Squadron 40pts (4 models)
WS1 BS3 S2 T3 W1 I4 A1 LD7 SV4+
Equipment: TL Pulse Carbines
Rules: Jetpack, Relentless, Stubborn, Deepstrike

Add up to 6 more Gun drones at 10pts/model
Gun drones may be upgraded, replacing their TL carbines with:
Flamer..............Free
TL Burst Cannon..+15pts
Markerlight.........+5pts
Missile Pod.........+10pts

May take an Orca heavy transport at the listed cost (note, may not take the same orca as other squads if the drones of other squads occupy all the drone slots)

Piranha 50pts ( 1 model)
BS3 F11 S11 R10
Rules: Fast, Skimmer, Open-topped

Add up to 4 more piranhas in a squadron....50pts/model
Add enclosed canopy.........................+25pts/model (+1 AV to front, loses open topped)
May replace Burst Cannon with:
Fusion Blaster.................................+5pts
Rail Rifles......................................+5pts (2 separate rail rifles)
Barrage Launcher............................+10pts
May take any of the following vehicle upgrades:
Disruption Pod........................+10pts (grants constant cover save over 12", adds plus one to an existing cover save)
Decoy Launcher......................+5pts (May force a reroll on damage table, must accept 2nd even if worse)
Landing Gear.........................+10pts (immobilized after moving flat out does not result in a wreck, just immobilized)
Guidance system....................+5pts (re roll dangerous terrain)
Blacksun Filter........................+1pts
Targetting array.....................+10pts
Sensor Spines........................+15pts (stealth units lose stealth when targetted by this unit, infiltrators cannot deploy within 24", or 30" if can be seen)
Seeker Missiles.......................+5pts (max 2 rg unlimited S9 AP3 fired only by marklerights at a BS 5, cannot be targetted by Wpn destroyed)
Markerlight............................+10pts
Target lock...........................+10pts

Tetra 80pts (2 models)
BS3(4) F11 S10 R10
Rules:
Skimmer, Fast, Open-topped, Scouts

Armed with TL markerlights, may re roll missed shots

Add up to 4 more models at 40pts/model, targetting array already added to the BS above

May take any of the following upgrades
Disruption Pod........................+10pts
Decoy Launcher......................+5pts
Landing Gear.........................+10pts
Guidance system....................+5pts
Blacksun Filter........................+1pts
Sensor Spines........................+15pts
Seeker Missiles.......................+5pts
Markerlight............................+10pts
Target lock...........................+10pts

Troops

Firewarriors 60pts (6 models)
WS2 BS3 S3 T3 W1 I2 A1 LD8 SV4+
Equipment: Pulse Rifle, Combat Armor, Photon Grenades

Add up to 6 Firewarriors................+9pts/model (yes 9 not 10)
Give Sergeant a bonding knife........+5pts
Sergeant May take 1 of the following options:
up to 2 gun drones......................+8pts/model
marker drone..............................+12pts
Locator Beacon...........................+15pts
Squad may replace their pulse rifles with:
Pulse carbines..............................Free (S5 AP5 Assault 2 Rg 18)
Rail Rifle......................................+16pts/model (S7 AP3 Rg 48")
Squad May take a Devilfish Transport
Squad may take an Orca Heavy Transport

Kroot Carnivores 75pts (11 models)
Shaper
WS4 BS3 S4 T3 W3 I4 A2 LD9 SV5+
Kroot
WS4 BS3 S4 T3 W1 I4 A1 LD7 SV5+
Kroot Hounds
WS4 BS0 S4 T3 W1 I5 A2 LD6 SV5+
Equpment:
Claws, Gunblades (for Kroot and Shaper), Teeth (for Hounds)
Rules:
Infiltrate

Add up to 15 more Kroot.........+6pts/model
Add up to 10 more Hounds......+5pts/model
Shaper may take one of the following as additional wargear:
Locator Beacon.....................+10pts
Marker Drone........................+12pts
Kroot Hawk..........................+36pts (grants fleet to all members of the squad, should the shaper die the hawk is lost as well)
Shaper may exchange his gunblade (+1 CC atk) for:
Pulse Rifle...................................Free
Pulse Carbine..............................Free
Shaper may grant his squad 1 of the following abilities at the listed cost:
Fieldcraft....................................+15pts (move and shoot thru forests with no penalties)
Heart of the enemy.....................+10pts (on a successful sweeping advance or massacre in CC, squad becomes fearless for the next turn)
Strike from the Shadows..............+10pts (grants Stealth USR)
The Flesh is Strong.....................+25pts (all CC attacks have rending)

