Puposed ideas for tau 5th ed codex.
Superscope's Recommended changes, as of 29/10/10
-General-
- Removed point limit on wargear for units and
IC's.
Since most new codex's don't have them
- May take more than one of the same special issuse item, but restricted to
HQ's only.
Gives commander units more proper purpose than simply being a "extra suit"
- Removed +1 requirements on fire warriors.
Had it Coming
- Clearly state that units equiped with jetpacks have the relentless
USR (Thanks to 5th editon).
Some people are not clear on it, best to alert the masses
Wargear changes
- Shield generator - Keep point cost, 3++
To keep up with storm shields.
- Iridium Armor - No jump penalty, increase point cost to compensate,
HQ suits only.
Slowing down a suit/unit of suits was kinda self-commiting suicide.
- Target lock - Ability to single out
IC/sargents in shooting. Cost now 10pts
Since Target locks no longer have a purpose in 4th...
- Multi-tracker - Keep it as it is, no problems.
It's fine, no change needed
- Bonding knife - Keep it as it is, no problems... Plus it keeps it differnt from ATSHNF.
Same as above
- Targeting array - +1
BS (not limited to 5)
Gives a actual use for Shas'O
- Emp grenades - Always glances on a 4+. Pens on a 6, re-roll allowed on AV14 armor (Remember melee attacks are on rear armor.)
Gives it a different flavor from haywire grenades
- Photon grenades - Defence nades, also lower enemy intitive by 1 if charged.
Helps keep units alive by slowing down the enemy
- Failsafe Detonator - Ability to use at start or end of close combat. Units without this item fall back
2d6 and automaticly regroups (to avenge their comrades brave sacifice). Increase
AP vaule of blast to 3. Raise point cost to 30pts.
Was silly you could only use this when you've lost combat. 90% of the time your dead before you can fire it off. Also was sad the str 8 blast was ap -. It's basicly now a demo charge
- Disruption pods - 15pts
We all agreed this was way too cheap for what it does
- Decoy Launchers - May Re-roll enemy glancing hits.
Simplify it, so it's easier to understand with 5th rules
- Sensor spines - May ignore Dangerous Terrain Tests caused by skimmer issuses.
Same as above
- Markerlights - Range increased to 48". Friendly units firing at the same target gain the following depending on how many markerlights have hit:
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1 markerlight hit
+1
BS
2 markerlight hits
+1
BS, -1 to unit cover saves
3 markerlight hits
+2
BS, -1 to unit cover saves
4 markerlight hits
+2
BS, -2 to unit cover saves
5+ markerlight hits
+2
BS, -2 to unit cover saves, All ranged attacks count as twin-linked.
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Markerlights were heavy, slow and gave only little effects other than stripping cover/boosting ballistic skills. A more simple approch is more effective here.
- Drone Controller - Can take 2 gun, shield, marker and heavy gun drones. Don't count towards transport capacity (drones click into holding bays inside), drone stats and cost unchanged.
Makes drones a tad more useable with mech builds.
-Weapons-
Twin-linked systems only count as a single system. Cost to twin link weapons same as standard weapons (So a Twin-Linked Flamer would cost 8pts instead of the current 6pts).
- Pluse carbine - raise range to 24"
Gives the carbine useability and interest over the pluse rifle, so both become valid choices
- Pluse Rifle - Allows rapid fire at 15"
Will help fix survivability and usefulness of fire warriors
- Rail-rifle - Allow Fire warriors to take one rail-rifle per 6 models.
While not exactly fluffy, it does add a nice addition for gunline tactics
- Fusion blaster - Cost now 15pts. Melta effect at 9" instead of standard 6".
Costs more than a standard melta gun and with slightly futher melta range
- Plasma Rifle - Cost now 15pts.
Keeps it in check with other codexs for plasma weapons
- Burst Cannon - Now 5pts.
Gives a cheap option for crisis suits
- Flamer - Now Free (5pts to twin-link)
Same as above
- Seeker Missiles - Changed to
Str 8
ap 1 small blast. Requires a markerlight hit on the unit and reduces scatter by 2 for each markerlight hit after the first one. (Does not consume the markerlight counter)
Seeker Missiles are huge on our hovertanks. Why the hell don't they explode with a radius or something? Do they just impale the target they fire at or something?
- Smart Missile system - Unchanged.
No real problem with them
- *New* Linear Howitzer - XV-88 only, replaces railgun. Heavy 4
Str 6,
AP 5 12-60" range, barrage
Something for the tau to cope with horde armies other than flamer/burst cannon/hammerhead spam.
