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Narrics' Fandex Ideas & Entries Thread

Started by Narric, February 18, 2013, 11:40:54 AM

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Narric

#15
Quote from: The Devil on December 07, 2013, 10:45:58 AM
I'd actually use the elysian (sp?) vehicles for the heavy weapons for the riders. It is a bit less mounted unit, I think it works  better for including heavy weapons into the army. Navy support would be something else I think could work with it. Orbital bombardments and fighter strikes.
I hadn't considered the Elysian (correct sp ;)) for a couple of reasons, the first being I don't know their real statlines, and the fact I don't often think of Forge World anyway.

I will admit, I included my personal take of the XV9 in my Tau codex, so i guess that is no harm in includint the Elysian vehicle(s).

Quote from: Charistoph on December 06, 2013, 11:05:22 PM
No Traits?

May I suggest:
Angry all the time:  Dreadnoughts and every unit with Chapter Tactics has Crusader, Hatred, Preferred Enemy, and Rage.
Another thing I remembered is that some units don't work onthe same logic as Codex units. As example, Terminator Squads are made of Angry Marines who aren't angry enough, and the armour is a form of punishment, rather than an honour. Chapter Traits also doesn't fully account for the various Weapons that only the Angry Marines would be crazy enough to use.


Chaos Dwarfs

This is older then the current edition of Fantasy. I also don't have my copy of the Fantasy rulebook to double check if thsi stuff is written right.

Spoiler
Wargear
Spoiler
Common Magic Items
Sword of Striking...............15pts
Weapon: Confers a +1 To Hit bonus in Close combat
Sword of Battle...............15pts
Weapon: Confers +1 Attack
Sword of Might...............15pts
Weapon: Confers +1 Strength in Close combat
Biting Blade...............5pts
Weapon: Confers the Armour Piercing special rule in Close Combat
Enchanted Shield...............15pts
Shield: Confers a +2 bonus to the wearer's armour save
Talisman of Protection...............15pts
Talisman: Confers a 6+ Ward Save
Staff of Sorcery...............35pts
Arcane: Confers +1 to Dispel attempts
Dispel Scroll ...............25pts
Arcane: One Use Only; Automatically Dispels an enemy spell
Power Stone...............20pts
Arcane: One Use Only; adds +2 dice to cast a spell
War Banner...............25pts
Banner: Confers +1 Combat Resolution to the unit who carries it in Close Combat


Magic Weapons
Dark Mace of Death...............100pts
Once per battle, the bearer may make a single special attack instead of making regular attacks. All models in base contact with the bearer (friend or foe) automatically suffer D3 wounds each, with no armour saves allowed.
Axe of Fallen Kings...............70pts
Dwarfs only
All Dwarf units in a Chaos Dwarf army, and all units chosen from the Dwarfs Army Book, Hate each other. The Bearer also benefits from +1 Strength, Attacks, and Initiative.
Black Hammer of Hashut...............50pts
Confers +2 Strength bonus in Close Combat. Any model with the Flammable special rule treats attack from the Black Hammer of Hashut as Flamming
Obsidian Blade...............40pts
No Armour Saves can be taken against wounds caused by the Obsidian Blade
Blade of Dread...............30pts
When used against regular warriors (so not against unit champions or Characters) the enemy Leadership is reduced by half the number of wounds inflicted (rounding down) by the bearer of the Blade of Dread.
Wicked Blade...............30pts
The bearer causes Terror


Special Rules
Spoiler
Chaos Dwarf
As opposed to their Hold-kin, Chaos Dwarfs can tolerate Greenskins. However, they're against their own, "lesser" kin as they see it, is near infinite.
Chaos Dwarfs have the Hatred special rule when facing units bought from the Dwarfs army book.
Chaos Dwarfs Flee and Pursue 2D6-1" instead of 2D6"
Chaos Dwarfs do not need to take a Leadership test when Marching.

Animosity
For each, if any, unit(s) with this rule who are not engaged in close combat, roll a D6 at the start of the turn. On a roll of 1, they may not do anything, as they bicker and squabble amongst themselves.

Lords
Chaos Dwarf Lord                              145 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Lord3744534410Infantry1



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Chaos Dwarfs
- Immune to Psychology

Mount:
A Single Chaos Dwarf Lord in the army may ride a Great Taurus for 230pts
War Pony.................25pts
Cave Wyrm.................200pts
Options:
May carry one of the following:
- Additional Hand Weapon.................3pts
- Great Weapon.................6pts
- Crossbow.................10pts
- Blunderbuss.................15pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................100pts

Bull Centaur Lord                              135 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur Lord8635535510Monstrous Beast1



Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Devastating Charge
- Fear
- Immune to Psychology
Options:
May replace their Great Weapon with an additional Hand Weapon for free

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................75pts

Chaos Dwarf Sorceror Lord                              130 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Sorceror Lord3434534110Infantry1



Magic:
A Chaos Dwarf Sorcerer Lord is a Lvl 2 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death

Equipment:
- Hand Weapon

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Cave Wyrm.................200pts
Options:
May carry a Crossbow for 5pts
May know Spells from another Lore for 45pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts

Heroes
Chaos Dwarf Thane*                             70 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Thane364452339Infantry1



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Options:
May carry one of the following:
- Additional Hand Weapon   3pts
- Great Weapon   6pts
- Crossbow   10pts
- Blunderbuss   15pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................65pts

Bull Centaur Lieutenant*                            100 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur Lieutenant853452449Monstrous Beast1



Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Fear
- Immune to Psychology
Options:
May replace their Great Weapon with an additional Hand Weapon for free

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................55pts

Chaos Dwarf Sorceror Lord                              90 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Sorceror Lord343452319Infantry1



Magic:
A Chaos Dwarf Sorcerer Lord is a Lvl 1 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death

Equipment:
- Hand Weapon

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Options:
May carry a Crossbow for 5pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts

Hobgoblin Lieutenant                             50 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Lieutenant453442337Infantry1



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Immune to Psychology

Mount:
Wolf.................15pts
Options:
May carry one of the following:
- Additional Hand Weapon   3pts
- Great Weapon   6pts
- Crossbow   10pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................45pts

* Battle Standard Bearer
One Chaos Dwarf Thane or Bull Centaur Lieutenant (who is not the General) in the army may carry the Battle Standard for +25pts.
They may take a Magic Banner (with no limit), but in doing so may not carry any other magic items.