Gue'Vesa -70pts (10 models)
WS3 BS3 S3 T3 W1 I3 A1 LD7 sv4+

Equipment: Lasgun, Tau body Armor
Rules: Strength in numbers: a Squad of Gue'Vesa is fearless as long as it has 25 or more members

May take up to 20 more models..+7pts/model
May exchange lasguns for:
Pulse Carbines.............................+2pts/model
Squad may take one of each at the listed point cost:
Plasma Caster..............................+40pts
Flamer.............................................+20pts
Heavy Stubber................................+20pts

Demiurg
WS4 BS3 S4 T4 W1 I3 A2 LD 8 SV4+ (90pts for 5 models)
Equipment: Beamer (S6 Ap6 rg 30" Assault 1), Chain Axe

Rules:
And my axe!: Demiurg may only be taken if there is a firewarrior squad in the army. Demiurg may not be taken if the Kroot Master Shaper is taken as an HQ choice
Relentless
Preferred enemy: Orks
Stocky build: Demiurg are too slow and cumbersome to make a sweeping advance.

Add up to 4 more models at 16pts/model
Options:
Two members of the Squad may replace their Beamers with:
Sonic Driver...............+15pts (S5 Ap- Template. All models hit by a sonic driver and not killed are pushed D6 inches directly away from the firer)
Seeder cannon.........+15pts (S- Ap- range 30" large blast. it launches digging mines that home in on a target. Place the blast marker on the table and roll for scatter. Should any models under the blast move, run, shoot, or assault next turn, all models in their unit suffer S5 Ap- hits before the action is taken. The template is discarded after hits are resolved. Lasts for one turn if none of the afflicted models choose to move run shoot or assault.)
One model in the squad may exchange his beamer and chain Axe for:
Cyclonic Ion Blaster............+20pts
Sergeant may take:
Surveyor Glass............+20(S-AP- Rng 24" Heavy 1. owning player may choose which models are removed on the hit unit for one round of shooting. Surveryor glass also reveals all models using hidden deployment within its effective range)
Sergeant may exchange his Chain Axe for:
Ballistic fist...................+10 all CC attacks for the sergeant are made at S5
Power Axe.....................+15pts
Drill fist..........................+25pts (counts as chainfist, adapted fist designed for drilling adamantium)



Sniper Drone Team 60pts (4 models) [b]1 Squad may be taken for every 12 firewarriors in your army
Spotter:
WS2 BS3 S3 T3 W1 I2 A1 LD8 SV4+
Sniper Drone:
WS1 BS3(4) S2 T3 W1 I4 A1 LD7 SV4+
Equipment:
Spotter has a pulse pistol and an integrated markerlight, drones have rail rifles with targetting arrays. All members of the squad have stealth fields
Spotter does not need to maintain coherency with his unit, counts as an IC and may join other units. However for the drones to fire, the spotter must also have LoS to their target
Rules:
Drones have Jetpack, Relentless
Squad has infiltrate, scout

Options:
May exchange Rail Rifles for:
Missile Pods...................Free
Barrage Launcher..........+10pts
Squad may take:
Photon Grenade Launchers....+2pts/model (counts as photon grenades)
Locator Beacon (on the spotter)+10pts

May take an Orca Heavy Transport at the listed cost.

