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Transcript of warhammer fanmade tau codex
Codex: Tau Empire
The Fifth Edition Redux
Tau Special Rules
For the Greater Good!
Tau forces believe that even in death they will have accomplished something for
the master cause. All Tau units will have this, and it gives them the Stubborn USR.
Art of Mont’ka
Commanders of the Tau usually utilise the Mont’ka in order to sever the command
structure of an opponent and then destroy their forces. If a Sergeant or higher level
model (i.e. HQ units, upgrade characters, and so forth) defeats another Sergeant or
higher level model in an opponent’s unit, that unit will immediately fall back unless
it is Fearless or still has another Sergeant or Higher in the same squad. The Tau until
may not attempt to cut them down as they run, but may then consolidate.
Art of Kauyon
Sometimes Tau will believe that it is better to make a tactical retreat than to lose
their lives for no reason. Units with this rule have the Hit and Run USR. However,
whenever this is pulled off the unit which used Hit and Run may immediately
conduct a turn’s worth of at the unit that they are running from – morale checks
and such may be forced by such shooting. Only one unit may pull off the Art of
Kauyon in a single combat at a time – so if multiple units used Hit and Run, only one
can subsequently shoot at the unit they were previously in combat with.
Ta’lissera Bond
Certain members of Tau society undertake the Ta’lissera, and become even greater
comrades than before. Units with this special rule gain Relentless if their squad is
under 50% strength and Furious Charge if they are under 25% Strength.
Tau Weapon Special Rules
Overwatch: Automated technology is widespread in Tau forces. Guns with the
Overwatch special rule will fire in the enemy’s movement phase, and must fire at
the first enemy unit within line of sight which chooses to move.
Heavy Fire: Weapons with this special rule reduce their target’s Cover Save
by 1, to a minimum of 6+ (unless noted)
Variable Fire: There are a number of guns in the Tau armoury which use different
rates of fire for procedures such as Rapid Fire. These will be noted in a specific
‘notes’ section of the weapon summary list.
Tau Weapons and Art of Kauyon: Weapons with a variable rate of fire (see
above) do NOT get this when the Art of Kauyon is used. Units count as moving for
Art of Kauyon, but may not Rapid Fire for this. The unit which has Art of Kauyon
used on it may take a 5+ Cover Save against any shooting excluding that which
ignores cover. Blast Weaponry may not be used in Art of Kauyon
Rail Guns: Do not count as Ordnance on Tau Battlesuits.
New Tau Weaponry
The following weapons are new, of course:
Deathshroud Frag Projector
Defence Gatling Gun
Fusion Cannon
Knarloc Gun
Light Railgun
Overburst Cannon
Pulse Lancer
A number of weapons have also had their profile changed, even before you factor
in the weapon notes. All players should read through the weapon summary before
advancing any further in this Redux.
Tau Armoury – Battlesuit Technology
Advanced Tracking System
This is a full suite of technology which gives the bearer an unparalleled perception
of the field. Models with this double their line of sight during Night Fighting
missions, and may also fire one more weapon than usually allowed each turn.
Failsafe Systems
Certain more ‘cowardly’ members of the Fire Caste employ complex safety systems
in order to escape bad situations. Models with this are replaced by a single Fire
Warrior Shas’ui when they are killed either in close combat or shooting by a model
which does not cause Instant Death. This model may then immediately make a ‘Hit
and Run’ movement.
Heavy Crisis Battlesuit
A more powerful version of the standard battlesuit, this experimental suit of
armour is currently being tested by the Fire Caste. The bearer of this suit gains a 2+
Armour Save and a 4+ Invulnerable Save. In addition, it gains the Slow and
Purposeful special rule. In addition, it gains a 5+ ‘Feel No Pain’ save, as described in
the Warhammer 40k Rulebook.
Tactical Hologram Generator
Included in this commander’s suit is a vast array of communication tech... Allowing
the leader to control his army from upon the field. All Reserve rolls made by the
controller of this wargear are made as if it were one turn further in the game (in
Turn 2, this means a 3+, on Turn 3 a 2+ and so on). No Reserves may be brought
onto the board by this effect in the First Turn.
Networked Markerlight
Formed of multiple markerlights, this single powerful one allows for a vast amount
of firepower to be levelled at the foe. At the beginning of every friendly Shooting
Phase, the model controlling this Markerlight may immediately place d3+2
Markerlight tokens onto any units within line of sight.
Tau Armoury –Infantry Technology
EMP Grenades
These are specially made to destroy enemy tanks. They are grenades which deal a
single AP 1 Glancing Hit on a 4 or 5, or a single AP 1 Penetrating Hit on a 6 when
determining damage against the tank.
Photon Grenades
These are specially made to halt enemy infantry. They are defensive grenades,
which mean that the opponent will never gain bonus attacks for charging. In
addition to this, models with special close combat attacks will not be able to use
them in the first turn of combat.
Markerlight
This is the pinnacle of Tau weaponry – allowing for vast amounts of co-ordinated
firepower to be levelled at the foe. At the beginning of every friendly Shooting
phase, the model controlling this Markerlight may immediately roll a single d6. On
a 4+, a single Markerlight token may be placed on any unit within line of sight. On a
6, TWO tokens may be placed on the same unit within line of sight.
Drone Controller
The technology within this allows for the control of drones – small robotic servants
of the more powerful Tau figures. For each Drone Controller in a unit, up to 2 Battle
Drones may be purchased for it for points costs defined in that unit’s area of the
Army List. Drones do not count towards the maximum models transported in a
transport vehicle, and are immediately removed when their controller(s) is as well.
Target Lock
This small pendant is usually un-noted by opponents. A model with this may fire at
a different unit to the remainder of its squad.
Honour Blade
Commonly deployed by high ranking members of the Fire Caste, these large staffs
bear a strong blade at its height. A Honour Blade is a Power Weapon that gives the
bearer +1 Strength, and a 5+ Invulnerable Save if they are an Ethereal.
Tau Armoury –Vehicle Technology
Disruption Launchers
This is a complex set of illusionary based weaponry, allowing for the controller to
defend itself against enemy assaults. The user of this tech always bears a 4+ Cover
Save. In addition to this, any enemy units which charge a Tau vehicle with these
launchers each take a single Poisoned Attacks (3+) hit which counts as a Strength of
6 immediately before they make their attacks. Any saves against this are reduced
by 1 (4+ to 5+ and so on).
Sensor Array
A vehicle upgraded with this ignores the effects of Dangerous Terrain, as well as
gaining an additional point of BS.
Advanced Recoil System
A vehicle upgraded with this counts its gun as a Heavy 2 weapon for the purposes
of scatter – not as Ordnance 1. In addition to this, the player may choose to roll
only 1d6 for scatter, but is not allowed to remove the Ballistic Skill of the firing tank
from the total scatter roll.