-Units-
Tau Commander - Base Shas'
el - 50pts.
Upgrade to a Shas'O - 25pts
Must take one of the following:
XV-8c - 25pts (Lets you take crisis suits as troops)
XV-9c - 50pts (+1 S,T,I. Removes 0-1 limit on XV-9 suits)
XV-22c - 75pts (Intergraded 3++ and stealth generator, can't join sqauds.)
This gives the Tau commander in the codex the most flexability out of all the units. Access to a XV-9 and a XV-22 suit also greatly spice things up a bit.
Etheral (0-3 as a single
HQ choice)
Etheral - 50pts
Wears armored ceromony robes (4+, intergrated 5++).
Re'roll moral effect and Penalty for etheral's death restricted to only within 12" (Other Etherals in range keep others in check)
Gives Etherals a much need durability boost. Also it doesn't screw your entire army up when one of them dies.
Fire Warriors - 10pts
Comes with photon grenades free. Remove 1+ restiction.
Generaly better now thanks to multiable tweaks.
Kroot - 8pts
+1 I
Ajust fieldcraft to Scout, Infiltrate, Move though cover
USRs.
Extra I for them to actualy do what they were orginaly ment to do, which is counter-charge. fluff wise they are faster than a human. Also updated fieldcraft for 5th ed
Kroot hounds - 10pts
Gains Scout, Infiltrate and Move though cover.
Changes so they can keep up with their kroot masters
Krootox - 35pts
Now taken as a seperate sqaud (no longer attachment to a kroot sqaud)
Now classed as a monsterous creature
Now in a useable state
Vespids - 20pts (25pts for strain leader)
Raise armor save to 4+.
Close combat attacks are rending.
Makes them actualy useful!
Pathfinders - Unchanged
Come with photon/emp nades.
Have scout and stealth
USR.
No longer forced to take Devilfish (Option still exists with Marker Beacon)
Now able to take them without the costly devilfish, meaning you can bring them to smaller games. Also more useful with several updates to their wargear.
Gun Drone Sqaud - 10pts
Able to take a sqaud for each Tau unit(not vespids or kroot, don't count towards
FoC). 4 to 20 drones. Maxed out gun drone sqauds can claim objectives and are fearless if their is 10 or more models. (as soon as they have less than 10 they lose all bonuses).
Puts your 20+ drone collection to work
XV-8 - Photon Dischargers (Grenades) standard.
Tweeks here and there give increased bang for buck
XV-25 - 25pts.
Photon grenades and burst cannon standard.
Each suit may exhange burst cannon with fusion blaster.
Cheaper and the ability to turn them into a strong tank hunting sqaud should give a better choice in the elite section
XV-88 - Stablizers now standard (Can move as Slow and purposeful)
More weapon options.
Gives them a bit more flavor other than railgun spam.
Devilfish - Lower cost to 70pts.
The Devilfish was overpriced for what it did in the first place.
Hammerhead - 100pts
Ion cannon and gun drones as standard armament.
May replace ion cannon with one of the following:
Twin-Linked Long Barrled Burst Cannon
Twin-Linked Heavy Missile Pod
Twin-Linked Fusion Blasters
Twin-Linked Plasma Cannon
Railgun - 40pts.
Same with XV-88's. More choice equals less spam of the same weapons.
Sky Ray - 120pts
Twin-linked markerlights.
Better ability for firing it's own missiles
Farsight - Unchanged
Higher
WS.
Raises
WS of units in his army by 1. (Replaces ork figher)
Bodyguard can take power blades (Think of "copies" of farsight's dawn blade).
XV8's can be taken as fast attack in addition to troop choices.
Breakaway faction, Globle Bonding knifes and large bodyguard rules still in place.
Makes Farsight followers more renagade from their fellow tau
Shadowsun - Unchanged
+1 T (seriously, a battle-hardened woman who's wearing a battlesuit that would make master chief cry and she's only T 3??).
Boost command link drone's range to 24".
Aun'va - 505pts (205pts for Aun'va, Includes honor guard costs of 300pts)
Replace current honor guard with a 24 man fire warrior Honor Guard sqaud (+1
WS,
BS,I,
Ld, same choices as standard
FWs).
Increase
Ld vaule of units in army by 1 so long Aun'va remains on the table.
Standard etheral re-roll ability (Table wide version).