Heavy Support:

Broadsides:
WS3 BS4 S5 T4 W2 I2 A1 LD9 SV2+ 110pts for 2 models
Equipment: TL Ion Cannon (S7 AP3 Heavy3 Rg 48), TL SMS, HW Multitracker, Defensive Grenades
Rules: Relentless, Blood Brothers

Options:
Add up to 2 more suits............+50pts/model
Add up to 6 Gun Drones..........+8pts/model
Add up to 4 Shield Drones.......+12pts/model
Add up to 4 Marker Drones......+10pts/model
May Exchange TL Ion Cannon for:
Cluster Warhead Launcher........Free (S5 Ap5 Heavy 1 Large Blast Range: Base to Base, must be taken by entire squad, each model (minus drones) places a LBT base to base all the way around the base of the model, no Friendly Fire)
TL AFP..................................+15pts (S5 AP5 Rge 48" Heavy 1 Barrage, ignores cover
TL Railguns............................+25pts
May exchange TL SMS for:
TL Flamers............................Free
TL Plasma Rifles.....................+10pts
TL Missile Pod........................+10pts
Sergeant may exchange his Multitracker for:
Shield Generator.....................+15pts
Locator Beacon......................+10pts
If he does, Sergeant may take:
HW Markerlight.............................Free
Whole Squad may take:
Hardwired TL........................+5pts/model
Charge Boosters....................+8pts/model
Hard wired Blacksun filters......+1pts/model

Hammerhead:
BS3(4) F13 S12 R10 80pts (1 model)
Equipment:
Heavy Ion Cannon (S8 AP3 Rg60 Heavy3)
Rules: Tank, Skimmer

May Take Drone Support Weapons with:
Burst Cannons...............+15pts
TL SMS........................+20pts
Ignition Cannon.............+20pts (any model attacking its front or side takes 1 S5 AP- hit that hits automatically, it's essentially a giant hydrolic piston that extends rapidly into a target)
2 TL markerlight bays.....+20pts (Defensive weapons)
May Replace Heavy Ion Cannon with:
Railgun....................................+40pts
Gatling Missile Barrage Launchers.+60pts (S6 AP5, Ordinance 3, kinda like the pathfinder version except waaaaay bigger. as in "A serieis of missile pod bays lining the entire hull of the vehicle" bigger, and it could be modelled like the sky ray so people wouldn't have to replace their skyrays)
The Tank commander may mount on the turret one of the following:
Fusion Blaster..................+8pts
TL Pulse Rifles.................+5pts
Vehicle may be upgraded with any of the following:
Disruption Pod........................+10pts
Decoy Launcher......................+5pts
Landing Gear.........................+10pts
Guidance system....................+5pts
Blacksun Filter........................+1pts
Sensor Spines........................+15pts
Seeker Missiles.......................+5pts
Markerlight............................+10pts
Target lock...........................+10pts

NO SKY RAY.
yes that's right. no sky ray. because it is a stupid idea. If you want seeker missiles, its a smarter idea to spread them out in your force and put one or two on your other vehicles. If you want markerlights, give them to tetras, pathfinders, or any squad that can take a marker drone. If you really want a goddam Sky Ray take a hammerhead with 2 TL markerlight pods and the GMBL, it will actually kill stuff. Sky Rays honestly are over priced because your strapping a bunch of low quality HK missiles all to 1 KP (and putting all your eggs in 1 basket) rather than taking more hammerheads or broadsides.

Dedicated Tranpsorts:

Devilfish BS3 F12 S11 R10 55pts (1 model)
Rules: Tank, Skimmer
Equipment:Burst Cannon, gun drones (note gun drones are wargear not passengers. they need only disembark if the owning player decides they should)
Transport capacity:
12 small base models and up to 2 drones of any kind. Note that Vespid may not ride in a Devilfish, and Kroot and Demiurg take up two transport spots because of their size. Models in suits may not ride in the transport (including XV8, 88, 22, 25)

May replace gun drones with:
2 TL Markerlight pods...........+20pts
TL SMS system...................+15pts

May replace Burst Cannon with:
Fusion Blaster......................+5pts
TL Flamer...........................+10pts

May take any of the following vehicle upgrades:
Disruption Pod........................+10pts
Decoy Launcher......................+5pts
Landing Gear.........................+10pts
Guidance system....................+5pts
Blacksun Filter........................+1pts
Sensor Spines........................+15pts
Seeker Missiles.......................+5pts
Markerlight............................+10pts
Target lock...........................+10pts