Seeker Missile
This is a single Defensive Weapon, which may be fired once per game. It counts as a
single Strength 9, AP 2, Heavy 1 attack which ignores Cover Saves if fired at a unit
carrying a Markerlight token.
Skilled Pilot
A vehicle upgraded with this counts as moving 6” less for the purposes of firing
weaponry, and may also count his vehicle as Fast.
Improved Skimmer Tech
A vehicle equipped with this gains a 2+ Cover Save when Moving Fast as a Skimmer.
In addition to this, the vehicle may use its Landing Gear – on any turn that the pilot
only moves up to 6”, the vehicle loses the Skimmer special rule and may fire its
main weapon as Heavy 3, rather than the standard template.
The Markerlight Tokens
The Markerlight token is a key part of the Tau arsenal, and thus takes a key role in
any battles involving the Tau Empire. This section explains how it works.
Each time a Tau unit conducts shooting against a unit which has a ‘Markerlight
Token’ allocated against it, they may remove a token to use an effect from this list:
Count the unit’s BS as being +1 to the standard (3 -> 4, and so on)
Reduce the Cover Save of the target unit by 1, and also stop the unit from
Going to Ground that turn
Decrease the AP of a single type of weapon fired at the target unit (a
Pulse Rifle goes from 5 to 4, for example)
By expending three tokens, the target unit may be classed as NOT
Fearless for that unit’s shooting. By expending two tokens, the target may
be classed as NOT Stubborn for that turn’s shooting
In addition, a Tau unit may use the tokens to level a number of additional effects
against the target unit for that game turn:
A single Artillery Strike (Heavy 1, Twin Linked, and Strength 7 AP 2) may
be fired at the target unit using a BS of 3.
The target unit may have 1 Leadership deducted for a single leadership
based test (e.g. Psychic Test, Morale Test).
Finally, there is a reason why the Tau player may choose to allocate Markerlights to
simply ‘a’ unit rather than an enemy unit – you may choose to fire at any units with
a token allocated to them, rather than just your opponent’s.
Markerlight Tokens are expended at the end of a unit’s shooting, or directly after
its effects are used. For example, if an effect would change the target of shooting
to a unit without a Markerlight token then the original target retains the token, but
if an effect causes the shooting to end before an effect can begin to affect the
target the token is still expended.
OPTIONS – Drones
Type Pts WS BS S T W I A Ld Sv Gun 7 2 4 3 2 1 2 1 10 5+
Shield 10 2 2 3 2 1 2 1 10 4+
Stealth 15 2 3 3 2 1 2 1 10 5+
Marker 15 2 3 3 2 1 2 1 10 5+
Unit Type: Drones move as the same type as their attached unit
Army List Composition: All Sergeants and HQs – except Prok, and also
including any models specifically noted as such – may take 0-5 Drones each
Wargear:
All Drones carry a Twin Linked Pulse Rifle.
Shield Drones also have a Shield Generator.
Stealth Drones also have a Stealth Projector.
Marker Drones also have a Markerlight
Special Rules
Fearless, Acute Senses
Shield Generator: Units which contain at least 1 Shield Drone have a 5+
Invulnerable Save, or +1 to their existing Invulnerable Save. This does not
affect characters which join the Drone’s unit, and the effects do not stack.
Stealth Projector: Sniper Drones are fitted with shadow generator, making
it difficult for the foe to see them. The whole unit gains the Stealth and
Move through Cover special rules, as well as a 6+ Cover Save.
Drone Controller: When the model who purchased the Drone is killed, the
Drone is also removed.
Options:
Any Gun Drone may replace their Pulse Rifle with a Twin Linked Pulse
Carbine for no additional cost, or for a Twin Linked Burst Cannon for
+10pts.
Marker Drones may exchange their Markerlight for a Networked
Markerlight for +20pts per model.
OPTIONS – Bodyguard
Type Pts WS BS S T W I A Ld Sv Tau’al 20 4 4 3 3 1 3 2 10 4+
Tau’rie 30 2 3 3 3 1 3 2 10 4+
Tau’nul 30 2 2 2 3 1 2 1 7 4+
Unit Type: Infantry (the Bodyguard moves at the same rate as the
character they are attached to)
Army List Composition: Any HQ choice in the Tau army list, except Prok or
non-Tau characters, may take up to five Bodyguards. Up to three
Bodyguards of the same type may be taken by the same character.
Wargear:
All Bodyguards bear a Pulse Pistol and Close Combat Weapon, as well as
Photon Grenades and EMP Grenades.
Special Rules
Stubborn, Acute Senses
Life Partner: A Bodyguard is attached to his master for life. A Bodyguard is
removed when the model he was purchased for is killed.
Intercept Attack: Tau’al must have wounds allocated to them before the
character they are purchased for may themselves have wounds allocated.
In addition, up to a single failed save per turn may instead be placed on a
Bodyguard – this could be a heroic dive from the guide or mere poor luck!
Learned Scholar: Any character which has a Tau’rie purchased for them
may choose to either re-roll all failed rolls to hit or all failed rolls to wound
during the shooting phase of their turn. The selection is made at the
beginning of that phase.
Psychic Null: Tau’nul bear the Pariah gene. All Psykers within 18” of a
Tau’nul have a leadership of 6 and may not benefit from the Stubborn or
Fearless special rules. In addition, any psychic abilities tested for within 30”
of a Tau’nul may be ‘dispelled’ on a successful roll on a d6 of 5+ - this roll is
increased by 1 for each Tau’nul purchased by that character. If a Tau’nul is
killed in Close Combat, all Tau’nul within 6” must take an Armour Save.
HQ - Crisis Commander
Type Pts WS BS S T W I A Ld Sv Shas’o 100 5 5(6) 4(5) 4 3(4) 4 3(4) 9 3+
Unit Type: Jet Infantry, Sergeant, Independent Character
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Acute Senses, Fleet.
Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.
An army containing at least one may take a single squad of either Crisis
Suits or Broadside Suits as a Troops Choice.
Force Field Generator: All Crisis Battlesuits are highly respected pieces of
Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable
Save against all attacks.
Wargear:
All Crisis Commanders begin with a pair of Burst Cannons – these are not
Twin Linked. They may purchase options from the list to the right.
Options:
Crisis Commanders may purchase Drones from the list further down. They
may also purchase options from the Crisis Battlesuit entry below. In
addition they may take any of the following:
Heavy Crisis Battlesuit 40pts
Tactical Hologram Generator 25pts
A Shas’o may choose to replace either of their Burst Cannons with one of
the weapons below:
Deathshroud Frag Projector 15pts
Honour Blade 10pts
Cyclic Ion Blaster 10pts
Pulse Lancer 15pts
Overburst Cannon 10pts
Fusion Cannon 10pts
HQ – Stealth Commander
Type Pts WS BS S T W I A Ld Sv Shas’o 100 5 5 4 4 3 4(5) 3 9 3+
Unit Type: Jet Infantry, Sergeant, Independent Character
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Scouts, Infiltrate, Hit and Run (2 x Roll), Perfect Shadow
Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.