Character Mounts
Spoiler
   MWSBSSTWIALdSv
Great Taurus650654346
Cave Wyrm650553336
War Pony720221213
Wolf930331313
Special Rules:
Great Taurus - Large target, Terror, Fly, Lesser Drake, 4+ Armour Save
Cave Wyrm - Large target, Terror, Fly, Lesser Drake
War Pony - Cavalry
Wolf - Fast Cavalry

Core
Chaos Dwarf Warriors                              12 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Warrior343341219Infantry10+
Chaos Dwarf Veteran343341229InfantryUpgrade



Equipment:
- Hand Weapon
- Shield
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
Options:
- Any unit of Warriors may carry Great Weapons for 2pts per model
- Any unit of Warriors may replace the Shields with Blunderbusses for 3pts per model
- Upgrade one Warrior to a Musician for 5pts
- Upgrade one Warrior to a Standard Bearer for 10pts
- Promote one Warrior to a Veteran for 10pts

Magic Items:
A single Warrior Standard Bearer in the army may carry a Magic Standard worth up to 25pts

Hobgoblins                              2 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Warrior433331216Infantry20+
Hobgoblin Thug433331228InfantryUpgrade



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Supernumerary
Options:
- Any unit of Hobgoblins may carry Bows for +3pts per model
- Any unit of Hobgoblins may carry Shields for +1pts per model
- Upgrade one Hobgoblin to a Musician for 2pts
- Upgrade one Hobgoblin to a Standard Bearer for 6pts
- Promote one Hobgoblin to a Thug for 12pts

Hobgoblin Wolf Riders                              15 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Warrior433331216Infantry5+
Hobgoblin Thug433331228InfantryUpgrade
Wolf930331313CavalryUpgrade



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Supernumerary
- Fast Cavalry
Options:
- Upgrade one Hobgoblin to a Musician for 5pts
- Upgrade one Hobgoblin to a Standard Bearer for 10pts
- Promote one Hobgoblin to a Thug for 15pts

Special
Chaos Dwarf Iron Guard                              12 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Iron Guard353441219Infantry10+
Chaos Dwarf Guard Master353441229InfantryUpgrade



Equipment:
- Hand Weapon
- Great Weapon
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
- Bodyguard
Options:
- Any unit of Ironguard may carry Shields for +1pt per model
- Any unit of Ironguard may replace their Great Weapons with Blunderbusses for 5pts per model
- Upgrade one Ironguard to a Musician for 6pts
- Upgrade one Ironguard to a Standard Bearer for 12pts
- Promote one Ironguard to a Guard Master for 12pts

Magic Items:
A single Ironguard Standard Bearer in the army may carry a Magic Standard worth up to 50pts

Chaos Dwarf Storm Hammers                              13 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Storm Hammer353441219Infantry10+
Chaos Dwarf Storm Master353441229InfantryUpgrade



Equipment:
- Hand Weapon
- Shield
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
Options:
- Upgrade one Storm Hammer to a Musician for 6pts
- Upgrade one Storm Hammer to a Standard Bearer for 12pts
- Promote one Storm Hammer to a Storm Master for 12pts

Magic Items:
A single Storm Hammer Standard Bearer in the army may carry a Magic Standard worth up to 50pts

Hobgoblin Bolt Thrower                              45 Points
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Bolt Thrower----73----1
Hobgoblin433331216Infantry3



Equipment:
- Hand Weapon
Special Rules:
- Animosity

Goblins                              5 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Goblin423331216Infantry15+
Goblin Boss423331226InfantryUpgrade



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
Options:
- Any unit of Goblins may carry Spears for +2pts per model
- Any unit of Goblins may carry Shields for +1pts per model
- Upgrade one Goblin to a Musician for 5pts
- Upgrade one Goblin to a Standard Bearer for 10pts
- Promote one Goblin to a Boss for 15pts

Orcs                              8 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Orc433341217Infantry15+
Orc Boss433341227InfantryUpgrade



Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Choppa
Options:
- Any unit of Orcs may carry Spears for +2pts per model
- Any unit of Orcs may carry Shields for +1pts per model
- Upgrade one Orc to a Musician for 5pts
- Upgrade one Orc to a Standard Bearer for 10pts
- Promote one Orc to an Orc Boss for 15pts

Sneaky Gits                              5 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Sneaky Git433331216Infantry10+



Equipment:
- Pair of Hand Weapon
Special Rules:
- Animosity
- Poisoned Attacks

Rare
Bull Centaur Herd                              35 Points/model
Spoiler

   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur843441329Monstrous Beast3+
Herd Master843441339Monstrous BeastUpgrade



Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Fear
- Immune to Psychology
- Skirmishers
Options:
- May replace their Great Weapon with an additional Hand Weapon for free
- May replace their Light Armour with Heavy Armour for 6pts per model

InsaneTD

They are basically land speeders without the skimmer rule.

Narric

Tau Empire (Part 1)

Wargear
I'll be saving space by only writing up the wweapons and gear I have changed/made up.
Spoiler
Ranged Wargear
Spoiler
Pulse Carbine
Whilst the Rifles if for Range, the Pulse carbine is best suited for Urban environments, and situations that do not lend well to long-ranged fire-fights.

RangeStrengthAPType
18"55Assault 2
Instead of firing the Pulse Carbine, the user may fire their Grenades further than normal. Thrown Grenades gain 6" to their range when used by a model with a Pulse Carbine.

Neutron Blaster
Vespid Neutron blasters are a hybrid of technologhy of both Vespid and Tau. Each Blaster has a small crystal, which magnifies, and directs, a small "blast" of nuetrons. This blast is powerful enough to tear through all but the most efficienctly ray shielded armour.

RangeStrengthAPType
24"53Assault 2

Kroot Gun
The Kroot Gun is a larger cousin of the Rifle, and is similarly more technological then a Kroot developed variant. Mounted upon the backs of Krootox, it allows Kroot to threaten light vehicles.

RangeStrengthAPType
48"74Salvo 1/3

Cyclic Ion Blaster
Developed as an Improve Burst Cannon, it can easily target multiple targets. Its ionic nature makes it a little bit unpredictable, though this is often in the Tau's favour, as the weapon can suddenly find the energy to tear through even Space Marine Tactical Dreadnought armour.

RangeStrengthAPType
24"44Assault 5, Rending

Airbursting Frag Launcher
A simple weaponsystem developed for Horde-like enemies. Its effectiveness against Tyranids and Orks is astounding. It fires a composite pod into the air, which disperses and rains down upon an unsuspecting target. This allows it to be fired in the general area of a foe, without needing direct visual confirmation.

RangeStrengthAPType
18"45Heavy 1, Barrage, Large Blast
[/size]

Supporting Wargear
Spoiler
Multi-Tracker
Spoiler
A Model equipped with a Multi-tracker may fire a second firearm, or weapon system.

Target Lock
Spoiler
A Model with Target Lock gains the Split Fire Special Rule, as described in the Warhammer 40k Rulebook.

