Welcome to Librarium Online!
Mind you all, I am not a whiner that says Tau sucks, or is unfairly imbalanced against enemy armies, but they stand to be updated.
-Against highly mobile assault forces (i.e Kult of Speed or Dark Eldar) the Tau find their positions overwhelmed before they can fire upon thier foes. The Dark Eldar have the especially notorious ability to theoretically make a 30" move into assault as they move their raiders 12", disembark 2", Fleet of Foot, and then pump themselves full of drugs to assault 12." They can stay out of LOS of Railguns, and as the Seeker missiles are contingent upon markerlight hits, a few Terrorfex/Horrorfex shots should easily pin enemy teams (as Ld 7 is nothing to write home about).
-Necrons can and will outshoot Tau in assault. Their incredible resilience to pretty much any weapon makes pulse rifles moot, as they can WBB against anything short of a Railgun or Fusion Blaster, both which are rather useless anyway, because to use a Fusion Blaster is to get into firing range of the ever-deadly Gauss weaponry, and a Railgun Broadside team will not win it's points back.
This being said, here are several suggestions:
-Auxiliaries: The Tau are known to incorporate many minor races into their ranks, and as such they should be able to take other unit types (albiet with a special rule; no more can be taken than half your number of Firewarriors, rounded up). Such units that are limited in choice are marked with the 'Auxiliaries' special rule.
-Kroot: By default, they are 7 points. They may take Hyperactive Nymune (Fleet of Foot) at +2 points/model. They may up to twice as many hounds as there are Kroot (min amount=#kroot), in which case they count as Fast Attack. If neither choice is taken, they may take wings at +4 points/model. If none of these choices are taken, they may take as many Krootox as there are #kroot (min#=#Kroot/2). Krootox are lowered to 35 points each, and their Krootox guns count as having Recoil Absorption. The entire squad may be equipped with EMP Grenades at +4 points/model.
-Gue'vesa la: The entire squad may be equipped with Firewarrior armor at +2 points/model.
-Wargear: The Wargear
-Ethereal: The Ethereals really need revision. They lack a basic armor save, and half the wargear they could take is useless anyway as it only applies to shooting weaponry. We have several ways to upgrade Ethereals. Either we could make the Honor Blade a power Weapon at +10 points, or we could create a list of "Ethereal" only wargear items (like "Symbol of The Greater Good." as a Holy Relic, for instance, or a Portable Shield Generator). Maybe they can create a list of blademastery skills for them, or a retinue of Ethereal underlings would be nice too.
-Farsight Enclaves: Farsight Enclaves have tossed aside the Mont'ka and Kaun'yon strategies, and are considered renegades amound the Tau. They MAY take Auxiliaries (including Kroot), and all their Tau Models MUST Take Ork hunter (It's +2 points per Firewarrior however). The other restrictions, such as being unable to take Gun Drones&Ethereals, and having limits on other units, still apply. However, they have their own benefits to compensate, which will be mentioned later.
So how about we start mentioning new units:
Aun'o (70 points)
WS BS S T W I Ld Sv A
5 5 3 3 3 5 10 - 4
Aun'el (50 points)
WS BS S T W I Ld Sv A
4 4 3 3 3 4 10 - 3
Equipment: Pulse Pistol&CCW.
Options: An Aun'el can select 50 pts. of Wargear. An Aun'o may select 100 points. Either group may be accompanied by a unit of up to 5 Honor Guard, assuming the Ethereal is carrying an Honor blade.
Honor Guard (40 points each):
WS BS S T W I Ld Sv A
4 3 4 3 1 4 8 3+ 2
Equipment: Honor Blade.
Options: The honor guard may take one of the following upgrades: Master Strike at +2 points/model, Furious Charge at +3 points/model, Agility at +5 points/model. The entire squad may carry Photon Grenades at 2 points/model and/or EMP Grenades at 4 points/model.
Pulse Pistol (2 points): The Pulse Pistol is rarely used except as a sidearm or in case of emergencies (i.e. an Air Caste pilot crashes in enemy territory). However, martial Ethereals,
and renegade Farsight Enclaves swear by thier close-range prowess. (Stats: S5 AP5 pistol).
Plasma Pistol (10 points). Strength 6, AP 2 pistol. Does not overheat.
Power Weapon (15 points): This is represented through a badge of office, a rod of power.
Burst Cannon (10 points). May only be taken if also wearing Battlearmor.