An army containing at least one may take a single squad of either Stealth
Suits or Pathfinders as a Troops Choice.
Nightshroud: Stealth Commanders are fitted with an even greater stealth
field than standard suits. All Night Fighting rolls are made on 1d6 against a
unit containing a Stealth Commander.
Wargear:
All Stealth Commanders begin with a Fusion Cannon – this is Twin Linked.
They also have EMP Grenades and Photon Grenades.
Options:
Stealth Commanders may purchase Drones from the list further down.
They may also purchase options from the Stealth Battlesuit entry below. In
addition they may take any of the following:
Marker Beacon (see Pathfinders) 40pts
Tactical Hologram Generator 25pts
A Shas’o may choose to replace either their Fusion Cannon with one of the
weapons below:
Airburst Frag Projector 10pts
Overburst Cannon 5pts
Cyclic Ion Blaster 5pts
Deathshroud Frag Projector 20pts
Honour Blade 5pts
Burst Cannon (with Assassins rule) FREE
HQ– Ethereal Detachments
Type Pts WS BS S T W I A Ld Sv Ethereal 150 4 4 4 4 3 4 3 10 5+
Guards - 4 4 4 4 2 3 2 10 4+
Unit Type: Independent Character, and Infantry. The unit is composed of
an Ethereal and four Guards, which altogether count as a single
Independent Character. For the purposes of combat, the Ethereal may not
be targeted while any of his Guards also remain in the unit.
Wargear:
All of the unit have Honour Blades (bonuses included in profiles)
Special Rules
For the Greater Good, Ta’lissera Bond, Acute Senses, 6+ Invulnerable
Save
Inspiring Presence: All friendly units with line of sight to an Ethereal may
make any Leadership Tests on Ld9 unless their Ld is normally higher. This is
in addition to any Caste based abilities purchased below.
The Price of Failure: If the Ethereal should fall, all models in the army must
take a Morale Check. Those who fail gain Rage and Fleet.
Ethereal Detachment Options Up to five additional Guards may be purchased for +20pts per model.
The Ethereal may choose to purchase any Blade Techniques from the list to
the right for +10pts per technique. Up to ten techniques may be
purchased. Up to 1 technique of each type may be used each turn.
The Ethereal may be upgraded to one of the following:
Water Caste (Inspiring Presence = Stubborn) 40pts
Fire Caste (Inspiring Presence = Furious Charge) 40pts
Earth Caste (Inspiring Presence = +1 to Cover Sv) 40pts
Air Caste (Inspiring Presence = Relentless) 40pts
Ethereal Blade Techniques A popular pastime of all Ethereals is that of the duel – which allows
all sorts of disputes to be settled. Some ethereal choose to
specialise in certain techniques, which may be used in all sorts of
battle situation.
Movement Phase Techniques:
Double Passé: The Ethereal and his unit may move d6 further inches.
Dance of Rage: The Ethereal and his unit gain Fleet and Rage for this turn.
Tempered Step: The Ethereal’s unit gains Relentless for this turn, but may
not have a Cover Save next turn.
Feather of Phoenix: The Ethereal and his unit will automatically regroup
when falling back, regardless of modifiers or other special rules.
Shooting Phase Techniques:
Patient Hunter: The Ethereal’s unit Goes to Ground, but gains +3 to their
Cover Save
Killing Blow: The Ethereal’s unit adds +1 to all shots fired this turn, but may
not fire in the next game turn.
Fire’s Grasp: The Ethereal’s unit rolls d6x2 for running this turn.
Practiced Power: The Ethereal and his unit may choose to fire and then go
to ground this turn.
Assault Phase Techniques:
Jumping Kick: The Ethereal gains +1 Initiative, but loses 1 Toughness
Spiral Punch: The Ethereal gains +1 Strength, but loses 1 Weapon Skill
Meditative Blow: The Ethereal gains +1 Toughness, but loses 1 Initiative
Feinted Blow: The Ethereal gains +2 Attacks, but loses 2 Weapon Skill
Glance of Death: The Ethereal has attacks equal to his opponents, but has
no Power Weapon.
Twirling Doom: The Ethereal has Poisoned Attacks (3+), but loses 1
Toughness and 1 to his Sv.
Many Blocks: The Ethereal gains a 4+ Invulnerable Save, but loses 2
Attacks on his profile.
ELITES - Crisis Battlesuits
Type Pts WS BS S T W I A Ld Sv Shas’el 55 4 4(5) 4 4 3 3 3 8 3+
Shas’vre 45 4 4(5) 4 4 2 3 2 8 3+
Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level, Shas’o is a
HQ.
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Acute Senses, Fleet.
Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.
An army containing at least one may take a single squad of either Crisis
Suits, Stealth Suits, or Broadside Suits as a Troops Choice.
Force Field Generator: All Crisis Battlesuits are highly respected pieces of
Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable
Save against all attacks.
Wargear:
All Crisis Battlesuits begin with a pair of Burst Cannons – these are not
Twin Linked. They may purchase options from the list to the right.
If two of the same weapon option are taken, the whole weapon counts as
a single twin linked weapon with otherwise the same statline.
Army List Selection:
Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams
contain a single Shas’el and 1-5 Shas’vre suits.
Crisis Battlesuit Options Any suit may choose to replace either of their Burst Cannons with one of
the weapons below:
Twin Linked Burst Cannon 10pts
Fusion Blaster 5pts
Missile Pod 5pts
Twin Linked Plasma Rifle 7pts
Twin Linked Flamer 3pts
Any suit may choose to replace both of their Burst Cannons with one of the
following PAIRS of weapons below:
Fighting (Lightning) Claws 20pts
Missile Pods 30pts
Any suit may choose to take any of the following options:
Advanced Tracking System 25pts
Failsafe System 30pts
Networked Markerlight 35pts
Markerlight 20pts
Any Crisis Battlesuit may purchase a single Drone from the list further
down below.
ELITES - Stealth Battlesuits
Type Pts WS BS S T W I A Ld Sv Shas’el 60 5 4 4 3 2 4 3 9 3+
Shas’vre 50 5 4 4 3 1 4 2 9 3+
Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level.
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Scouts, Infiltrate, Hit and Run (2 x Roll).
Perfect Shadow: Many an outpost has fallen due to not being able to see
this enemy. All shooting conducted against Stealth Battlesuits uses the
Night Fighting special rules. If the battle is actually in Night Fighting
anyway, all distances that are rolled against Stealth Suits are halved.
