Right, here's my tuppence on the Tau codex (fingers crossed for the new one later this year). I've generally tried to just take the existing codex and make it a more flexible force.
Battlesuit Armoury
Special issue items may now be taken multiple times, but only by
HQ choices. I still wanted these items to be restricted, but give more
flexibility for building a tailored force.
Crisis Battlesuits - Replace 3 hardpoints with 2 weapons hard points and 2 support system hardpoints; it is no longer compulsory to
fill all slots I feel this offers slightly more flexibility on suit configuration without being over-powered.
Close combat attacks count as rending. I didn't want to go down the power weapons route, but I
think a bit of a close combat boost is needed, after all these are stonking great power-armour suits!
Stealth Suits - Add the Stealth
USR Err… Stealth suits?!
Replace the inbuilt burst cannon with 1 weapon hard point for any battlesuit weapon. Again, greater flexibility.
Add built-in markerlight* These are supposed to be a behind-the-lines unit, it makes sense that they wouldn't attack themselves but
light up a target for the main Tau force (* Note new markelight stats, discussed later).
Broadside Suits - Add the Slow & Purposeful
USR Allows the suits to be relentless but limits their movement to a reasonable level. 2 support system hard points. Close combat attacks count as rending.
Advanced stabilisation system - Dropped, no longer necessary as all the suits are relentless.
Airburst Fragmentation Projector - 24" range, Heavy 1 Ordnance (no other weapons may be fired in the same round) May now benefit from markerlights to increase
BS to reduce scatter (still won't go above BS5). One of the few large blast weapons in the army and you have to get within charge range to use it?? However I think it stands to reason that if you're firing such a large blast you can't move or fire anything else.
Long-barrelled Burst Cannon *NEW ITEM* - 36"
Str 5
AP 5 Heavy 3 As well as a vehicle weapon this will become an option
for Broadside units (see modified unit entry). Note the small suit and larger vehicle burst cannons are now separate weapons.
Command & Control Node - All Tau units (& Vepsid units with a Strain Leader) within 12" may use the owner's leadership value. Makes this item relevant again.
Cyclic Ion Blaster - 24" Range, Rending Replaced the confusing rules with a simple
USR, gave it a range boost and kept it special issue.
Failsafe detonator - No longer special issue, but limited to one per force I didn't want to see a proliferation of suicide squads, but likewise I don't think you want to be blowing your
HQ's up!
Heavy Fusion Blaster *NEW ITEM* - 24"
Str 8
AP 1 Melta Another weapon option for Broadside suits and vehicles (see modified unit entries).
Iridium Armour - No longer special issue. This isn't an over-powered item, so I don’t think it needs to be limited access.
Positional Relay - Now just adds +1 to reserve rolls (10pts? Can't remember current price!). Simplifies the function of this item.
Marker Beacon *NEW(ish) ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.
Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment.
Broadside Railgun - Additonal Submunition mode: 72"
Str 6
AP 4 Blast to reflect similarity to Hammerhead weapon and provide more options for enaging horde armies.
Broadside Ion Cannon *NEW ITEM* - 60"
Str 7
AP 3 Heavy 2 Again, reflects the similarity to the Hammerhead, but slightly less capable, and gives more options for heavy support.
Stealth Field Generator - Now a Support System (10pts), clarify that it doesn't actually use Nightfighting rules, therefore searchlights,
etc have no effect, unless nightfighting rules are actually in operation. (Shining a searchlight in the middle of a bright desert won't help anyone else target the stealth suit you've just spotted. However, in the middle of the night it might give them a clue…)
Stimulant Injector - No longer special issue Again, this isn't an overpowered item so doesn't need to be limited access.
Target Lock - Allows the owner to fire at a different target to the rest of their unit. No reference to target priority, happy now??!
Targetting Array - Now also included as a Hard-wired item on the wargear list, same points and rules. This will allow a bit more of a buff to team leaders, as they aren't generally much better than their ordinary comrades.
Markerlight *NEW(ish) ITEM* - 18"
Str -
AP - Assault 1 added as either a Battlesuit weapon or Support system (5 pts, only one per model). Normal marker lights are now intended for forward deployed scouting units (Pathfinders, stealth suits, etc) to designate for other units.
Networked Markerlight *NEW(ish) ITEM* - 36"
Str -
AP - Heavy 1 added as either a Battlesuit weapon or Support system (10 pts, only one per model). Networked markelights are now intended for longer range support of your own squad.
Vectored Retro-Thrusters - No longer special issue; all members of a unit must be equipped with the thrusters This isn't an over-powered item, so I don’t think it needs to be limited access.
