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Well, I started working on this fan-made Codex just since I found O’Shovah so much fun. His fluff is unique and simply including him in your army completely revolutionizes your setup. However, it didn’t feel like his army fit him, so I decided to make a codex that was brand-spanking new, including fluff that I felt was fitting. Overall, here is what changed: This army is competent in close combat, which is huge, and they may take special weapons (such as plasma rifles, fusion, etc.) in normal teams. They also have many new teams to make up for all those lost (vespids, kroot, etc.). They lost a majority of markerlights, lost some heavy firepower, and cannot take near as many vehicles. I am considering titling this “Renegade Tau Army List” rather than “O’Shovah’s Army List”, but I am not sure.
I am sorry that this list is probably really boring to read. Sorry I can't throw in pretty pictures or diagrams every so often
. This is my first draft (with plenty of thought), so I hope there aren't any glaring errors or things I even forgot entirely to put in.
This list is quite unique to any other list; Tau are basically models with horrible stats with awesome Wargear. I cannot think of any other race that is like that, making this list unique and different to play. I also used various ideas that were already used in a variety of codices (so it isn’t like I’m elected to make up a ton of bullsh** just so my army is amazing). I used some of my own ideas (the Advance Defense Systems and huge Drone Squadrons were almost entirely my idea), but borrowed ideas (and some ball-park point costs and balancing things) from Space Marines, Imperial Guard, Tyranids, Orks, Eldar, etc. I’m sure point costs will need to be tweaked, but I’m happy with the list as is. So, without further delay, here is the list (and, yes, it is quite long!! Though, this is actually a shortened version; I cut down some of the fancy-soundingness, and cut out all redundancy):
Special Army Rules
Jump Infantry (Jet Packs) – Due to the unique and agile nature of these jetpacks, they can engage enemies in close combat wherever they chose to, due to the fact they charge using jump packs rather than barreling towards the enemy on foot. Any model made with a Jet Pack that is charging another unit may move 6” anywhere, as long as they end up in base to base contact with an enemy model or within 2” from a friendly model who is. Note that this overrides that a squad charging another squad must engage the closest model first, using the shortest possible route.
Headquarters
Crisis Battlesuit Commander – Shas’o’s stats are changed to be WS – 5; BS – 4; I – 4. Shas’el’s stats are changed to be WS – 4; BS – 3. Otherwise, everything else is the same, other than the armory.
Crisis Battlesuit Bodyguard Team – Shas’vre’s stats are changed to be WS – 4. Otherwise, everything else is the same, other than the armory.
Firewarrior Commander – Some Commanders choose to fight on the ground with their brethren in order to make the most impact they can. Others are forced to, due to their finances. No matter the reason, these Commanders are some of the most revered and the loyalty given to them rival even the Ethereals of Old.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’o............75..........5........4......3.....3.....3.....4.....4.....10......4+
Shas’el...........50..........4........3......3.....3.....2.....3.....3.....9........4+
Unit Type: Infantry.
Equipment: Pulse Rifle OR Pulse Carbine OR Pulse Pistol and Close Combat Weapon. He also has Photon and EMP grenades at no extra cost. May pick items from Infantry Armory.
Special Rules
Independent Character: Universal Rule.
Bodyguard: May take Firewarrior Bodyguard Team.
Immense Loyalty: Some of the most admired Commanders in the O’Shovah force are those who choose to fight like any other Firewarrior; on foot. They also live and eat in almost the same manner as their lowest and youngest Shas’la. This inspires vast loyalty from his troops, almost to the point to rival that of an Ethereal of Old. Units within 6” may use the Commander’s leadership for any morale tests. In addition, any unit joined by a Commander is Stubborn.
Dire Circumstances: Due to the troop’s incredible devotion to their Commander, they will hurl themselves at any enemy in the swirling melee, confident of any outcome. Any Tau unit within the same combat as the Commander will count as having Preferred Enemy universal special rule, with the enemy as their preferred enemy.
Firewarrior Bodyguard Team – The Firewarrior Bodyguard Team consists of those Firewarriors who are both well-known to their Commander and who have proven themselves several times in the field. It is a quite coveted position among loyal Shas’ui and Shas’vre.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’vre..........18..........4........3......3.....3.....1.....3.....2.....8.......4+
Team: 4-7 Shas’vre.
Unit Type: Infantry.
Equipment: Pulse Rifle OR Pulse Carbine OR Pulse Pistol or Close Combat Weapon. Any may pick items from Infantry Armory.
Options: Photon (+1pts/per model), EMP grenades (+3pts/per model). May take 4 special weapons: flamer at +6 points, burst cannon at +8 points, missile pods at +10 points, fusion blaster at +12 points, or plasma rifle at +15 points. Any model may replace their weapons for a Ceremonial Honor Blade and Pulse Pistol at +10 points.