Drone Controller
Spoiler
This is a Mandatory piece of wargear for equipping Drones.
It allows an upgraded model to take up to two Drones. Drones do not count towards a model's limit on Support Wargear.
The model does not lose their Independent Character Special Rule (if they have it), and any Drones that were controlled by the Character are removed as casualties at the end of the phase the controller was also removed from the table.
All Drones must remain within 6" of the Controlling Character, and always have the same Unit Type and Special rules as their Controller, though never count as Characters, and cannot have the Independent Character special rule.

Shield Drone
Spoiler
The Shield Drone is a personal Shield Generator, attached to a Gun Drone chassis.
On the table, they have the following profile:
   WS   BS   S   T   W   I   A   Ld   Sv
Shield Drone   2   0   3   3   1   4   1   7   4+
   WSBSSTWIALdSv
Shield Drone203314174+
Shield Drones Confer a 4+ Invulnerable save to their Controller, and onto themselves.
Once per game, all the Shield Drones in a squad may be activated to envelope the entire squad. This increases the squad's Invulnerable save by +1 for each Shield Drone, up to a maximum of 3+. The Controller loses his 4+ save, which is replaced by the squad's save. This lasts until the end of the turn, and can be activated in any player turn. E.g. A Fire Warrior Squad has one Shield Drone, and its ability is activated, the squad now has a 6+ invulnerable save until the end of the turn.
Shield Drones are additionally equipped with Drone Plating.

Marker Drone
Spoiler
The Marker Drone is a device highly utilised by Pathfinders, for increased Markerlight Support.
On the table, they have the following profile:
   WS   BS   S   T   W   I   A   Ld   Sv
Marker Drone   2   2   3   3   1   4   1   7   4+
   WSBSSTWIALdSv
Marker Drone223314174+
Marker Drones are equipped with a Networked Markerlight, and Drone Plating.

Stealth Field Generator
Spoiler
A Model equipped with a Stealth Field Generator has both Stealth and Shrouded Special rules, as described in the Warhammer 40k Rulebook.
[/size]

Special Wargear
Spoiler
Advanced Stabilisation
Spoiler
A Model equipped with Advanced Stabilistion, may choose to act as Infantry for a turn, and gains the Relentless Special Rule, as described in the Warhammer 40k Rulebook.

Command and Control Node
See Commander Shadowsun wargear for details.

Stim Injector
Spoiler
Confer a Feel No Pain (5+) save to the user. Model with three or more wounds have Feel No Pain (4+). This is following the rules as described in the Warhammer 40k Rulebook.

Ejection System
Spoiler
HQ Characters in XV8 or XV88 armour only.
When a Model with an Ejection System would be destroyed, the model is replaced with a single Fire Warrior sized model, representing the Pilot.
The Pilots' statline is as written in their unit entry. They are equipped with a Pulse Pistol, and a Bonding Knife if they had bought one.
The Pilot has the Independent Character Special Rule

Failsafe Detonator
When a model with a Failsafe Detonator would be removed from the table during the Assault Phase, lay the model on its side. At the end of the Assault Phase,  Friendly models units that are engaged in the combat automatically disengage the enemy, and move D6" away. Once this is done, place a Large Blast template over the laying model, with the hole centred over it. All models under the template are automatically hit, and suffer a Str:8 AP:- wound.[/size]

Armour
Spoiler
Spoiler
Warrior Armour & Drone Plating
Confers a 4+ Armour Save to the user.

XV15 Stealth Suit
Spoiler
A Model equipped with an XV15 Stealth suit gains the following changes:
- Their Unit Type is changed to Infantry (Jump). They do not lose their "Character" status.
- Their Strength is Increased to 4
- They gain a 4+ Armour Save
- The Suit comes with a Stealth Field Generator
- They never count as Bulky for Transport Capacity purposes.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Jink, Infiltrate, Relentless, Deep Strike.

XV25 Stealth Suit
Spoiler
A Model equipped with an XV25 Stealth suit gains the following changes:
- Their Unit Type is changed to Infantry (Jetpack). They do not lose their "Character" status.
- Their Strength is Increased to 4
- They gain a 3+ Armour Save
- The Suit comes with a Stealth Field Generator
- They count as Bulky for Transport Capacity purposes.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Relentless, Night Vision, Deep Strike.

XV3 Command Suit
Spoiler
A Model equipped with an XV3 Command suit gains the following changes:
- Their Unit Type is changed to Infantry (etpack).
- Their Strength is Increased to 4
- Their Toughness is Increased to 4
- They gain a 3+ Armour Save
- The Suit comes with a Stealth Field Generator
- They count as Bulky for Transport Capacity purposes.
A Model upgraded to have XV3 armour, must then choose up to two weapons from the Battlesuit Weapons and/or Special Weapons section of the Wargear list. They may also select up to three options Support Wargear, Battlesuit Wargear and/or Special Wargear sections of the Wargear List.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Night Vision, Relentless Deep Strike, Hammer of Wrath.

XV8 Battlesuit
Spoiler
A Model equipped with an XV8 Command suit gains the following changes:
- Their Unit Type is changed to Infantry (Jetpack).
- Their Strength is Increased to 5
- Their Toughness is Increased to 4
- They gain a 3+ Armour Save
- They count as Very Bulky for Transport Capacity purposes.
A Model equipped with XV8 armour will often not have any weapons as standard. Where this is the case, the model must choose up to three options from the Battlesuit Weapons, Support Wargear, and/or Battlesuit Wargear sections of the Wargear List.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Nght Vision, Relentless, Deep Strike, Hammer of Wrath.

XV88 Broadside Armour
Spoiler
A Model equipped with an XV88 Broadside Armour gains the following changes:
- Their Unit Type is changed to Infantry. They do not lose their "Character" status.
- Their Strength is Increased to 5
- Their Toughness is Increased to 5
- They gain a 2+ Armour Save
- They count as Extremely Bulky for Transport Capacity purposes.
A Model upgraded to have XV88 armour, must then choose a single Battlesuit Weapon system to Twin-link. Twin-linking the weapon does not cost anything extra.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Move Through Cover, Smash.
[/size]

Vehicle Wargear
Spoiler
Blacksun Filter
The vehicle gains the Night Vision Special Rule, as described in the Warhammer 40k Rulebook.

Flechette Dischargers
Any enemy model attacking a vehicle with Flechette Dischargers suffers a single Str:4 AP:- hit at the I:8 Initiative step.

Disruption Pod
The vehicle gains the Shrouded Special Rule, as described in the Warhammer 40k Rulebook. Enemy models within 12" ignore the Disruption Pods effects.

Decoy Launchers
Any Missile based weapon that targets a vehicle with decoy Launchers, must re-roll successful To Hit rolls.