Infantry Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry.
Hard-wired Targetting Array *NEW ITEM* - As Battlesuit Armoury This will allow a bit more of a buff to team leaders, as hey aren't generally much better than their ordinary comrades.
ALL drones now have the Fearless and Feel No Pain
USRs. They're autonomous machines and they don't care!
Gun Drones - Now adopt unit type and any
USRs (eg Drones attached to a Broadside team will be Slow & Purposeful). This just simplifies the selection of drones for a squad and their operation on the field.
Marker Drone - Cost dropped to 20pts. These were drastically over-priced
IMHO.
Sniper Drone *NEW(ish) ITEM* - Added to Battlesuit/Infantry wargear lists (20pts). Gives more options for tailoring squads.
Command Link Drone *NEW ITEM* -
WS 2
BS - S 3 T x W 1 I 4 A 1
LD x
Sv x (20pts)
All Tau units (& Vepsid units with a Strain Leader) within 18" of the drone may use the owner's leadership value. Allows the good
HQ's to help out the relatively low
LD units.
Kroot Rifle - 18" Assault 2 Kroot are supposed to be close combat specialist
IMHO, so let's give them a weapon that suits that.
Kroot Grenade *NEW ITEM* - Simple black powder bombs, count as assault grenades in all respects
Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.
Networked Markerlight *NEW(ish) ITEM* - See above for new definition; where specified only, not available for purchase as infantry wargear.
Photon Grenade - Now counts as an assault grenades as well as a defensive grenade. Why could they be used to disorient an enemy when they attack you, but not to disorient the enemy when you attack them??
Pulse Carbine - 15" Assault 2, Pinning This weapon needs more firepower
IMHO but I didn't want it treading on the toes of the Pulse Rifle, hence the range drop.
Pulse Rifle - Rapid fire range now 15"/30" You can actually shoot without risk of being assaulted!!
Rail Rifle - Heavy 1, Sniper simplified rules that match the purpose of this weapon
Vespid Neutron Blaster - Same stats, Template weapon. Tell me you won't take them now…
Vehicle Armoury
Note: unless a points value is given new items cannot be purchased; they will just be specified in the appropriate unit entry
Decoy Launchers - Now allows re-roll of damage from all glancing hits. This was justed to limited too be useful before
Disruption Pod - Dropped (!) Now you've picked yourself up off the floor, I suggest replacing it with the items below which are more in keeping with equipment for the rest of the army
Stealth Field Generator *NEW ITEM* - As per Battlesuit item, roll
2d6 x 3 to see the vehicle (10pts)
Shield Generator - As per Battlesuit item, confers a 4+ invulnerable save to the vehicle (20pts)
Positional Relay *NEW(ish) ITEM* - Adds +1 to reserve rolls (10pts) Unimaginative but necessary piece of vehicle equipment
Marker Beacon *NEW ITEM* - Support System that allows re-roll of deep strike scatter within line of sight (10pts). This item is taken from the Pathfinders Devilfish and will now just be an upgrade option for all suits/vehicles.
Jamming Pod *NEW ITEM* - Support System that puts enemy reserve rolls at -1 (10pts). Unimaginative but necessary piece of suit/vehicle equipment
Flechette Dischargers - One shot,
Str 4
AP - attack against all assaulting models, before they take their attacks (5pts). Simpifies this item
Gun Drones - Clarification of rules: Count as passengers travelling in an open topped vehicle (at no penalty to the vehicle for damage rolls etc). Once deployed all the drones from a vehicle or squadron of vehicles form a separate, unit following the
rules for a drone squadron, but they do not count towards kill points (Drone squadrons now have some additional limitations, refer to the unit entry, which mean that vehicle drones aren't particularly good once deployed). The drones are carried in a stabilised mounting on the vehicle, allowing them to fire so long as the vehicle would still be allowed to fire one weapon, even if the vehicle has moved faster than would normally allow passengers to fire
Hammerhead Railgun - Now ignores cover in both modes. I wanted this to be noticably different to the Broadside weapon. I considered heavy 2, but that would be too powerful
IMHO. Ignoring cover is a useful upgrade and is supported by the fluff (Hammerhead rounds have been known to go straight through a Leman Russ and out the other side!)
Hammerhead Ion Cannon - No changes to stats Name changed to clarify item
Landing Gear - Now always works, providing the vehicle hasn't moved, simplifies operation
Multi-tracker - Rules changed; now allows the vehicle to fire as if it had moved at the next lowest speed category (eg. A fast vehicle moving flat out would still be able to fire one weapon). Makes this equipment effective for more of the Tau vehicles
Seeker Missiles - Rule wording simplified, "hits a markerlighted target on a 2+", rules used to talk about "as if BS5" which just isn't
necessary. Now equipped with a dual-mode warhead, keeps Krak mode as existing, but adds Frag mode:
Str 4
AP 6 Blast.