Orca
BS3 F12 S12 R12 200pts (1 model)
Rules:
Skimmer, Deep Strike, Fury of Sho'va, Cadre tranport
Equipment:
Multiple Missile System (3 TL SMS systems mounted on the front under the nose)
Iridium armor
1 rear mounted Burst Cannon

Fury of Sho'va (Fury of the hot blooded): models with jetpacks may deploy from this transport at any point along its movement. They deploy as though deepstriking, but scatter only d6 instead of 2d6
Cadre Transport: This transport may carry any number of separate units, as long as the total does not exceed its allotted transport for the given unit types (which are as follows)
8 models in suits (any XV88 variants may not be transported)
24 firewarriors (humans, kroot, and vespid may not deploy from this vehicle)
8 Drones (either members of their own squad or members of other squads or any combination of the two)

Iridium Armor: the heavy plating necessary to allow atmospheric re entry disperses friction quite effectively by generating a static field around the ship, wherin atmospheric molecules are repelled magneticly and the ship can pass through the atmosphere far faster and in greater safety than Imperial Ships. This also generates a buffer of air around the craft. Because of this, high velocity rounds are buffeted at they approach the bubble, losing much of their armor piercing ability. Unfortunately, the superheating effects of melta weapons act in the opposite direction, and often the melta weapon is within the bubble anyways. As such, only melta weapons firing within 12" of the craft may gain the extra Die on penetration. All other weapons may not (these include vanquisher rounds and melta weapons firing more than 12" away.)

May replace its rear mounted burst cannon with:
Multiple Missile System...........+20pts
May replace its forward mounted MMS with:
Barrage Launcher.................Free
Heavy Ion Cannon................+15pts

Special Characters

O'shova 200pts
WS6 BS4 S6 T5 W4 I3 A4 LD10 Sv3+

Rules:
Jetpack
Blood Brothers
Break Away
Merciless
Relentless
Losing his mind

Break Away: No Kroot or Vespid, may take Gue'vesa, though they are 0-1. No pathfinders, Piranhas are 0-1 stealth teams are fast attack. Hammerheads are 0-1 and may be taken 2 to a squadron, Firewarriors may be mounted in a devilfish for 10pts less than base cost. Retinue may include up to 7 crisis suits

Merciless: O'shova automatically has preferred enemy in CC against any nonIC non MC non vehicle unit. Also, he and all members of his detachment have preferred enemy against orks for no extra cost.

Losing his mind: Should o'shova suffer a wound and not be killed, roll a d6. On a roll of a 1, he gains the Rage USR and has his unit type changed from "infantry" to "beast" for the remainder of the game. This change also causes him to leave his bodyguard (should he have one), and he is no longer able to join units.
Equipment:
Modifed XV8 Crisis suit
Plasma Caster x2
Dawn Blade
Command and Control node
Shield Generator
Target Aquisition Unit
Charge Booster

Modified XV8: constant fighting has reduced O'shova's standard suit to little more than a tattered wreck. Thus he has been forced to upgrade it, using whatever available parts. The suit is now a hulking twisted mass of metal and servos, granting him enhanced strength and toughness and the ability to carry two plasma casters (one on each arm). However, given his bulk, o'shova moves D6 inches for jetpacking in the assualt phase, and cannot make a sweeping advance
Target aquisition unit: O'shova may fire his plasma casters at two separate targets if he desires. Please note that for the purposes of determining RoF, each plasma caster is counted separately. thus the plasma caster may only gain additional shots if it is firing at the same target it was during the last round of shooting
Command and Control node: all tau within 12" of O'shova may use his leadership for any morale tests. they may also reroll ANY morale test they are called to make, but the second result stands, even if it worse.
Shield: bolted to his suit's hull is a massive shield generator granting O'shova and his squad a 4++ save as long as he is in play. Should he leave his unit this save is only confered to himself.
Charge Boster: O'shova moves 2d6 if he chooses to in the movement phase. All members of his bodyguard must take this upgrade.
Dawn Blade: A Mysterious 9 foot long blade located by O'shova almost 200 years ago. It's surface pulses with unknown energies, and seems to suck the souls from it's targets in a green flash. In CC O'shova draws his dawn blade, making all his CC attacks count as MC for the duration of combat, whether against vehicles or non vehicles. His dawnblade thus ignores armor saves, and has the added bonus of forcing a reroll on inulverable saves. Also, should he win combat and the enemy flee, O'shova gains D3 wounds from the souls of his slain foes, this may take him above his normal amount of wounds, though not above 10