Honor Blade (30 points): The Honor Blade represents the penultimate in an Ethereal's ascension and is rightly feared. An Honor Blade counts as a Power Weapon with +2 Strength.
Portable shield: 25 points. 4+ save.
Battlearmor: 25 points. Confers a 3+ save, +1 Strength, and +1 attack, as well as now having a hard-wire slot.
Emblem of the Greater Good (One per army): 25 points. Operates like a Holy Relic.
Photon Grenades: 2 points.
EMP Grenades: 4 points.
Holofield: 10 points. The holofield projects extra images of the Ethereal in close-combat, confusing his foes as to which one is the real leader. He counts as 4 models for outnumbering purposes.
Ethereal Skills: An Aun'el may have 2 skills max, an Aun'o may have 4. All count against the wargear limit.
-Parry (10 points): Years of battle experience have taught the Ethereal a thing or two about self-protection, as he deflects enemy melee attacks with ease. The Ethereal may sacrifice an attack so that every enemy in base contact with him loses one attack.
-Agility (7 points): The Ethereal is preternaturally agile, dashing in and out of combat, making a number of attacks before his foe gets a chance to retaliate. He may make his full number of attacks from 4" away.
-Furious Charge (5 points): See Universal Special Rules.
-Masterful Strike (4 points): The Ethereal is a master of striking where it counts, and many a foe has fallen before his blade. All attacks count as Rending. Normal wounds caused by a power weapon/honor blade still negate armor.
-Whirlwind (20 points): In the direst of circumstances, the Ethereal's mastery of the blade allows him to get out of a quick fix. The Ethereal may sacrifice all his regular attacks (meaning he can't parry) to automatically hit all models within 2 inches of him. (This includes Honor guard, extra tau, etc).
Elites: Niccassar Psykers (max: 1 slot/army; may NOT be taken in a Farsight enclave)
As a general rule, the Tau do NOT use Niccassar as a combat race; their intolerance for gravity makes them useless save in space battles or on low-gravity worlds, and should the Imperium ever learn that the Tau are harboring an entire psychic race, a second Damocles Crusade would be declared with bloody results. Nevertheless, there are desperate times where an unscrupulous Tau Commander might equip a Niccassar with customized anti-gravity suits and send them into battle as potent telekinetics.
Point cost: 40. WS 2, BS 3, Strength 2, Toughness 2, Wounds 1, Initiative 2, Ld 9, Sv: 4+ A 1
Size: 1-3 psykers.
Auxiliaries, Advisor (each Niccassar must be attached to a unit; this is before they roll for powers).
Xenophobia: The Niccassar may NOT be used against any Imperial army, lest xenophobia settle in and the ceasefire following the Damocles crusade be declared null&void.
Psyker Propulsion: While they do not like gravity in the least, the Niccassar are capable of using telekinesis to levitate themselves around. This, combined with the properties of their anti-grav suits, allows them to move as though equipped with a Tau Jetpack.
Niccassar Psyker Powers: The Niccassar are potent psykers, but due to the circumstances in which they're hired, the Tau Commander will not know which powers to expect. Therefore, roll a D6 at the start of each game to see which power the psyker has.
-Haste: The unit moves extra quick, gaining +1 WS and +2I for the turn.
-Guide projectiles: The unit gets +1 to hit this turn. This does NOT stack with Markerlights.
-Impel: Range 24: Moves a unit of troops D6 inches in the direction opposite from the psyker. The unit counts as having moved next turn for purposes of shooting. A unit may NOT be pushed off the table. (Note: this is either useful for slowing down assaults, or as an aggresive way to
-Deflection: The unit the Psyker is attached to may reroll failed armor saves.
-Force Bolt: The Psyker shoots psychic energy manifest in telekinetic force that pulverises his enemies. Roll to hit as normal; the attack is Strength 5, AP 3, Range 24, Assault 2 Blast. (The Tau had no other regular Blast weapon)
-Relentless: The squad the Niccassar is attached to counts as being stationary for purposes of firing weaponry. (This is rather useless in a Crisis Suit team. In a Firewarrior of Broadside team though, it's gold).
Will update later.
Last edited by MagicJuggler; May 30th, 2005 at 19:50.
Some of that looks like it could be fun. I can't ever see them giving psykers to the Tau though since they've made Tau non-psychic to begin with and gave them the "low imprint on the warp" or whatever it's called fluff. While it could be used for the Greater Good, i'm not sure it'll ever happen. Unless they want to have more Tau vs. Space Marine storylines.