Seeker Missiles
Seeker Missiles are one-shot missiles attached to most Tau vehicles. The pilots of these vehicles do not however, control them. Seeker Missiles are fired by models equipped with Markerlights, and always hit on a 2+. They have the following profile:

RangeStrengthAPType
Unlimited83Heavy 1, Ignores Cover
When targeting an enemy vehicle, make a line from the firing pint, to the vehicle, to decide which facing the vehicle is struck.[/size]

Armoury
Spoiler
Support Wargear
- Bonding Knife...........5pts
- Blacksun Filter...........2pts
- Multi-tracker...........5pts
- Target Lock...........5pts
- Drone Controller (+ 1-2 Drones)...........0pts
- Gun Drone...........10pts
- Shield Drone...........20pts
- Marker Drone...........30pts
Battlesuit Weapons
- Plasma Rifle...........20pts
- Fusion Blaster...........15pts
- Missile Pod...........15pts
- Burst Cannon...........10pts
- Flamer...........5pts
Special Weapons
- Cyclic Ion Blaster...........20pts
- Airbursting Fra Launcher...........20pts
Battlesuit Wargear
- Targeting Array...........10pts
- Shield Generator...........20pts
Special Wargear
- Advanced Stabilisation...........5pts
- Command and Control Node...........5pts
- Positional Relay...........5pts
- Vectored Retro-thrusters...........5pts
- Ejection System...........5pts
- Failsafe Detonator...........5pts
- Iridium Armour...........5pts
- Stim Injector...........5pts
Vehicle Wargear
- Sensor Spines...........5pts
- Targeting Array...........5pts
- Multi-tracker...........5pts
- Blacksun Filter...........5pts
- Target Lock...........5pts
- Flechette Dishcarger...........5pts
- Disruption Pod...........5pts
- Decoy Launchers...........5pts
- Seeker Missiles...........5pts

HQ
Aun'va – Master of the Undying Spirit                              150 Points
Spoiler
Aun'va is the oldest and Wisest Ethereal still alive. Even now he he offers guidance to many Commanders, and gently guies the Tau towards the Greater Good. His title has been earned, through his continued service on the battlefield. He has personally overseen the end of many races and armies, that opposed the Greater Good, from the barbaric orks, to the superhuman Space Marines of both the Imperium and Chaos. He has begun to show his age, but through stubborn spirit, he will not step down from active duty.
His Ceremonial Staff is a powerful artefact, spreading an aura around Aun'va and his personal guards. Some say the Stave belonged to one of the First Ethereals. The brave few who leashed the young, barbaric and directionless Tau. That such an artefact exists has peeked a great deal of interest from both the Inquisition and Mechanicus alike. For such strange power could only be the reason behind the Ethereal's soft yet stirn grip on the Tau race. Aun'va's personal Guard are both young Ethereals. They protect Aun'va and also learn from him, so should his life end, his teachings would not. They are uniquely equipped, with bladed forearm armour that with a practiced hand, can deflect any enemy attack.
Aun'va has also gained a great deal of personal followers, especially in the Tau military. When they reached a critical number, Aun'va decreed them his personal army, with the consent of the Fire Caste Military Leaders.

   WSBSSTWIALdSvUnit TypeUnit Composition
Aun'va1325411104+Infantry (Character)1 (Unique)
Ethereal Guard445523394+Infantry2 (Unique)/td]




Wargear:
All
   Warrior Armour
   Pulse Pistol
Aun'va
- Paradox of Duality
This is an ancient artefact, containing immense power. It makes Aun'va and his Guard Toughness 5.
Has the following profile in combat:


RangeStrengthAPType
-User-Melee, Specialist Weapon

- Personal Shield

Ethereal Guard
- Ethereal Honour Blade
- Vambrace Blades
Any enemy model targeting Aun'va or either of the Guard equipped with only combat weapons (E.g. Warp Talons), reduces their Attacks by D3 (to a minimum of 1). Only models in base contact with the Guard suffer this penalty.  This reflects the Guard catching the enemy weapons, and preventing them from being used effectively.
Special Rules:
Aun'va
- Adamantium Will
- Fearless
- Extremely Bulky
- Supreme Ethereal
All Tau units in the Army gain the Crusader Special rule. This is lost upon the death of Aun'va. In addition, upon Aun'va's Death, all Tau units must take a Morale Check. Regardless of result, all Tau units gain Preferred Enemy and Hatred against the army that killed Aun'va (even against Allied armies, both/all enemy detachments are the target).

Ethereal Guard
- Crusader
- Counter-Attack
- Fearless
- Eternal Guard
Upon Aun'va's Death, he becomes an objective. If the Tau player does not at minimum Contest the Objective, they can only win a Draw against their opponent.
The Army of Aun'va
In a Primary detachment that includes  Aun'va, up to three units of Honour Guard may be taken as Troops. They do not count towards minimum Troops choices taken.

Commander Shadowsun                              200 Points
Spoiler
Shadowsun (Shaserra in Tau), is the Chosen Commander who leads the Third Sphere campaign. Proclaimed by Aun'va himself to be the Spearhead commander of the Campaigns, her role was also political in nature. Fearing a new civil war after the formation of the Farsight Enclaves, Aun'va, many Commanders, and Shadowsun herself knew the Fire Caste needed a true hero to lead them. The final  decision was for Shadowsun to take the mantle, and she did so in a spectacular fashion. Opening all channels to every corner of the Tau military, She destroyed the proud Statue of Commander Farsight, at the doorstep of the Mont'yr battle dome. This singular act was a beacon to all who witnessed it. The age of Farsight was over, and his teachings had turned taboo. The Fire Caste was once again a unified force, and the trust of the entire Empire's protection was firmly set upon it. With this first act of inspiration, the Third Sphere began with near limitless energy. Within a month, new worlds were being colonised, and foes defeated. Shadowsun still holds the centre of the Campaign steady, and shows no sign of the shadow that tainted Farsight's previous accomplishments.
Shadowsun takes to battle in a highly advanced suit of Stealth Armour. Despite its size, it can withstand the same forces as an XV8 Crisis battlesuit, and allows her to carry two destructive Fusion Blasters. Incorporated systems allow Shadowsun to target multiple targets at once, making Imperial Guard Commanders or mechanized forces shudder from fear of her attack.