O'Shaserra 175
WS4 BS6 S4 T3 W3 I4 A4 LD10 Sv3+
Rules:
Supreme Leader for the Greater good: all tau within 18" may use her leadership for leadership tests
IC
May join a stealth suit team, even if accompanied by drones
Jet Pack
Stealth
Infiltrate
A subtle hand

Equipment:
XV22 Stealth Suit
Fusion Stream Projector S8 Ap2 range 36" Lance, strikes all models in a line up to maximum range, ignores friendly models and units in CC
Command Link Drone: IC with a 12" Supreme leader for the Greater Good bubble around it
2x Shield Drdones

Fusion Stream Projector: Years of fighting has lead to extensive modifications by Shadowsun herself. She has installed a custom Fusion Stream projector in her chest articulator, and has developed a way to channel those energies through the palms of her hands. As such, she counts as being armed with two close combat weapons for +1 attack, and her melee attacks ignore armor saves.

A subtle hand: Shadowsun, having mastered the use of her stealth suit, understands the value of subtlety and surprise in striking her opponents at their weakest. should she be taken in a force, stealth suits may be taken both as an elite and a troop choice.

Aun'Shi 180pts
WS7 BS0 S4 T3 W3 I6 A4 Ld10 Sv4+
Equipment:
Aun'shi's honor blade: a unique honor blade which Aun'shi has wielded all his life, granting him mastery over it's graceful sweeping strikes. The honor blade grants him a modified profile (already adjusted above) and ignores armor saves. It also confers a 5+ invulnerable save in CC
Tau Battle Armor

Rules:
IC
Brother to the Warrior Caste: Aun'shi may select one Fire warrior squad from the selected troop choices as his retinue. This squad will fanatically follow his lead, and will protect him to the last man. As such, he may not leave his ajoined squad, and loses his independent character status while he has a retinue. Also, because of his close personal relationship with the firewarriors and their willingness to sacrifice their lives for him, he may not be directly targetted in combat while ajoined. In addition, the squad he joins is always counted as scoring as long as there is at least 1 fire warrior model remaining.

Parry: Aun'shi is highly skilled at disarming and deflecting the attacks of his foes. For every roll of a 1 to hit by his opponents, they lose 1 attack for the next round of combat only.

Glittering Destruction: Aun'shi may forgo his attacks to strike all models in base to base. Declare before attacking, Aun'shi makes 1 automatic hit against every base to base opposing model

Price of Failure: Aun'shi is a legend amongst the fire caste, even for an ethereal. Thus, should he die, all tau within line of sight must take a morale test. Should they fail they fall back 3d6 for one turn only before immediately regrouping. All models who took the test gain the following adjusted profile:
All assault weapons gain +1
all Rapid Fire weapons become Assault 2



Anghkor Prok 135pts
WS7 BS4 S4 T4(5) W3 I4 A4 I4 Ld10 Sv4+ 5++

Equipment:
Ancient Kroot Armor(improved toughness, 5++ save)
Legendary Gunblade
Anghkor Prok (knife)

Rules:
Fearless
Infiltrate
Stealth
Fleet (grants fleet to his retinue)
Legend of the Empire

Anghkor Prok (knife): Anghkor and his trusty knife (roughly translated as pain in the ass) earned their names after he stood his ground before a larger kroot, rather than move away. Against MC's Anghkor shows similar disdain. As such, he wounds all MC's (regardless of toughness) on a 4+ as he drives his knife through adamantium and ceremite and chitin to reach the soft flesh beneath.

Legend of the Empire: Anghkor Prok is the only Kroot allowed to lead tau armies. As such, he does not make fire warriors an elite choice if taken, and the army suffers no penalties should he fall in combat.

May take a bodyguard of up to 10 models consisting of any number of the following for their listed values (as long as the total does not exceed 10 models)
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth

This message was edited 13 times. Last update was at 2013/05/01 00:48:54


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