There's only 2 things that i would want added to the Tau Codex.
1. Armor for the ethereal
2. The ability to upgrade firewarrior squads with 1 heavy weapon at least. i.e. 1 firewarrior / squad is allowed to take a rail-rifle.
I want to see BS4 Shas'vre. Make them an option worth taking. As it stands if there's a shas'vre in your army then there's something wrong with you. It shouldn't be like that.
The only example of when a Shas'vre is useful is when playing a Farsight Enclave, because having WS4 I4 becomes somewhat useful. Anyway, here are more modifications.
-Prior to what I said earlier, auxiliaries may be either Empire or Farsight exclusive. I.e. the Farsight armies are incapable of taking Niccassar or Demiurg due to lacking formal diplomatic relations, but will gladly accept the help of the more thuggish Taurellian Dog-soldiers. They can take Kroot, but cannot take Kroot special characters like Anghor Prok. Sorry.
-Shas'vre and Shas'ui are BS4. This is in addition to their other benefits. Additionally, the cost of a Shas'vre/'ui is 10 points total: 5 for team leader, and 5 for the characteristic upgrades.
Anyway, the Farsight army stands in stark contrast to the rigid applications of the elegant Tau technology. They copy from the humans and other races they're in contact with, juryrigging railguns to run on crude powerpacks, using the equivalent of duct-tape to lash together combi-weapons, and attaching close-combat implements onto their battlesuits. Despite their serious abuse of Tau technology that would get them reprimanded if the Ethereals ever heard about it occurring, they manage to maintain a technological sophistication that baffles the Imperium to this day.
Now, for the Farsight Enclave Rules.
-One is no longer are forced to take Commander Farsight, but if you do, his cost increases by 25 and his Dawn Blade is now Strength 8 (its dark energies give him the power to go toe-to-toe with a Dreadnought and win; being 300 years old, he has the decades of experience beyond his Tau peers). He still is a monstrous creature, but being S8 means that he now has a lot more punch.
-The Ethereal commander is now replaced with the ability to take the Shas'el or Shas'o in Firewarrior armor. If so, then reduce his cost to 30 or 55 points respectively, but reduce Strength to 4 and Toughness to 3, and Wounds and Attacks by 1. His save remains 3+. He may only take 1 Hardwired option, but now has a new list of wargear. He may now take a bodyguard of 5-10 veteran Tau.
Veteran Tau: WS 4, BS 4, S 3, T 3, W 1, I 4, Ld 8, Sv 4+ A 1 points 20.
Weapons: Pulse Rifle, Pulse Carbine, or Pulse Pistol&CCW. A mix of weapons may be used.
Options: Each veteran has access to the Tau armory.
The Tau Armory:
There are two main types of item; battlesuits and the various upgrades, and the personal items carryable otherwise. Characters in Crisis or Broadside Battlesuits are only capable of using items with an * or that say Battlesuit only. A Stealth Battlesuit can use items of any sort without restriction. A Shas'o can have 100 points of wargear, a Shas'el 50, and any other character 25. Note that battlesuit hardpoints, or one-handed/two-handed weapons do not count against the wargear. Hard-wired options do though. Note that due to limited resources, the Drone controller is no longer a wargear option.
Chainfish (Battlesuit only) 25 points.
Pulse Pistol: 2 points.
Plasma Pistol: 10 points.
Power Weapon*: 15 points.
Pulse Rifle: 3 Points.
Pulse Carbine: 6 points.
Combi-weapon: Pulse Rifle/Flamer: 10 points.
Combi-weapon: Pulse Rifle/Plasma Rifle: 15 points.
Combi-weapon: Pulse Rifle/Fusion Blaster: 15 points.
More wargear later in edit.
But tau players don't go to the rules development forum, they go to the tau forum. It should be posted here first at least so we see it.
The gun drone rules need changing.
A fix on the gun drone rules would simply be that the unit ignore mixed armour rules, and that all saves are taken on 4+ and all wounds are assigned to gun drones, any excess wounds are resaved on a 3+ and wounds are taken on the crisis suits. A bit of a weird rule though.
The shas'vre upgrade shouldn't have BS4 because that make them incredibly powerful, however, I think if they were given the option of 2 hardwired support systems they might see some play, especially if the gun drone rules are fixed. This would be most useful on broadsides, not very useful on stealths (but BS4 on stealths would be bad too) and somewhat useful on crisis suits.