Paradox of duality gives +1 T and +4 cover save to all within 18". Gives +2 T to Aun'va.
Ultimate price of failure rule still applies
No longer such a hidious HQ choice. Something for gunline tau tactics to bite their teeth into. Also would look pretty fearsome on a battlefield the huge bodyguard sqaud.
-New units-
Vetrean Fire Warrior Team - 12pts
1+
BS and
Ld over standard Fire warrior. Comes with photon grenades.
More options than standard
FW's.
Higher quality fire warriors for a higher cost.
Flathead Gunship - Heavy support -
A tau gunship thats based off a
AC-130, the gunship itself is equiped with very powerful anti-ground weapons.
Cost - 200pts
AV 11 13 11 - Skimmer
Wargear - Disruption pods
4 twin linked burst cannons
4 twin linked missile pods
(2 weapons are on each side)
Special Rules - Encircled Fire, dedicated weapons crew, High altitue.
Encircled Fire - The flathead gunship may move after firing it's weapons however it must be within 18" of the unit the gunship was attacking. It also must keep it's side facing that unit (The side that used it's weapons).
Dedicated weapons crew - A team of 6 tau air caste pilots and personal, along with complex weapon systems and AI targetting man the gunship in addition to the 2 flight pilots. The flathead gunship may fire all of it's weapons, regardless of how far it moved(Even when flat out).
High altitue - The Flathead gunship may not be assaulted, as it flies much higher than standard aircraft.
A idea of mine to give the Tau a flier of sorts, since they love flying ALOT. I always fought the tau would have some sort of powerful anti-ground support craft to help the ground troops move forward. Thus was born the flathead (excuse the crummy name, but i like to stick with naming tau stuff as fish). I love the concept of the USA's AC-130, so why not bring one into 40K?... and give it to the tau to see if they could make some upgrades. The flathead also has some very special things compared to other fliers like the IG's valkyre or the storm raven gunship. For starters it's front armor is actualy weaker than it's sides, mainly because alot of the time it's going to be facing it's side (where all it's guns are) to enemies. Secondly, it can't be assaulted. A AC-130 has a bucketload of counter-mesures to keep enemies from shooting it out of the sky. One of them is that it flies higher than other aircraft in the field (compared to say, a helicopter) so primitive launchers from ground have little hope of doing anything.
XV-9s as a codex entry - Fast attack -
(Limit 0-1, XV-9 commander removes limit)
Yea... if you havn't seen what a XV-9 is.. go to forge world and check it.. just....damn sexy....
Farsight in a stolen XV-9 suit - Boosted S,T,I,A,W over normal Farsight.
Farsights plasma rifle becomes assault 1
Str 8
Ap 2 Gets Hot.
Melee attacks ignore armor, reduces invul saves by 1 and causes
3d6+S armor peneration.
--Due to Farsight's special modifications, the XV-9 power supply was hotwired to feed the dawn blade. Such a act has awaken the dawn blade's true power.--
MUCH higher cost. Loses
IC status.
A powerhouse. Kinda like mephiston in the blood angel codex. Godly, but a loner.
*Added* R'myr - 160pts
3++ standard,
Must take 2 drones
Must take 2 bodyguards (each wearing upgraded XV-8b battlesuits).
Flak dischargers as normal
Again, forge world, check him, his shield is awesome
Tau tetra's - same as
apoc version' cept hopefuly better model.
once again, forge world. Something shiny for people to play around with
Heavy Weapon Drones - 18pts
Come with Twin-Linked Burst Cannon.
Even more shiny from forge world
Tau Drone golem - A large bulky robotic body with a drone intergraded on it's back. Toughness 6 with 3+ armor and 3 wounds, very poor
WS and I (1). No range attack. Basicly a big "Tar pit" unit.
Another idea of mine. Ever watched the judge dread movie and fell in love with the war golem in it? You also wondered who the hell does all the heavy lifting and labor in places? Since drones are used commonplace in tau socity, why not have a bigger body for drones to use. They simply hover into a slot made for them on the back of the golem, slot in, and then uses the much more durable body to do the work. This is pretty much a milltary application of it, with more armor plating and enhanced strength. Fluff wise it's sound. Game wise it's a pretty awesome unit to throw at.. say a big 30 man sqaud of ork boyz. It's always going to go last and it's rarely going to hit anything.. but by the time the enemy managed to defeat the drone golems... the game is pretty much over.
Well.. that's my idea of 5th ed tau. What you guys think? overpowered? good? underpowered? please reply (no

please)