Sensor Spines - Now just allow re-roll of dangerous terrain tests, simplifies operation
Targetting Array - Price changed to 10pts, keeps it consistent with the other armouries
Long-barrelled Burst Cannon *NEW ITEM* - 36"
Str 5
AP 5 Heavy 3. Additional vehicle weapon option to improve flexibility
Heavy Fusion Blaster *NEW ITEM* - 24"
Str 8
AP 1 Melta. Additional vehicle weapon option to improve flexibility
Broadside Railgun *NEW(ish) ITEM* - Railgun: 72"
Str 10
AP 1, Submunitions: 72"
Str 6
AP 4 Blast. Additional vehicle weapon option to improve flexibility
Tau Forces
The existing stats don't quite tie up from unit to unit. Battlesuits add S +1 T +2 W +1 (as existing)
Rank
WS BS S T W I A
LD
Shas'o 4 5 3 3 3 3 4 10
Shas'
el 3 4 3 3 2 3 3 9
Shas'vre 3 4 3 3 1 3 2 8
Shas'ui 2 3 3 3 1 2 2 8
Shas'la 2 3 3 3 1 2 1 7
Crisis Commander - No longer 1+ Free choice of
HQ? Yay!
Crisis Bodyguard - No access to special issue items
Ethereal - Honour guard now uses the Elite Fire Warrior unit*. Doesn't count as a choice under the Force Organisation Chart (* This is a new unit, see below) Wargear: shield generator, C&C Node. This gives the Ethereal some kind of save and a bigger buff to surrounding units. Inspiring Presence unchanged. Price of Failure modified as follows: If a unit fails the morale check caused by this rule they may not regroup, regardless of unit strength or if they are bonded. If passed the unit gains the Fearless and Preferred Enemy
USRs plus the "Take them down!" rule. (Make this rule both better and worse!)
Take Them Down! - All Tau units (not auxiliaries or drones) may re-roll all shooting, including scatter on blast weapons. Represents the fluff of Tau pouring more fire onto the enemy.
Water Caste Envoy *NEW UNIT* - (40pts)
WS 2
BS 3 S 3 T 3 W 1 I 4
LD 10
Sv 4+ Wargear: Pulse Pistol, C&C Node
No Fire Warriors may be taken (except honour guard) All auxiliaries count as troops. May take an honour guard as per Ethereal. I wanted to have a
HQ that represents the Tau's heavy reliance on auxiliary forces.
Crisis Team - Suits modified as above. No "team-leader" option - Shas'vre only (Team-leaders seem a bit redundant, particularly after
the other modifications I've made)
Stealth Team - Suits modified as above. No "team-leader" option - Shas'vre only. Shas'vre may upgrade standard suit markerlight to a networked markerlight for 5pts
Elite Fire Warriors *NEW UNIT* - Shas'vre stats at 15pts/model +10 points to upgrade one member to Shas'
el stats. All options as per normal Fire Warrior squad*. It just seems like a good idea to have an elite unit that isn't a battlesuit. (* Note: the Fire Warrior squad options have been modified, see below).
Fire Warriors - Photon grenades as standard (still 10pts/model) Making them a bit better rather than reducing cost. No "team-leader" option - Shas'ui only. Shas'ui may take a markerlight for 5pts or a networked markerlight for 10pts. 2 Fire Warriors (not the Shas'ui) may exchange their pulse rifles/carbines for Rail Rifles for 10pts (as per Pathfinders), this allows a bit of heavy fire power in the squad without making them Guardsmen.
Devilfish - Fast skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 12 model transport capacity. Access to all options in the vehicle armoury but no weapon upgrades. Essentially I want to split the Devilfish into two variants a la Rhino/Razorback. One is purely for ferrying troops, the other is basically a light tank.
Warfish - Devilfish variant, skimmer, Tank, with 2 gun drones, 1 long-barrelled burst cannon and 8 model transport capacity. Access to all options in the vehicle armoury and weapon upgrades as follows:
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per the existing Hammerhead)
The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts
Kroot - Shapers are now 1+ for 17pts. All Kroot (not kroot hounds) have a 6+ armour save. The shaper allows kroot grenades to be taken at 1pt/kroot (not including hounds). Krootox are dropped as an option. Kroot gain the Move Through Cover
USR. Shapers may take Tau armour for a 4+ save for 5pts
Gue'vesa - Human Auxiliaries 5-10 standard guardsmen 7pts/model. 0-1 Sergeant for 17pts. Sergeant may take pulse carbine/rifle for 5pts and Tau armour for a 4+ save for 3pts
Gun Drone Squadron - Dropped Replaced by Drone Squadron, see below.