Assassins: Stealth Suits are skilled in finishing off enemies for the Greater
Good. Their Burst Cannons are Twin Linked, and may re-roll any rolls-to-
wound.
Wargear:
All Stealth Battlesuits begin with a Burst Cannon – this is Twin Linked. They
may purchase options from the list to the right.
Shas’el Battlesuits begin with a Drone Controller, and may also select
additional options to those listed to the right, indicated in a second set of
choices.
Army List Selection:
Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams
contain a single Shas’el and 1-8 Shas’vre suits.
Stealth Battlesuit Options Any suit may choose to replace their Burst Cannons with one of the
weapons below:
Twin Linked Cyclic Ion Blaster 25pts
Twin Linked Fusion Blaster 12pts
Twin Linked Plasma Rifle 15pts
Twin Linked Flamer 5pts
Two Twin Linked Pulse Rifles 5pts (fired at once)
One suit may choose to replace their Burst Cannons with one of the
following sets of weapons below:
Honour Blade and Pulse Pistol 10pts
Smart Missile System 20pts
Any suit may choose to take any of the following options:
Advanced Tracking System 25pts
Markerlight 20pts
Any Stealth Battlesuit may purchase a single Drone from the list further
down below.
ELITES – Demiurg Trenchers
Type Pts WS BS S T W I A Ld Sv Stout One
60 4 3 4(8) 4 2 2 2 8 2+
Demiurg 30 4 3 5 4 1 2 1 7 2+
Unit Type: Infantry.
Special Rules
Stubborn, Slow and Purposeful, Move Through Cover
Gunner’s Pride: Demiurg which are manning a Weapon Platform gain +2
Leadership.
Jobs a Good’un: Demiurg are often used by Tau due to their mechanical
ability. If a Stout One is in base contact with a damaged vehicle during the
Shooting phase, he and his squad can attempt to repair it instead of firing
weaponry. Roll a d6 – on a 6, the vehicle may remove one Immobilised or
Weapon Destroyed result. Add +1 to this roll for each Trencher in the unit.
Wargear:
Demiurg are equipped with Exo Armour, as well as a Breaching Drill (Chain
Fist and Melta Bombs) and a single Blast with Chain each. The Stout One
also has a Thunder Hammer – note that this replaces his Breaching Drill
Army List Selection:
Demiurg Trenchers are composed of 1 Stout One and 4-9 Trenchers.
Options:
Demiurg Trenchers may man a Weapon Platform for +5pts, changing their
unit type to Artillery. The Weapon Platform may be equipped with one of
the following:
Bolt Cannon 15pts
Overburst Cannon 15pts
Pulse Lancer 15pts
Cyclic Ion Blaster 10pts
Defense Gatling Gun 30pts
ELITES – Vespid Fly Marshalls
Type Pts WS BS S T W I A Ld Sv Flight Master
37 4 4 4 4 2 6 3 8 5+
Strain Leader
24 4 3 3 4 2 5 2 8 5+
Unit Type: Jump Infantry.
Special Rules
For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless
Flight Co-ordinators: All Vespid Stingwings within 6 inches of a member of
the Fly Marshalls unit will gain +1 Leadership.
Death Defying: Fly Marshalls have the Deep Strike special rule. In addition,
they may charge on the turn they charge – the opponent counts as
occupying cover.
Harmonic Spectrum:Fly Marshalls may choose to add or subtract one from
the roll to see the statline of their Neutron Blaster.
Wargear:
All Vespid Fly Marshalls bear a Neutron Blaster.
Army List Selection:
Vespid Fly Marshalls contain a single Flight Master and 4-9 Strain
Leaders. You must have at least 1 unit of Vespid Stingwings in
your army before you can purchase Fly Marhalls.
TROOPS – Fire Warriors
Type Pts WS BS S T W I A Ld Sv Shas’ui 15 2 3 3 3 1 3 2 8 4+
Shas’la 11 2 3 3 3 1 3 1 7 4+
Unit Type: Infantry. Shas’ui is Sergeant.
Special Rules
For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond.
Fire Control: Fire Warriors are skilled at firing in concentrated volleys,
denying their foes any refuge from the firepower. Enemy units lose 1 from
their Cover Save against Fire Warriors, and also gain no benefit from Going
to Ground.
Hardened Veterans: There are some favoured warriors in every cadre who
have fought for many years under a single commander. For each Shas’o in
the army, one unit may be upgraded to Hardened Veterans. These soldiers
gain +1 BS and +1 I, but cost +2pts per model.
Wargear:
All Fire Warriors begin with a Pulse Rifle, EMP Grenades, and Photon
Grenades. They may be upgraded with the options below.
Army List Selection:
Fire Warrior squads have 1 Shas’ui and 4-14 Shas’la each.
Options:
Any Shas’la may exchange their Pulse Rifle for a Pulse Carbine for no
additional point cost. In addition, up to 1 Shas’la for each 5 in the squad
may replace their Rifle with a different weapon from below:
Rail Rifle 15pts
Twin Linked Flamer 5pts
Twin Linked Pulse Rifle 5pts
The Shas’ui may have an Honour Blade and Pulse Pistol for +10pts.
The unit may take a Devilfish transport if under 10 models. See right.
TRANSPORT – Devilfish Troop Carrier ARMOUR VALUES
BS Front Side Rear Points
Devilfish 4 12 11 11 93
Vehicle Type: Skimmer, Tank.
Fire Points: 0
Capacity: The Devilfish may transport up to 12 models, and may not
transport Battlesuits or special Drones other than Gun Drones or Shield
Drones. If the two gun drones included in weaponry are detached, two
special drones (such as Sniper Drones) may ‘embark’ on the Devilfish.
Access Points: As modelled on the vehicle. Note: models in the Devilfish
may not make an emergency disembarkation.
Special Rules
Flechette Dischargers: On the turn that a Fire Warrior squad disembarks
from a Devilfish, they gain a 5+ Cover Save
Target Lock: The Gun Drones on a Devil Fish have Target Locks. They may
fire at a separate target to the tank’s main gun while still attached to the
vehicle.
Weaponry: The Devilfish bears a single Twin Linked Burst Cannon, as well
as a pair of Gun Drones equipped with Twin Linked Pulse Rifles – these may
be detached from the tank and in this respect count as 2 models in a
separate transport.
Options:
The Gun Drones attached on the Devilfish may be replaced with a Smart
Missile System for +15pts.
A Devilfish may take a single Markerlight for +10pts.
A Devilfish may take Disruption Launchers for +15pts.
A Devilfish may take a Skilled Pilot for +15pts.
A Devilfish may take Improved Skimmer Tech for +20pts.
A Devilfish may take a Sensor Array for +15pts.