   WSBSSTWIALdSvUnit TypeUnit Composition
Shadowsun4544344103+Infantry (Character, Jetpack)1 (Unique)
Command-Link Drone2033121-3+Infantry (Jetpack)1 (Unique)



Wargear:
- Dual Fusion Blasters
- Command and Control Node
- Drone Controller
- 2x Shield Drones
- XV22 Battlesuit
Confers a 3+ Armour Save. Shadowsun's Strength and Toughness are increased to 4. It also has a built in Stealth Field Generator.
- Command and Control Node
All friendly units within 12" may use Shadowsun's unmodified Leadership for any Leadership based checks. If the unit is falling back, it automatically regroups at the start of the next Tau player turn, provided it is within the Control Nodes range. It may then act as normal, with no penalties.
- Command-Link Drone
Increases the range of the Command and Control Node by 6". This bonus is removed upon the destruction of the Command-link Drone.
- Advanced Targeting System
Shadowsun may use both her Fusion Blasters in the same shooting phase, and may choose two seperate Targets.
Special Rules:
Shadowsun – Independant Character, Night Vision, Bulky, Deep Strike, Relentless, Infiltrate, Jink

Commander Farsight                              200 Points
Spoiler

   WSBSSTWIALdSvUnit TypeUnit Composition
Farsight5454454103+Infantry (Character, Jetpack, Jump)1 (Unique)




Wargear:
- XV8 Battlesuit
- Plasma Rifle
- Shield Generator
- Target Lock
- Bonding Knife
- Dawn Blade

RangeStrengthAPType
-User2Melee, Armourbane, Master-Crafted
Special Rules:
- Independant Character
- Night Vison
- Very Bulky
- Deep Strike
- Hammer of Wrath
- Hatred (Orks)
- Relentless
- Ork Fighters
In a primary detachment that includes Farsight, all units gain Preferred Enemy (Orks). This includes Farsight himself.
- Breakaway Faction
A Primary Detachment that uncludes Farisght may not be allied to any other army. In addition, only Tau units may be selected from Codex: Tau Empire
- Blood Brothers
In a Primary detachment that includes Farsight, any model with access to a Bonding Knife may equip it for free.
Breakaway Faction
In a Primary detachment that includes Farsight, up to three units of XV8 Crisis Battlesuit Teams may be taken as Troops. They do not count towards minimum Troops choices taken.

Narric

#18
Tau Empire (Part 2)

HQ
Ethereal                              50 Points
Spoiler
Ethereals are the political heartof the Tau Empire. However, even they have a military branch. This is often comprised of Young Ethereals, or Aun'ui by rank, for even they must endure a Trail by Fire before becoming a recognised dignitary. Ethereals predominantly act as advisors to Fire Caste Commanders, though in dire or sometimes unique circumstances, they lead a force by themselves. To know an Ethereal has taken to the battlefield, fills the Tau Military with pride, for few High Ranking Ethereal feel the need to "dirty" their hands. This spurs Fire Warriors to acts of heroism, beyond the normal. This however, lends a shadow upon the fighting force, for should the Ethereal fall, the Cadre will be without guidance from Ethereal hands. Such negative stigma means Fire Caste protect accompanying Ethereals with their lives.
Aun'ui Ethereals often carry their Symbols of office, signifying who they are to young Fire Warriors, whilst Aun'vre Ethereals would carry an honour Blade, a graceful weapon that imbues the wielder with enhanced strength.

   WSBSSTWIALdSvUnit TypeUnit Composition
Ethereal4433233104+Infantry (Character)1



Wargear:
- Symbols of Office
In close combat, the Ethereal gains +2 Attacks. The Symbols of Office are then treated like a normal Close Combat Weapon.
- Warrior Armour
- Pulse Pistol
- Personal Shield
A model gains a 5+ invulnerable save when equipped with a Personal Shield.

Special Rules:
- Independant Character
- Inspiring Presence
Options:
- May take options from the Support Wargear section of the Wargear list.
- May replace his Symbols of Office with an Ethereal Honour Blade for free.
- May replace their Warrior Armour and Pulse Pistol with one of the following:
      - XV3 Command suit (Equipped with no weapons)...........25pts
      - XV8 Crisis Battlesuit (Equipped with no weapons)...........40pts
- if the Ethereal has taken XV armour, he may take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.

Commanders
Spoiler
The Comanders of the Tau Fire Caste are Veterans of War, surviving all three of their "Trial by Fire" tests. They are often ranked as Shas'El, and Shas'O, Knight and Commander respectively. Coalition Commanders (Shas'Os) are often only employed for the most important engagements, predomintly descisive battles of a campaign. Cadre Commanders (Shas'Els) are the equivalent of Second in Command, and are found at the front of near every Tau battle line.

Coalition Commander                              85 Points
Spoiler

   WSBSSTWIALdSvUnit Composition
Coalition Commander453343410-Infantry (Character)1 (Unique)



Wargear:
Must select one of the following Armour Types:
- XV3 Command Suit (With no weapons)...........20pts
- XV8 Crisis Battlesuit (With no weapons)...........35pts
- XV88 Broadside Suit (With a Twin-linked Railgun)...........55pts

Special Rules:
- Orbital Bombardment
Options:
- May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.

Cadre Commander                              50 Points
Spoiler

   WSBSSTWIALdSvUnit TypeUnit Composition
Cadre Commander443333410-Infantry (Character)1



Wargear:
Must select one of the following Armour Types:
- XV3 Command Suit (With no weapons)...........20pts
- XV8 Crisis Battlesuit (With no weapons)...........35pts
Options:
- May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.

Bodyguards
Spoiler
Bodyguards are highly trusted and loyal friends of the Commander or Ethereal they follow. Though not able to command a force themselves, they are more than capable soldiers. To be selected to become a Bodyguard, is a both an honour and a burden. The Tau warrior chosen must make the greatest sacrifice known to the Tau; to put another life before one's own.

XV8 Bodyguard                              40 Points
Spoiler

For each HQ choice equipped with XV8 or XV88 Armour (Not including other Bodyguard), you may include up to two XV8 Bodyguard as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
XV8 Bodyguard345423283+Infantry (Jetpack)1



Wargear:
- XV8 Battlesuit (Equipped with no weapons)
Options:
- Each Bodyguard may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations.

XV25 Bodyguard                              40 Points
Spoiler

For each HQ choice equipped with XV3 Armour, you may include up to two XV25 Bodyguard may be taken as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
XV25 Bodyguard344323283+Infantry (Jetpack)1



Wargear:
- XV25 Battlesuit
- Burst Cannon
Options:
- Each Bodyguard may replace their Burst Cannon with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free.
- Each Bodyguard may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list.

Honour Guard                              85 Points
Spoiler
The Warriors that compose the Honour Guard of the Ethereals are always lead by a low ranking Ethereal themselves. Often a simple Aun'la, experiencing their first Trail by Fire.Honour Guards are chosen, not because they're close friends to the Ethereal, but because they have the ability to protect such an individual. They're equipped like Fire Warriors, but are trained to a sharper standard,with prospective warriors often failing critical tests. Such high standards ensue Ethereal are given the best protection the Fire Caste can muster. The Aun'la, or Ethereal Guardian, is sometimes further honour to wield an Ethereal Honour Blade to battle. Such individuals are selected because they embody the triats sought for in the greatest Ethereals.
For each Ethereal Character (Including Aun'va), you may include a single unit of Honour Guard as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
Ethereal Guardian443323294+Infantry (Character)1
Honour Warrior343313184+Infantry5



Wargear:
- Warrior Armour
- Pulse Rifle
- Photon Grenades

Transport:
A unit of Honour Guard which numbers 12 or less (excluding Drones, but including the Ethereal they guard) may be mounted in a Devilfish Transport.
Options:
- The team may contain up to six additional Shas'la for 13pts per model
- Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free.
- Up to two Honour Warriors may replace their Pulse Rifle with a Rail Rifle for 15pts.
- The Ethereal Guardian may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free.
- The Ethereal Guardian may replace his Pulse Pistol with an Ethereal Honour Blade for 5pts.

