Chaos Tau Mutations List - Warhammer 40K Fantasy

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  1. #1
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    Here it is!! The mutations that can be chosen for certain squads of Chaos Tau.....
    Here we go!!:

    Chaos Tau Mutations list
    Only three of each of the following mutations may be taken per Chaos Tau army. They may be spread as you choose and one squad may be given two or more of one mutation (for example, a Kroot squad taking tentacles twice adds +2 WS and the cost is 4 points per model.). Any Squad or team taking more than one mutation must be summoned as a Daemon pack. They do NOT count as Daemons during the game. Kroot Shapers, Shas'ui team leaders, and Battlesuits wearing the Mark of Tzeentch may take mutations from the list. If the chracter is in a squad, he may take up to four mutations, although his squad's profile may remain the same (the squad has no mutations).

    Tentacles: Add +1 WS to the squad’s profile. Cost: 2 points per model.

    Muscles and Claws: Add +1 S to the squad’s profile. Cost: 2 points per model.

    Daemonic reaction time: Add +1 I to the squad’s profile. Cost: 3 points per model.

    Carapace skin: Add +1 T to the squad’s profile. Cost: 4 points per model.

    Gigantic Stature: Add +1W to the squad's profile. (this may only be taken once per squad) Cost: 6 points per model.

    Daemonic field: The squad gains a 5+ invulnerable save. Cost: 4 points a model.

    Warp hole access: The squad’s movement ignores terrain and the squad may move as far as 12". Roll a D6 when using this option (only when terrain is ignored). On a roll of a 1, the squad moves the normal 6". On a roll of 6, the squad takes a wound as a warp storm rips apart a team member. The squad may not end its movement within terrain, but on top of it as if they were using a jump pack. Cost: 6 points per model.

    Daemonic Blade: The Character’s Close Combat attacks ignore armor saves. The weapon adds +3 S to Character’s profile. Cost: 20 points. May only be taken by a squad leader, kroot shaper, or Battle-suit.

    Daemonic Icon (limit one per squad): The squad is fearless and is assumed to pass all Morale and pinning tests. If the carrier of the icon is killed, the squad takes Morale tests and Pinning tests as normal, after the assault or shooting phase in which he was killed. Cost: 15 points.

    Mark of Tzeentch: The Battlesuit wearer weilds the power of summoning daemons at his will. During battle, the character may use the rules for summoning a daemon pack onto the field, using the rules for reserves. Roll a D6 and determine from there which table edge they enter from- 1: They enter from the Chaos player's deployment zone. 2: They enter from the opposite table edge. 3-4: They enter from the right table edge. 5-6: They enter from left table edge. The Battlesuit wearer may also take mutations from the Chaos Tau mutations list.

    The last piece of info is actually an option for battlesuit wearers only and does not count as a mutation. If you have any comments or questions......FIRE AWAY!!!!


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  3. #2
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    Nifty. :w :w Overall I like em alot.

    Why only 1 FW squad though? Sounds like you'll practically be playing Tau. Why not put a cap on mutations instead, and let the player distribute them among however many squads he wants, or pile em all on one?

    Just a thought.

    Also, why 10 pts for the free movement through terrain? I mean, it's a nice feature I guess, but 20 pt firewarriors that can move through terrain freely sound pricey to me.


    I was thinking, maybe the warp hole could include a "recoil absorbption"? If they could bound through space, ignoring terrain, (perhaps with a penalty for materializing in terrain, like jump pack troops), and functionally not move because they're instantly warping, that could make them really interest imo. If it was too powerful than you could redo it to be something like the necron's veil of darkness, letting them warp around in a smaller way.

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    Glad you like them!! I only allowed one FW squad because more than one daemonic shooty squad seems alittle overpowered to me.....But if you prefer i could change it.... How about for the free movement, roll a D6 and on a 1 the squad loses a wound due to warp sickness, or whatever. Kind of similar to the Warp Spiders of the Eldar.

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    hmm, sounds pretty nifty, but I'm new to the whole chaos thing. Clue me into who's army they are for, the Tau, or the Chaos, or both.
    Protect your frailty in a Mechanical body.
    Remove your frailty with mobility.
    Hide your frailty in a body unseen.

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    etherals can take the mark of tzeentch (from codex csm, not your version) and are allowed a minor psychic power...
    Apathy is the greatest enemy of all.

    =0_o=

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    Are you serious? Ethereals can alreday take the Mark? NUTS!!!!
    Si em, tow en can de lach.
    Tak! Tak! Tak ah wan, Tak a lah!
    Mi tow, can de lach.
    Mi him, en tow.

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    Glad some of you like it......The list, by the way, is for the Chaos Tau, a creation of my own twisted mind. I've decided to chage the list, changes are made above, ENJOY!!

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    Originally posted by Deciever@Oct 20 2003, 05:10
    Are you serious? Ethereals can alreday take the Mark? NUTS!!!!
    no they can't. this is the idea that is being currently thought up, not reality... :wacko:
    Apathy is the greatest enemy of all.

    =0_o=

  10. #9
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    Originally posted by Vampiric_Drake8@Oct 20 2003, 11:15
    Glad some of you like it......The list, by the way, is for the Chaos Tau, a creation of my own twisted mind. I've decided to chage the list, changes are made above, ENJOY!!
    I don't see any changes. Maybe it's just me, it also doesn't say that you edited the post, :unsure: :ph34r: :rolleyes:

  11. #10
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    Dude i love them you gotta make conversions and post pics.
    If you are interested in lizardmen check out
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