TROOPS – Kroot Carnivores
Type Pts WS BS S T W I A Ld Sv Shaper 46 5 4 3 4 3 5 3 8 4+
Hound 13 5 0 4 4 1 4 2 7 6+
Krootox 44 4 2 5 5 3 2 2 7 4+
Kroot 7 4 3 4 3 1 4 1 7 6+
Unit Type: Infantry. Shaper is Sergeant.
Special Rules
Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute
Senses, Stealth (in woodland terrain), Rending (Shaper only)
The Hunter’s Pride: Units of Kroot gain the Rage and Furious Charge
special rules when they deal their first enemy casualty in close combat. In
addition, all Kroot Rifles give their bearers +1 Attack.
Krootox Charge: Krootox have Initiative 10 when they charge a target in
cover.
Wargear:
All Kroot begin with a Kroot Rifle and their fierce demeanour. Krootox have
a Twin Linked Kroot Gun, and Shapers have a Honour Blade and Pulse
Pistol. Hounds only have a single Close Combat Weapon.
Army List Selection:
Kroot Carnivore squads have 5-20 Kroot, up to 1 Hound for each 2 Kroot,
up to 1 Krootox, and up to 1 Shaper.
Options:
Any unit of Kroot may take any of these upgrades (Vulturekin may not have
Hounds or Krootox):
Vulturekin (become Jump Infantry) 50pts per unit
Cobrakin (gain +1 I and +1 S) 50pts per unit
Bearkin (gain Eternal Warrior and +1 Sv) 55pts per unit
Units of Kroot containing a Shaper may buy a 5+ Sv for +2 pts per model
TROOPS – Vespid Stingwings
Type Pts WS BS S T W I A Ld Sv Strain Leader
23 4 3 3 4 2 5 2 8 5+
Vespid 18 4 3 3 4 1 5 1 7 5+
Unit Type: Jump Infantry.
Special Rules
For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless.
Neutron Blaster: At the beginning of every turn, roll 1d6. This will
determine the statline of the Blaster used from below:
D6 Roll Range Str AP Additional Rules
1 24” 3 3 Assault 3, Pinning
2 24” 4 3 Assault 3, Pinning
3 18” 5 4 Assault 2, Pinning
4 18” 6 4 Assault 2, Pinning
5 12” 7 5 Assault 2, Rending
6 18” 3 1 Assault 3, Pinning, Melta
Harmonic Vibrations: If a Psyker attempts to use a Power within 6” of a
Vespid Stingwing, they suffer -1 leadership to their test. Note that this
increases if multiple different Stingwing units are within 6”.
Wargear:
All Vespid Stingwings have a Neutron Blaster.
Army List Selection:
Vespid Stingwing squad have 1 Strain Leader and 4-14 Stingwings
in them. You may not have more Stingwing units than you have
Fire Warriors.
FAST ATTACK – Pathfinder Tactical Liaison Squads
Type Pts WS BS S T W I A Ld Sv Path Shas’ui
23 3 4 3 3 1 3 2 8 4+
Path Shas’la
15 3 4 3 3 1 2 1 7 4+
Unit Type: Infantry. Shas’ui is Sergeant.
Special Rules
For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond.
Silent Kill: Pathfinders set up for weeks before the battle begins in order to
increase their final kill count. Pathfinders deploy by Infiltrate, but may be
as near to the opponent as they desire.
Marker Beacon: Units which Deep Strike within 12” of a Pathfinder Shas’ui
will only roll 1d6 for scatter, and may re-roll the directional scatter dice.
Wargear:
All Pathfinders begin with a Rail Rifle Pulse Pistol, Photon Grenades, and
EMP Grenades. The Shas’ui also bears a Pulse Pistol and Close Combat
Weapon.
Army List Selection:
Pathfinder squads have 1 Shas’ui and 1-11 Shas’la in them. They may
choose to take a Devilfish (see Troops section)
Options:
Any Shas’la may exchange their Rail Rifle with a Pulse Rifle for no
additional point cost. In addition, up to 1 Shas’la for each 4 in the squad
may replace their Rifle with a different weapon from below:
Rail Rifle with Target Lock 10pts
Light Rail Gun 30pts
Stealth Rail Rifle (ignores Cover) 30pts
A Pathfinder unit may take Shas’vre Truesight instead of a Shas’ui for
+50pts.
NAMED CHARACTER– Path Shas’vre Truesight
Type Pts WS BS S T W I A Ld Sv Shas’vre Truesight
+50 4 5 4 3 2 5 3 9 4+
Unit Type: Infantry (Upgrade Sergeant)
Wargear:
Path Shas’vre Truesight bears the Rail Rifle ‘Kais Mont’yr’, as well as EMP
Grenades and Photon Grenades.
Special Rules
For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond,
Silent Kill, Marker Beacon
The Stalking Death: Truesight is a stalking terror to his foes, and this is
continued by his squad. All members of a unit containing Truesight are
Stubborn and have the Stealth special rule. Truesight himself remains
Fearless in the face of danger, and has the Furious Charge and Counter
Attack special rules.
The Kais Mont’yr: This large Rail Rifle has served this Shas’vre well over the
years. With the Kais Mont’yr, Truesight has a Light Rail Gun that – upon
passing a successful leadership check – can target individual models in an
enemy unit.
The Valkyries Mark: Over the course of many battles fought against
Truesight, the Imperium has come to know the Markerlight as the sign of a
‘Valkyrie’. Each time Truesight’s unit shoots at the same target that he
himself is shooting at, the enemy counts as if affected by 1 Markerlight for
each 5 members of the unit firing at them.
FAST ATTACK – Great Knarloc Pack
Type Pts WS BS S T W I A Ld Sv Knarloc Shaper
125 3 4 6 6 4 2 4 7 4+
Knarloc Rider
105 3 3 6 6 4 2 3 6 4+
Unit Type: Beasts/Cavalry.
Army List Composition: A combination of any five Knarloc types from
above
Wargear:
All Knarlocs have a single Poisoned Close Combat Weapon (3+), as well as a
Knarloc Gun.
Special Rules
Stubborn, Fleet, Infiltrate, Move Through Cover, Scouts, Acute Senses,
Furious Charge, Counter Attack, Rage, Acute Senses, Berserk Charge
Knarloc Charge: Greater Knarloc riders are feared for the devastating
charge they can lead against an opponent. They gain +3 Strength for
Furious Charge, and of course gain +2 Attacks for Berserk Charge as well.
This does not apply to when Counter Attack is also used – you need some
momentum!
Batter Down: Knarlocs ignore Initiative bonuses given by terrain.
Blood Fury: For each casualty that the Great Knarloc deals in the previous
turn of combat, they will gain +1 WS OR +1 A in the next turn of combat.