Elites
XV8 Crisis Battlesuit Team                              30 Points
Spoiler
Pilots of XV8 Crisis Battlesuit armour all number among the Fire Castes Veterans. They are the bravest, the best and most loyal warriors. All teams are led by a Shas'vre, who is often a notable Hero of a campaign. Pilots are selected by matching numerous requirements, due to the nature of the Neural network interface that allows control of the Battlesuit. Even so, after prolonged periods of usage, Tau warriors suffer  terrible withdraw symptoms, exclaiming the feeling of missing a limb. The most severe cases include Pilots screaming of a lost arm or leg, when all their limbs are intact, often caused by serious damage to the battlesuit itself during conflict. It deeply saddens the Ethereals that despite many an honest effort, they cannot stem this debilitating illness.
Crisis suits are often armed with the medium to heavy weight weapons of the Tau arsenal, for Tau doctrine does not allow for Heavy Weapons being supplied to Fire Warriors. The Battlesuits themselves offer huge boons to mobility, and survivability to the pilot. During times of piece, is it not unheard of for Battlesuit pilots to customise the outward appearance of their suits, though these modifications fall under strict scrutiny of the Earth-caste that implement them.

   WSBSSTWIALdSvUnit TypeUnit Composition
XV8 Shas'vre235423293+Infantry (Character, Jetpack)1
XV8 Shas'ui235423283+Infantry (Jetpack)Upgrade



Wargear:
- XV8 Battlesuit (Equipped with no weapons)
Options:
- The Shas'vre may be accompanied by up to two Shas'ui, for 25pts per model
- Each member of the team may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations.
- The Shas'vre may select wargear from the Special Wargear section of the Wargear List.

Stealth Suit Teams
Spoiler
The members of the Stealth Teams can often be described as "Lone Wolves," though not for the same reasons as the Lone Wolves of Space Wolf armies. Stealth team Veterans have a strange tendancy to find themselves more isolated from the main Tau Force they are a part of. However, it was decided to give them the standing order of Ambushing enemy formations, thus weakening the enemy, and allowing easier and greater victory for the Tau. This Veterans do not mind, and find their company to be all that they need. Unlike the Pilots of XV8 Battlesuits, the Warrior inside XV25 or XV15 armour is not wired into the suit. The suit serves a similar purpose to the Power Armour of Space Marines, though with the additional bonus of coming equipped with Stealth Field Technology. This allows the Stealth teams to move with even greater pace, as their advance is often hard to determine.
Teams equipped with heavier XV25 suits, are able to carry many Battlesuit weapon systems, namely the Fusion Blaster, and the Missile Pod. Teams with XV15 suits, are not as resilient as XV25 suits, but still enable the wearer to carry a Burst Cannon to the field.


XV25 Stealth Suit Team                              100 Points
Spoiler

   WSBSSTWIALdSvUnit TypeUnit Composition
XV25 Shas'vre234323293+Infantry (Jetpack, Character)1
XV25 Shas'ui234323283+Infantry (Jetpack)2



Wargear:
- XV25 Battlesuit
- Burst Cannon
Options:
- The team may contain up to three additional XV25 Shas'ui for 25pts per model.
- Up to two Shas'ui may replace their Burst Cannons with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free.
- Each member of the team may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list.
- The Shas'vre may select wargear from the Special Wargear, Support Wargear, and Battlesuit Wargear section of the Wargear List.

XV25 Stealth Suit Team                              80 Points
Spoiler

   WSBSSTWIALdSvUnit TypeUnit Composition
XV15 Shas'vre234313293+Infantry (Jetpack, Character)1
XV15 Shas'ui234313283+Infantry (Jetpack)3



Wargear:
- XV15 Battlesuit
- Burst Cannon
Options:
- The team may contain up to six additional XV25 Shas'ui, for 18pts per model
- Each member of the team may take a single option from the Support Wargear section of the Wargear list.
- The Shas'vre may select wargear from the Support Wargear, and Battlesuit Wargear section of the Wargear List.

Troops
Fire Warrior Team                              70 Points
Spoiler
Fire Warrior teams are the core of every Tau force, and are equipped with one of the strongest standard weapons across the entire galaxy. All Fire warriors during their first conflict, undergo what is called a "Trail by Fire." It is a Rite of Passage that's marks the beginning of the warrior's journey through the ranks. The Trail varies from force to force, and campaign to campaign, but the general practice is for a Fire warrior to survive conflict. Warriors that show ability in Leadership, often become Team Leaders, and then Shas'ui in time. Fire Warrior Teams sometimes ride a Devilfish Troop Carrier into battle.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui233313184+Infantry (Character)1
Shas'la233313174+Infantry5



Wargear:
- Warrior Armour
- Pulse Rifle
- Photon Grenades

Transport:
A unit of Fire Warriors which numbers 12 or less (excluding Drones) may be mounted in a Devilfish Transport.
Options:
- The team may contain up to six additional Shas'la for 10pts per model
- Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free.
- A single Shas'la may replace their Pulse Rifle with a Rail Rifle for 15pts.
- The Shas'vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free.

Kroot Carnivore Squad                              105 Points
Spoiler
Kroot are savage humanoids, originating from the world of Pech. Their everlong hunting is to search for the strongest creatures and warriors of the galaxy, and devour them. This is to aide in the Kroot's evolution, which has made their genetic material predominantly empty, allowing sub-species of breed to arise with unique traits. However, if they hunt the same prey for too long, their genetics become stagnant, and result in evolutionary dead-ends. Two examples of this would be the Kroot Hound and the Krootox. Both have found extensive use in Kroot Mercenary forces. Kroot are guided by a Master Shaper, equivalent to the Tau Ethereal. Lesser Shapers guide Kindreds towards advantageous evolutionary paths, and control which triats of their prey they attached to their genetic code.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shaper444334386+Infantry (Character)1
Kroot434314176+Infantry9
Kroot Hound4-4315256+InfantryUpgrade
Krootox4-6423256+InfantryUpgrade



Wargear:
Kroot & Shaper
- Improvised Armour
- Kroot Rifle
Kroot Hounds & Krootox
- Improvised Armour
- Claws