The ethereal as it is is fine and if 50p is what he costs now then I don't want any compulsory upgrades that will make him more expensive. A pulse pistol and ccw should be free though because if you use it then his "price of failure" might come into play, as opposed to if he hid the whole game, in which case the pp & ccw wouldn't have any effect. It is very easy to not get an ethereal killed, he doesnt need armour nor power weapons. Any ethereal in combat is a goner (aun'shi is a freak).
The only thing I would like to see is an option for 70p the stats are upgraded to WS5 BS4 S3 T3 W3 I4 A3 Ld10. Call him Aun'O and the 50p guy Aun'el.
If GW somehow made the tactic of running an ethereal away (which is incredibly unfluffy but necessary for power gamers) a bit of a useless tactic then I would never complain about them again. I cannot think of how they could do that, while keeping his cost down.
Krootox should be 30p, no other changes. A stationary unit dealing out 3 S7 shots/turn with a 28W meatshield around them for 278p might actually be considered (maybe, considering 3 S7 shots with AP3 and 60" range can be taken on a 150p heavy support unit).
I like the compulsory devilfish rules on pathfinders, but they should be able to take 7 railguns, the shas'ui can't have one (this means you can have a unit of 4 with 4 railguns).
There should be 2 fire warrior entries, fire warriors for 10p with all that jazz, and fire warriors for 10p that can take a devilfish. The static fire warriors should be able to have one guy with either a plasma rifle for +16p, a missile pod for +15p, a fusion blaster for +10p, a burst cannon for +14p, or a flamer at +6p, he cannot be a shas'ui.
The gun drones should be 6p, then must pick one of the following upgrades:
twinlinked pulse carbine +6p
burst cannon + 14p
fusion blasters +12p
missile pods +15p
plasma rifle +16p
each gun drone must be equiped the same as the others.
Power weapons: Maybe
Pistols: Definatly not.
All I really see in this topic is people wishing GW made tau like Space Marines/Caos Space Marines.
I agree that the Codex needs some work but most of these suggestions are not the way to go. Some are intresting though.
If GW makes Tau better they should give them more shooting ability. Such as "stand and shoot" or "fall back" when being assaulted.
There once was a Lord named Vlad,
Who's fighting skillz really were mad.
He killed and he maimed,
He spilled blood in Khorne's name.
And the fact that he's legal makes me glad
(special thanks to Uriel Zarium for the last line/touching it up)
Being able to re-roll a save is unbalanced. If you wanted to do anything like that it would be you roll a number of drone saves equal to the number of the drones in the unit, then remove the casualties and repeat untill all the drones are dead. Then take the rest of the wounds on suits, making suit saves. This is, however, too complicated and when confonted by a unit of twenty guys rapid-firing on you then this could take a while.
Hmmm soviet, I admit, adding the weapons to the fire warrior squads does make them more like space marines/imperial guard. But that can't be all you see from my post? Most of it wasn't making them like SM.
I think a stand and shoot would make fire warriors over powered, but running away sounds fair enough...maybe?
Shortstop that separates the allocating wounds and rolling the saves process. I can see why GW said just use the majority save rules tbh.
I rather figured it would be unbalanced. But the chances of it actually occurring are 16% anyway, making building an army based on rerollable saves near impossible. And you have it wrong; it would pretty much be Fortune from Codex; Eldar, except that it does not apply to cover/invulnerable saves. Remember that in most cases, for the cost of a Shas'vre, it's simply more efficient to get another model or even twin-link your weaponry. Pistols are carried by Air Caste members, and I don't see why an Ethereal wouldn't like extra backup. Finally, the Farsight rules I am still working on, but my general theme for them is that they are reverse-engineering Imperial weapon styles (aka jury-rigged power packs, combi weapons, chainfists) in order to better their own prowess.
Note that I do NOT advocate them being another Marine army. If you notice, all the close-combat items I have mentioned are NOT in the form of death squads that will form the core of an army (Slugga Boyz, Khorne Berzerkers, Blood Angel Death Company) but in the form of small teams of specialists. The Tau know they aren't a melee race, and even using battlesuit technology to augment their melee capabilities, they generally shun combat. The Ethereals might be a melee force, but one does not recklessly commit them vs. specialized melee units, lest he die off and the army be forced to take a leadership test.
Last edited by MagicJuggler; May 31st, 2005 at 02:05.