Stupid Creatures: Great Knarloc packs use the following table to decide
rolls to hit for or against them (Kharn still hits on a 2+ etc, though)
Knarloc’s WS Knarloc Roll to Hit Opponent Roll to Hit
3 or 4 5+ 3+
5 5+ 4+
6 or 7 4+ 4+
8 4+ 5+
9 or 10 2+ 5+
FAST ATTACK – Piranha Assisted Expansion Cadres ARMOUR VALUES
BS Front Side Rear Points
Piranha mk.1
3 10 10 10 55
Piranha mk.2
4 11 10 10 60
Vehicle Type: Skimmer, Fast, Open Topped.
Unit Size: 1-5 Piranhas of any type above.
Special Rules
Jink: When moving Fast, Piranhas gain +1 to any Cover Saves they may
gain, and may dodge any Ramming on a 3+.
Target Lock: The Gun Drones on a Piranha have Target Locks. They may fire
at a separate target to the vehicle’s main gun while still attached to the
vehicle.
Weaponry: All Piranhas have a single Burst Cannon, as well as two Gun
Drones with Twin Linked Pulse Rifles.
Options:
The Gun Drones attached on any Piranha may be replaced with a Smart
Missile System for +15pts.
Any Piranha may take a Networked Markerlight for +20pts.
Any Piranha may take a Skilled Pilot for +10pts.
Any Piranha may take a Sensor Array for +10pts.
Piranhas may also replace their Burst Cannon with any of the following:
Smart Missile System 5pts
Twin Linked Fusion Blaster 10pts
Twin Linked Plasma Rifle 10pts
Fusion Cannon 15pts
Light Rail Gun 15pts
FAST ATTACK – Demiurg Glory Boys
Type Pts WS BS S T W I A Ld Sv Stout One
45 4 3(4) 4(8) 4(5) 2 2 2 8 3+
Demiurg 30 4 3(4) 5 4(5) 1 2 1 7 3+
Unit Type: Bikers
Special Rules
Stubborn, Jobs a Good’un
Gunner’s Pride: Demiurg which include a Glory Trike gain +2 Leadership
Wargear:
Glory Boys are all on Bikes – which have Breaching Drills (Melta Bombs).
The Stout One has a Thunder Hammer. Each Glory Boy also has a single
Blast with Chain
Army List Selection:
Demiurg Glory Boys are composed of 1 Stout One and 4-9 Glory Boys.
Options:
A single Glory Boy may upgrade their Bike to a Glory Trike – this gives him
+1 W and +1 A. The Glory Trike must be equipped with one of the weapons
listed below (this replaces the Pulse Rifle):
Bolt Cannon 25pts
Overburst Cannon 25pts
Pulse Lancer 25pts
Cyclic Ion Blaster 20pts
Fusion Cannon 20pts
The Stout One may also upgrade his Bike to a Glory Trike. The same points
costs above are used.
FAST ATTACK – Vespid Razorwings
Type Pts WS BS S T W I A Ld Sv Razorwing 18 5 0 4 4 2 3 2 8 4+
Unit Type: Jump Infantry.
Army List Composition: Squads of Vespid Razorwings are composed of 5-
15 Razorwings.
Wargear:
Razorwings have a single Close Combat Weapon and Spinebanks.
Special Rules
Stubborn, Fleet, Hit and Run
Spinebanks: Built into their armour plates, these are harsh biological
weapons. Spinebanks force 1 armour save – on a roll of a 3+ - to any model
which wounds a Razorwing in close combat.
Reckless Charge: On any turn that Razorwings charge, they count their
weapons as Rending Power Weapons. However, they will count as having a
6+ Armour Save.
Flight of Locusts: Any piece of woodland based terrain which a Razorwing
unit of 10 or more models passes over is removed on a 2d3 roll of 6.
FAST ATTACK – Gun Drone Support Squadron
Type Pts WS BS S T W I A Ld Sv Gun Drone
7 2 3 3 2 1 2 1 10 5+
Unit Type: Jetbikes.
Army List Composition: Each squadron is composed of 3-12 Gun Drones.
You may have up to 1 Squadron for each squad of Fire Warriors in your
army.
Wargear:
All Gun Drones bear a single Twin Linked Pulse Rifle.
Special Rules
Fearless, Acute Senses, Relentless
Drone Swarm: True Line of Sight is not used when shooting through a
squad of drones. Count the base as part of the model, as if there was a
solid block there. However, the Cover Save given from shooting through
Drones is a 5+.
Defensive Programming: Drones must pass a leadership check to shoot at
any unit which is not the closest to them – this is done at Ld 5.
Options:
All Gun Drones may be upgraded to Stealth Drones for +3pts per model.
This means that the whole unit gains the Stealth and Scouts special rules.
FAST ATTACK – Heavy Gun Drone Defence Squadron
Type Pts WS BS S T W I A Ld Sv Heavy Drone
25 2 4 4 3 2 3 2 10 4+
Unit Type: Jetbikes.
Army List Composition: Each squadron is composed of 1-5 Heavy Gun
Drones. You may have up to 1 Squadron for each squad of Fire Warriors in
your army.
Wargear:
All Heavy Gun Drones bear a single Twin Linked Burst Cannon and EMP
Grenades.
Special Rules
Fearless, Acute Senses, Relentless, Drone Swarm, Defensive Programming
Brute Charge: Heavy Gun Drones gain +1 Strength in the first turn of any
combat. This represents their size and the durability of their metallic
bodies.
Explosive: When a Heavy Gun Drone is destroyed in combat, place a single
Small Blast Marker over where it was. All models under this blast will take
a single Strength 5, AP 6 hit.
Options:
Any Heavy Gun Drone may upgrade themselves to not be Explosive for
+4pts per model.
Any Heavy Gun Drone may upgrade their Explosives to a Strength 6, AP 4
hit for +5pts per model.
All Heavy Gun Drones may be upgraded to Heavy Stealth Drones for +4pts
per model. This means that the whole unit gains the Stealth and Scouts
special rules.
HEAVY SUPPORT – Broadside Battlesuits
Type Pts WS BS S T W I A Ld Sv Shas’el 85 4 6 4 4(5) 3 4 3 8 3+
Shas’vre 70 4 5 4 4(5) 2 3 3 8 3+
Unit Type: Jet Infantry. Sergeant is Shas’el
Army List Composition: Each team is composed of 1 Shas’el and 1-4
Shas’vre.
Wargear:
All Broadside team members have a single Twin Linked Heavy Rail Gun –
this may only fire solid rounds.
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Acute Senses, Slow and Purposeful.
Force Field Generator: All Broadside Battlesuits are highly respected pieces
of Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable
Save against all attacks.
Heavy Crisis Battlesuits: All members of a Broadside Battlesuit team have
this upgrade, which has been included in their points cost.
Target Locks: The Broadside Team members have Target Locks. They may
fire at a separate target to each other upon making a successful leadership
check for each model which targets separately.
Options:
Broadside Battlesuits may replace their Heavy Rail Guns with either a
Defence Gatling Gun or Overburst Cannon for no additional cost.