Special Rules:
- Infiltrate
- Fieldcraft
Options:
- The squad may contain up to ten additional Kroot for 8pts per model.
- The squad may contain up to ten Kroot Hounds for 7pts per model.
- Up to three Kroot may ride a Krootox, and replace their Kroot Rifle with a Kroot Gun for 15pts per model. The squad loses its Infitrate Special Rule if this option is taken.
- The Shaper may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol

Dedicated Transport
Devilfish Troop Carrier                              60 Points
Spoiler
The Devilfish is a widely used transport vehicle of the Tau. It even has a civilian model. It is a resilient vehicle, and can be equipped to be an offensive carrier. Its interior is completely pressurized from the outside. This enables the Devilfish to enter a battle zone from orbiting Tau Vessels, though this practice is considered highly dangerous with consideration to enemy Anti-aircraft weaponry. It basic weaponry is a fearsome Burst Cannon and a pair of Gun Drones incorporated into its front wings. Thi Drones often detach and act independently from the vehicle, offering distraction to the enemy.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Devilfish31211103Vehicle (Tank, Skimmer)1



Wargear:
- Burst Cannon
- Two Gun Drones

Access Points
- 3

Fire Points
- 0

Transport Capacity
- 12
Options:
- The Devilfish may replace its two Gun Drones with Twin-linked Burst Cannons for 10ptsm, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.

Fast Attack
Pathfinder Team                             60 Points
Spoiler
Pathfinders are essentially Fire Warriors, but carry that greater task of supporting the rest of the Tau forces, through a versatile handheld device called a Markerlight, though to the imperial Guard, it is referred to as the "Valkyrie's Mark," for those that become marked, number the dead all too soon. Pathfinder Transports are equipped with special equipment that aids in the arrival of allied reinforcements.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui233313184+Infantry (Character)1
Shas'la233313174+Infantry3


Wargear:
- Warrior Armour
- Pulse Carbine
- Markerlights
- Photon Grenades

Special Rules:
- Scout

Transport:
A unit of Pathfinders which numbers 8 or less (excluding Drones) may be mounted in a Devilfish Transport.
Additionally, if a unit of Pathfinders does take a Devilfish, it automatically comes equipped with a Marker Beacon for free.

Options:
- The team may contain up to four additional Shas'la for 10pts per model
- Up to three Shas'la may replace their Pulse Carbine & Markerlight with a Rail Rifle & Target Lock for 10pts.
- The Shas'vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol

Narric

Tau Empire (Part 3)

Fast Attack
Piranha                              40 Points/model
Spoiler
The Piranha is a light armoured vehicle designed for rapid response. Able to cross the battlefield quickly, in large numbers it can easily wither the numbers of even Space Marine Terminators. Its standard Burst Cannon is frequently replaced with a powerful Fusion Blaster, to turn the vehicle into a Tanks worst nightmare.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Piranha31110102Vehicle (Skimmer)1



Wargear:
- Burst Cannon
- Two Gun Drones

Squadron
- Up to four Piranhas may be added to the team for 40pts per model.
Options:
- Each Piranha may replace its two Gun Drones with a Smart Missile System for 20pts
- Each Piranha may select wargear from the Vehicle Wargear section of the Wargear list.

Vespid Stingwings                              70 Points
Spoiler
Vespid are Insectoid creatures, hailing from a violently turbulent gas-giant. The Vewpid, and every species of the world, are tough and agile predators. The Vespid themselves are Monarch-based in culture, and are led by Matriarcal Queens.  Prior to Tau contact, the Vespid had lived through an ever-escalating cold war between many of its Hive-Cores. The weapons and technology grew so advanced and deadly, that all-out war would have completely eradicated the young Vespid from existence. With the guidance of Tau Ethereals, who taught the Vespid of a Greater Good, and of unity, the race begain to expand its horizons to the stars, and as thanks, pledged its finest warriors to the Tau Military.
Vespid Stingwings are lightly armoured flying infantry, equipped with a deadly hybrid of Tau and vespid Technology. The Neutron Blaster Carried by Stingwings has given many foes pause for thought. Stingwings often aid as a flanking force, taking enemy positions from unexpected angles, and sowing chaos amongst once steadfast troops.

   WSBSSTWIALdSvUnit TypeUnit Composition
Strain Leader343425294+Infantry (Jump, Character)1
Vespid Stingwing343415z64+Infantry (Jump)3



Wargear:
- Warrior Armour
- Neutron Blaster
- Vespid Grenades
The Vespid carry strange grenades seemingly made of the same chitin as their bodies. When deployed, these grenades explode with tiny barbs, spraying them in all directions. With the rapid pace of Stingwings, they soon realized the grenades were best used against units the Vespid flew over, thus increasing the chaos that the Vespid aptly spread.
During the Movement phase, a single enemy unit that the Vespid moved across takes D6 Str 4 AP 4 hits. These hits can cause an enemy unit to fall back, but the Vespid unit does not have to shoot at or Assault the same unit that the grenades affected.


Special Rules:
- Fleet
- Jink
- Acute Senses
- Outflank
Options:
- The team may contain up to seven additional Stingwings for 15pts per model
- The Strain Leader may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol

Gun Drone Squadron                              60 Points
Spoiler
Gun Drones are able to be fielded in small independent units, tasked with ambushing lightly armour infantry and disrupting enemy lines. In large numbers, their combined intelligence means they can act faster than a skilled Eldar combatant.
   WSBSSTWIALdSvUnit TypeUnit Composition
Gun Drone223314174+Infantry (Jetpack)4



Wargear:
- Drone Plating
- Twin-linked Pulse Carbine

Special Rules:
- Adamantium Will
- Acute Senses
- Combined Intelligence
The Initiative value of a Gun Drone Squadron will always equal the number of drones that are still on the table, though never falls below 4.
- Outflank
Options:
- The team may contain up to eight additional Gun Drones for 12pts per model

Heavy Support
Sniper Drone Team                              80 Points
Spoiler
Sniper Drone Teams are controlled by specially selected Shas'ui. They're tasked with the elimination of key personal of enemy forces, namely the Warlord, or Force Commander. The Shas'ui is given a tripod mounted device that contains numerous sytems, including a Drone controller and a Stealth Field Generator. The Sniper Drones carry a Rail Rifle, modified for reduced recoil.
Up to three Sniper Drone Teams may be taken as a single Heavy Support choice.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui243313184+Infantry1
[/tr
Sniper Drone243314174+Infantry3



Wargear:
Shas'ui
- Pulse Pistol
- Markerlight
- Targeting Array
- Drone Controller
- Stealth Field Generator
Sniper Drones
- Drone Plating
- Rail Rifle
Special Rules:
- Independent Character (Shas'ui only)

XV88 Broadside Team                              70 Points
Spoiler

   WSBSSTWIALdSvUnit TypeUnit Composition
XV88 Shas'vre345523282+Infantry (Character)1
XV88 Shas'ui345523282+InfantryUpgrade



Wargear:
- XV88 Broadside Armour
- Broadside Railgun System
The Railgun equipped to the Broadside is a slightly weaker version on the Hammerhead mounted weapon system. This is due to the amount of energy required to fire such a devastating weapon system. Despite mondifications to the output, Broadsides can never match the full system mounted to a Hammerhead.