Drone Squadron - Fast attack, 1+ Command Link Drone, 2+ Gun Drone, 0- 5 other drones, all as wargear descriptions (including cost). Automatons - When drones are deployed as an independent unit they rely on orders from the Tau commander to be relayed via the drone squadron's Command Link Drone. At the start of the turn the drone squadron must take a leadership test. This can be taken using the leadership value of any
HQ with a Command Link Drone or Command and Control node, providing the squadron still has it's own Command Link Drone. If they pass they may act normally, if they fail the squadron reverts to autonomous Sentry Mode.
Sentry Mode - the drone squadron holds their position and will only attempt to shoot the nearest enemy unit within line of sight.
This gives more options to the drone squadrons but also prevents them from being over-powered (remember they are now Fearless and Feel No Pain!)
Pathfinders - Photon grenades as standard as per fire Warriors. No "team-leader" option - Shas'ui only. Shas'ui may upgrade standard markerlight to a networked markerlight for 5pts. Devilfish/Warfish transport now optional. Unit gains the Stealth and Move Through Cover
USRs. Combined with shorter range Assault markerlights means they should be upfront, actually pathfinding!
Pirahnas - Now 40pts/model but with a squadron size of 1-3, 2 gun drones and 1 long-barrlled burst cannon as standard armament. Reduced cost, otherwise why would you take these when you can take a devilfish?
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (as per Hammerhead). The long-barrelled burst-cannon may be replaced with a Heavy Fusion Blaster for 20pts or a Broadside Railgun for 30pts. More weapons options to make this a more flexible unit.
Vespid - Neutron blaster upgraded to template waepon, as above. Close combat attacks count as rending (Fluff states that they have diamond hard talons). Gain Hit & Run
USR. All changes are to make them a more formidable close combat unit, that you might actually want to spend the points on!
Knarloc Riders *NEW UNIT* - Cavalry, 3-12 unit size, some (0-3?) may be upgraded with Kroot guns. I don't have the Imperial Armour rulebook for these, but it fits with the auxiliaries theme, gives an additional Fast Attack option and cavalry is fairly unusual so adds to the unique feel of a Tau force.
Broadside Team - Suits modified as above. No "team-leader" option - Shas'vre only. May replace the Twin-linked Railgun with either a Twinlinked Long-barrelled Burst Cannon, a Twin-linked Heavy Fusion Blaster or a Twin-linked Broadside Ion Cannon. May replace the Smart Missile System with either a Twin-linked Plasma Rifle or a Twin-linked Missile pod. These really needed a lot more options to provide a useful, flexible, heavy support choice.
Hammerhead - Main weapons unchanged, 2 gun drones as standard support weapon. Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts (Standardised with other Tau vehicles). Access to all vehicle armoury options.
Skyray Missile Defence - 12 seeker missiles (6 on racks plus automatic reload of 6 from within the hull), the ammunition capacity was too small, limiting usefulness. Heavy Networked Markerlights 48" range,
AA mount (ignores cover saves for turbo-boosting bikes/jet bikes and skimmers moving flat out). Again short range limited usefulness and the fluff describes this as an anti-aircraft weapon, much like the Hydra. 2 gun drones as standard support weapon
Gun drones may be replaced with a smart missile system for 10pts or 2 independently firing long-barrelled burst cannons for 20pts. Access to all vehicle armoury options, except additional seeker missiles are not allowed.
Special Characters
Remove the 1500pt force limit for all of them, why shouldn't they be used in a smaller game?!
Aun'va - Update the price of failure as per normal Ethereal, see above. Change the 4+ cover saves to 4+ invulnerable as too many weapons ignore over! Honour Guards have S 3 this appears to be a typo where they've copied the 3(5) from the toughness stat. Aun'va now allows Elite Fire Warriors to be taken as troop choices.
O'Shovah (Farsight) - Allows Crisis suits to be taken as troops. The current rules aren't clear "Crisis teams are1+ the same as Fire Warriors"??? Just call them troops! No auxiliaries allowed (This is an update to cover the new auxiliaries introduced)
O'Shaserra (Shadowsun) - Allows Stealth suits to be taken as troops
I eagerly await the total demolition of my ideas!