Each Broadside Battlesuit may purchase Missile Pods for +10pts per model
– these may be fired alongside their main gun, but must be fired at the
same unit as the main gun.
HEAVY SUPPORT – Sniper Drone Squadrons
Type Pts WS BS S T W I A Ld Sv Sniper Team
85 3 5 3 4 3 3 =W 9 4+
Unit Type: Infantry.
Army List Composition: Each squadron is composed of 1-5 Sniper Teams.
Each Sniper Team is modelled as a single spotter and 2 Sniper Drones upon
a single base.
Wargear:
Each Sniper Team has 2 sniper Drones – each with a single Twin Linked
Sniper Rifle. The spotter is armed with a Target Lock and Rail Rifle.
Special Rules
For the Greater Good, Art of Kauyon, Ta’lissera Bond, Infiltrate, Scouts
Sniper Teams: Each Sniper Team is essentially 3 models on a single base.
The first and second wounds dealt to the model will each remove a single
Sniper Drone. The third wound dealt will kill the spotter. The Team gets a
single attack for each wound remaining.
Stealth Projector: Sniper Drones are fitted with shadow generator, making
it difficult for the foe to see them. The whole unit gains the Stealth and
Move through Cover special rules, as well as a 5+ Invulnerable Save.
Spotter: All Line of Sights for the Sniper Teams are measured from the
Spotter, unless there is a Master Control in the unit.
Options:
The Sniper Drones may be fitted with a Master Control for +5pts per team.
This means that the Spotter may be removed as the first casualty, and also
that all Line of Sights are measured from individual models.
The Teams may all be Entrenched for +10pts per team. This means that
they always have a 6+ Cover Save, in addition to Stealth bonuses or other
terrain.
HEAVY SUPPORT – Hammerhead ARMOUR VALUES
BS Front Side Rear Points
Piranha mk.2
4 13 11 10 160
Vehicle Type: Tank, Skimmer.
Unit Size: 1 Hammerhead tank
Special Rules
Target Lock: The Gun Drones on a Hammerhead have Target Locks. They
may fire at a separate target to the vehicle’s main gun while still attached
to the vehicle.
Heavy Recoil: The size of a Hammerhead makes it fairly hard to move and
fire their weapon. Hammerheads do not benefit from Moving Fast as a
Skimmer.
Weaponry: Hammerheads are equipped with a single Twin Linked Heavy
Rail Gun, which may fire both Solid and Submunition Rounds. They also
have two Gun Drones with Rail Rifles attached.
Options:
The Hammerhead’s Heavy Rail Gun may be replaced with a Twin Linked Ion
Cannon for no additional cost.
The Gun Drones attached may be replaced with two Seeker Missiles for
+15pts.
The Hammerhead may take a Advanced Recoil System for +10pts.
The Hammerhead may take a Skilled Pilot for +20pts.
The Hammerhead may take a Networked Markerlight for +20pts.
The Hammerhead may take Disruption Launchers for +20pts.
Heavy Support - Sky Ray ARMOUR VALUES
BS Front Side Rear Points
Piranha mk.1
4 13 12 11 180
Vehicle Type: Tank, Skimmer
Unit Size: 1 Sky Ray tank
Special Rules
Target Lock: The Gun Drones on a Sky Ray have Target Locks. They may fire
at a separate target to the vehicle’s main gun while still attached to the
vehicle.
Tactical Missiles: Sky Rays may choose to ignore the Indirect Fire rule
when firing at units with Markerlight Tokens on them.
Weaponry: Sky Rays are equipped with a pair of Smart Missile Systems.
They also have a pair of Seeker Missiles. They also have two Gun Drones
with Burst Cannons attached.
Options:
The pair of Smart Missile Systems that a Sky Ray comes with normally may
be replaced with a Twin Linked Ion Cannon for +10pts.
The Gun Drones attached may be replaced with two Smart Missile Systems
for +15pts.
The Sky Ray may take a Networked Markerlight for +20pts.
The Sky Ray may take a Skilled Pilot for +10pts.
The Sky Ray may take a Sensor Array for +10pts.
The Sky Ray may take Disruption Launchers for +20pts.
HQ NAMED CHARACTER– Commander Puretide
Type Pts WS BS S T W I A Ld Sv Farsight 250 6 5 5 5 4 5 4 10 3+
Unit Type: Independent Character, and Jet Infantry (also moves as Jump
Infantry in Movement Phase)
Wargear:
Puretide bears the Blade of Aspects, as well as an Experimental Warp
Drive, Tactical Hologram Generator, and Networked Markerlight. He also
has a Twin Linked Cyclic Ion Blaster.
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Acute Senses, Fleet, Hit and Run, Force Field Generator
Blade of Aspects: This sword shimmers with a diabolic light. It is a Power
Weapon which allows the bearer to either re-roll all failed rolls to hit or re-
roll all failed rolls to wound in the assault phase of each turn.
Experimental Warp Drive: This is a special unit within Puretide’s armour.
Once per friendly Movement Phase, Puretide and the unit he is with may
place themselves back into reserve – this may be done in close combat, but
first you and your opponent must roll-off. If the opponent equals or beats
your roll, each model in the unit must personally take an armour save.
The First Expansion: An army which contains Puretide may have any
number of EITHER Crisis Teams or Stealth Teams as Troop Choices. In
addition to this, Pathfinders count as Scoring Units.
Before your Time: An army with Puretide in may not take any other special
characters other than Master Aun’va or Commander Farsight. Farsight
does not bear his Dawn Blade but does instead have a normal power
weapon instead.
Mentor: Any Tau model – other than unique characters – in the force may
be Mentored by Puretide. The benefit of this is to give that model +1 WS
and +1 Ld.
HQ NAMED CHARACTER– Commander Farsight
Type Pts WS BS S T W I A Ld Sv Farsight 220 6 5 5 5 4 5 4 10 3+
Unit Type: Independent Character, and Jet Infantry (also moves as Jump
Infantry in Movement Phase)
Wargear:
Farsight bears the Dawn Blade, as well as a Twin Linked Plasma Rifle and
Target Lock. He also has a Tactical Hologram Generator and Networked
Markerlight
Special Rules
For the Greater Good, Art of Mont’ka, Ta’lissera Bond, Acute Senses,
Fleet, Force Field Generator
The Dawn Blade: This is an ancient artefact which predates man. The
Dawn Blade is a Power Weapon which ignores all saves, and also rolls
2d6+5 for Armour Penetration.
Tactical Mastery: An army which contains Farsight may be comprised
entirely of Hardened Veteran Fire Warrior squads. In addition, Stealth Suits
are moved to Fast Attack and Great Knarlocs become Heavy Support.