RangeStrengthAPType
60"101Heavy 1, Twin-linked
- Smart Missile System
Options:
- The Shas'vre may be accompanied by up to two Shas'ui, for 60pts per model
- Each member of the team may take a single option from either the Battlesuit Wargear, or Support Wargear sections of the Wargear list.
- The Shas'vre may select wargear from the Special Wargear and Support Wargear section of the Wargear List.

Hammerhead Gunship                             140 Points/model
Spoiler
The Hammerhead is the prime Gunship of any Tau ground force. It has advantageous manoeuvrability for a vehicle of its size, and armour enough to take most heavy weapons fire. Hammerheads carry two of the Taus heaviest weapon systems. The Railgun, and the Ion cannon.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Hammerhead41312103Vehicle (Tank, Skimmer)1



Wargear:
- Ion Cannon
This technology was gifted to the Tau, by the long living and industrious Demiurg. The Demiurg saw great potential in the Tau Empire, after the Tau aided in defending Demiurg ships from Tyranid Hive Fleet Galgos.

RangeStrengthAPType
60"73Heavy 3, Rending
The Ion Cannon always inflicts a single Glancing hit, whenever it hits a vehicle. This is in addition to any other damage it causes.
- Twin-linked Networked Markerlight
- Two Gun Drones

Special Rules
- Interceptor
- Skyfire
Options:
- May replace its Ion Cannon with a Railgun (with Submunition rounds) for 35pts
A fully powered Railgun, in unison with other Hammerheads, can causes such desvastating power to enemy armour that it has been seen to destroy revered Imperial Titans. Such technology is high level heresy to the Imperium, and the Tau must always destroy abandoned Railgun systems before they fall to imperial hands.

AmmoRangeStrengthAPType
Solid72"101Heavy 1
Submunition72"64Heavy 4, Large Blast
The Railgun mounted to a Hammerhead has two modes of firing. It may fire either a solid shot, designed to puncture fearsome enemy armour, or a Submunition shots, which explodes to imflict massive damage to enemy gunlines. Declare which Ammo type you are using at the start of each shooting phase, for each Hammerhead.

- May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.

Sky Ray Missile Defence Gunship                             170 Points/model
Spoiler
The Sky Ray is the Support gunship of Tau Military. It carries a large payloud of Seeker Missiles, and numerous Markerlights. It is often seen in unison with Pathfinder teams. Some wonder whether such a vehicle acts as they're transport, as the Sky Ray is only slightly different to the Devilfish in appearance. The closest counter-parts in Imperial military are the Space Marine Whirlwind, and the Imperial Guard Manticore.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Sky Ray41312103Vehicle (Tank, Skimmer)1



Wargear:
- Seeker Missile Rack
The Sky Ray starts the game carrying six Seeker Missiles. At the end of each Tau Player Turn, count how many Seeker Missiles have been used, and roll a D6 for each. On a 5+, a Seeker Missile is Reloaded onto the Rack. It can never carry more than six Seeker Missiles.
- Two Gun Drones
- 2 Networked Markerlights
- Twin-linked Networked Markerlight

Special Rules
- Split Fire
- Skyfire
Options:
- May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.

The Man They Call Jayne

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Narric

Is that bad, good, broken? :P

I can't remember my reasoning at the time ^_^;;

InsaneTD

Large blast, instakills guard. I can't remember if large blasts stack or if they work like a barge. Either is very painful for anything under them. Four heavy blast markers landing on top of a target will kill a full Marine squad, and would probably kill a full termi squad with that str. Would also be four chances to glance/penetrate a vehicle. Did we mention blasts don't roll to hit? They just scatter, and in the case of this, it will scatter by 2" at most. I do love bs4. :P

The Man They Call Jayne

It is hideous. It is a cloud of hypersonic needles being shot at someone. S6 AP4 Heavy 1 Rending is the best I would do.
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CoffeeGrunt

Is this all just copied from the old Codex? I never had it, but it sounds like what it used to run like.
The only constant in the universe is change; the Wise adapt.

Narric

Quote from: The Doctor on December 27, 2013, 12:59:48 PM
Large blast, instakills guard. I can't remember if large blasts stack or if they work like a barge. Either is very painful for anything under them. Four heavy blast markers landing on top of a target will kill a full Marine squad, and would probably kill a full termi squad with that str. Would also be four chances to glance/penetrate a vehicle. Did we mention blasts don't roll to hit? They just scatter, and in the case of this, it will scatter by 2" at most. I do love bs4. :P
Quote from: The Man They Call Jayne on December 27, 2013, 03:23:33 PM
It is hideous. It is a cloud of hypersonic needles being shot at someone. S6 AP4 Heavy 1 Rending is the best I would do.
OK, it needs toning down :P.

I agree Heavy 1, but not Rending. I can't personally associate Blasts with armour penetrating, with the only exception I can think of being Plasma Cannons. How about just Heavy 2, LB, and possibly drop the Str by 1?

Quote from: CoffeeGrunt on December 27, 2013, 05:07:08 PM
Is this all just copied from the old Codex? I never had it, but it sounds like what it used to run like.
I basically started with the previous codex, and tweaked aspects I thought need it. I personally don't like the "Full Overhaul and Reboot" ideology that seems to go with GW Codex updates. Why Replace what only needed fixing?

I do try and think up new tech. However I would never have imagine the Riptide, or at least the model for it. IT pains my creative side, as every Mecha tutorial I've read states you should never make a Mech unsymmetrical.
I am personally surprised they didn't include the XV9s. I would have jumped at a chance to use them without permission, as I'd convert my own ^_^

The Man They Call Jayne

It isn't a blast. It is a cloud of razor sharp flachettes. Some of them are going to hit the weak point in the armour.
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Narric

So you'd be happy with a Str6 AP3 hit against a blob of Infantry?

How about an alternate route?
The Submunition round has Conussive and Blind.

This can be those "Flechettes" getting into the eyes and optics of the target, making their aim poor in both shooting and combat.

As the Submunition rounds are more intended for anti-infantry, this would emphasis its role, and not take away use of the Solid Shot.

The Man They Call Jayne

There would be very little concussive force involved I suspect. Making it AP3 steps on the Ion Cannon
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CoffeeGrunt

I think the current setup is very good. You have the Ion Cannon which is all about AP3, or you have the Railgun which is either a focused bolt of DIE against the target, are a smattering of horde-killing fire against a blob.
The only constant in the universe is change; the Wise adapt.