Bonded by Blood: All models in an army containing Farsight gain the
Preferred Enemy (Orks) special rule. In addition, if Farsight loses a wound
all models in the force gain Furious Charge and Counter Attack.
Breakaway Faction: No Ethereals or other named characters – aside from
Path Shas’vre Truesight or Master Aun’shi – may be taken in an army led
by Farsight.
HQ NAMED CHARACTER– Commander Shadowsun
Type Pts WS BS S T W I A Ld Sv Shadowsun 210 5 6 4 4 3 5 4 10 3+
Unit Type: Independent Character, and Jet Infantry.
Wargear:
Shadowsun bears a pair of Twin Linked Fusion Cannons, as well as a Target
Lock. She also has a Tactical Hologram Generator and an Advanced
Tracking System.
Special Rules
For the Greater Good, Art of Kauyon, Ta’lissera Bond, Acute Senses,
Scouts, Infiltrate, Hit and Run (3 x Roll), Fleet, Perfect Shadow, Assassins.
XV22 Battlesuit: This advanced Stealth Battlesuit gives Shadowsun a 4+
Invulnerable Save, as well as the Stealth special rule.
Tactical Mastery: An army which contains Shadowsun may have 2 times
the standard Hardened Veteran Fire Warrior squads. In addition, Crisis
Battlesuits are moved to Fast Attack and Piranhas become Heavy Support.
Command Link Drone: With this drone, all Tau units within 18” of
Shadowsun may use her Leadership for the purposes of leadership based
tests.
Experimental Weaponry: The Fusion Cannons that Shadowsun bears are
experimental, and prone to breakdown. If both cannons break down in the
same turn, or if the same one breaks down in two consecutive turns, then
a single Cannon is immediately destroyed.
Future of the Tau: Any unit which Shadowsun joins gain the Fleet and
Scouts special rules. In addition, the whole unit is Stubborn.
HQ NAMED CHARACTER– Anghkor Prok
Type Pts WS BS S T W I A Ld Sv Farsight 180 7 4 5 5 3 6 4 10 4+
Unit Type: Infantry
Wargear:
Prok has a Kroot Rifle (attack included in profile) and his Split Stave.
Special Rules
Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute
Senses, Stealth (in woodland terrain), Rending, The Hunter’s Pride
The Great Uniter: Prok is a legend amongst the Kroot. An army including
Prok may take units of Kroot Hounds as Fast Attack (at their usual cost, 5-
20 models per unit), and units of Krootox as Heavy Support (at usual cost,
3-5 per unit). Great Knarloc Packs also become Elite choices. Prok himself is
a Scoring Unit.
First amongst Equals: Prok is at the pinnacle of Evolution. He must be
purchased with a unit of Kroot Carnivores – these form a Retinue with
Prok. Prok benefits from any upgrades they purchase. The unit counts as a
SINGLE Kill Point.
Split Stave: Prok’s staff is twinned with an incredible volatile poisonous
dart mechanism. On any turn that he and his retinue charges, Prok will deal
3 additional attacks at Initiative 10 – these use Prok’s profile, but are also
Poisoned Attacks (2+). The Staff is also a Power Weapon for Prok’s
standard attacks.
Hyperactive Genome: Prok ignores benefits which the enemy gains from
cover – he will always strike in Initiative. If his unit does not have similar
abilities, they will count as Initiative 2.
HQ NAMED ETHEREAL– Master Aun’va
Type Pts WS BS S T W I A Ld Inv Aun’va 220 2 4 3(9) 5 4 1 1 10 3+
Honoured Guards
- 4 4 6 5 2 4 3 10 3+
Unit Type: Independent Character, and Infantry (also moves as Jump
Infantry in Movement Phase). The unit is composed of Aun’va and four
Guards, which altogether count as a single Independent Character.
Wargear:
Aun’va bears the Paradox of Duality (stat increases included in profile). His
guards each bear a single Honour Blade – these give them +2 Strength
instead of +1.
Special Rules
For the Greater Good, Ta’lissera Bond, Acute Senses, 3+ Armour Save
The Paradox of Duality: As well as altering the stats of the Master and his
guards, this is a Witchblade – as described in the 40,000 rulebook. It also
gives the whole unit which Aun’va is joined to a 4+ Cover Save which may
always be taken.
Guards of the Undying Spirit: Each of the Master’s Guards must be killed
before any attacks may be allocated to Aun’va. In addition, each Guard has
the Counter Attack, Berserk Charge, and Furious Charge special rules.
Masterful Inspiring Presence: All friendly units with line of sight to Aun’va
gain the Stubborn special rule and Ld 10. All enemy units with line of sight
to Aun’va lose the Stubborn special rule and downgrade their Fearless rule
to Stubborn.
Ultimate Price of Failure: If Aun’va should fall, all models in the army must
take a Morale Check. Those that fail gain Rage, Furious Charge, Berserk
Charge, and Fleet. The unit which killed Aun’va is also worth d3 extra Kill
Points, as is Aun’va himself if that unit is not killed by the end of that game.
HQ NAMED ETHEREAL– Master Aun’shi
Type Pts WS BS S T W I A Ld Inv Aun’shi 210 4 4 4 4 3 5 3 10 4+
Guards - 4 4 4 4 2 4 2 10 4+
Unit Type: Independent Character, and Infantry. The unit is composed of
Aun’shi and four Guards, which altogether count as a single Independent
Character.
Wargear:
Aun’shi and his Guards each bear an Honour Blade – this bonus is included
in their profiles.
Special Rules
For the Greater Good, Ta’lissera Bond, Acute Senses, 4+ Armour Save
Hardened Brawler: Aun’shi is known and feared as a deadly Ethereal. If the
Tau win a combat involving Aun’shi, then the enemy unit must
immediately make a Morale Check against Ld2 or fall back.
Assault Phase Blade Techniques: At the beginning of each turn of combat,
Aun’shi may choose a different Blade Technique from the list below.
Inspiring Presence: All friendly units with line of sight to Aun’shi gain the
Stubborn special rule and Ld 9.
The Price of Failure: If Aun’shi should fall, all models in the army must take
a Morale Check. Those that pass gain Rage, Furious Charge, and Fleet. The
unit which killed Aun’va is also worth 1 extra Kill Point.
Blade Techniques:
Strike Uncalled: Aun’shi loses an attack, but gains +2 Initiative for this turn.
Mirror the Foe: Aun’shi and the opponent each only have 3 attacks this
turn – this may only decrease the foe’s attacks, not increase them.
Swiftness of the Dead: Aun’shi loses 1 T and 1 I, but gains +1 A and 1 S.
Duellist Stance: Aun’shi loses his Invulnerable Save, but his opponent loses
their Invulnerable Save too.
Split Stave: Aun’shi loses his Honour Blade, but gains +2 A this turn. His
opponent also loses any Special Close Combat Weapons for this turn.