Transport: Devilfish at +80pts.
Elites
Crisis Battlesuit Team – Shas’ui’s stats are changed to WS – 3, I – 3. Shas’vres stats are changed to WS – 4. Otherwise, everything else is the same, other than the armory.
0-1 Stealth Battlesuit Team – Shas’ui’s stats are changed to WS – 3, I – 3. Shas’vres stats are changed to WS – 4. They may not take Fusion Blasters, Support Systems or Markerlights. Otherwise, everything else is the same, other than the armory.
0-2 Elites – Specialist Firewarrior Team - This specialized team fights on foot, engaging large, primary threats to the army’s firing line. They can dish out several times their own strength using a combination of their own attacks and those shot out by the shrapnel defense system. Perfect for engaging a mass of enemy troops that charge forward, these warriors have proven themselves many times in the ranks of O’Shovah.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’ui............15...........3........3......3.....3.....1.....3.....2.....8.......4+
Shas’vre..........+10.........4........3......3.....3.....1.....3.....2.....8.......4+
Team: 5-10 Fire Warriors and a Devilfish.
Unit Type: Infantry.
Equipment: Pulse Pistols and Close Combat Weapons, and an integral Shrapnel Advance Defense System.
Options: Photon/EMP Grenades. 3 Special Weapons: Honor blade and bonding knife at +10 points, flamer at +6 points, fusion blaster at +12 points, or plasma rifle at +15 points. Any model may coat their Close Combat Weapon or Honor Blade in Merchant’s Poison for an additional 2 points.
Character: Shas’vre Team Leader at +10pts. May select items from Infantry Armory.
[/b]Transport:[/b] Must take a Devilfish.
SPECIAL RULES
Transport Experts: A specialist firewarrior team has fought, lived, and dwelled around their beloved Devilfish most of their military careers. As such, they become quite gifted in the coordination and timing needed for pouring out of a Devilfish in the middle of a frantic battle just in time to catch the enemy unaware. Once every battle, the team’s dedicated transport may be counted as open-topped for one turn, including the enemy’s following shooting phase. This means the team may deploy, fire, and charge out of the Devilfish the same turn they disembarked. It also means the Devilfish is more susceptible to enemy fire the following turn.
Merchant’s Poison: Weapons coated in this substance follow the rules under the Merchant’s Poison entry. See the armory.
Troops
Firewarriors Defender Team – The team may not take either a Devilfish or Markerlight. They may also take 2 special weapons: Plasma Rifle at +15 points, Missile Pods at +10 points, Burst Cannon at +5 points, Hyper-Fragmentation Launcher at +15 points, or a Tau Mortar at +10 points.
Otherwise, everything else is the same, other than the armory.
[/u]0-2 Firewarriors Storm Team[/u] – These Shas’la have learned the ways of close combat and have heavily trained to improve their speed and skill in close combat. However, due to Tau’s natural poor eyesight, they have lost some of their ability to work at a range. Often armed in a Devilfish, these warriors can rival enemy troops in their close combat abilities.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’la............10..........3........2......3.....3.....1.....3.....1.....7........4+
Shas’ui..........+10..........3........3......3.....3.....1.....3.....2.....8........4+
Team: 6-12 Fire Warriors
Unit Type: Infantry.
Equipment: Pulse Pistols and Close Combat Weapons OR Pulse Carbine.
Options: Photon/EMP Grenades. Up to two models can be armed with a weapon from the following list at the cost indicated: Plasma Rifle at +15 points, Fusion Blaster at +12 points, Burst Cannon at +5 points, Flamer at +4 points, or a Tau Grenade Launcher at +20 points.
Character: Shas’ui team leader at +10 points. Shas’ui has access to Infantry Armory.
Transport: Devilfish.
0-1 Pathfinder Scout Team
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’la............15..........2........3......3.....3.....1.....2.....1.....7........4+
Shas’ui..........+10..........3........3......3.....3.....1.....3.....2.....8........4+
Team: 4-8 Pathfinders.
Unit Type: Infantry.
Equipment: Rail Rifles
Options: 2 Special Weapons: Spotter’s Gear and a Pulse Pistol at +10 points, Missile Pod at +5 points, Smart Missile System at +15 points, Tau Mortar at +5 points, or a Plasma Rifle at +10 points.
Character: Shas’ui team leader at +10 points, and may select items from the Infantry Wargear list.
Pathfinders Team – 3 Special Weapons: Rail Rifle and a Target Lock at +10 points, Plasma Rifle at +15 points, Missile Pod at +10 points, Burst Cannon at +5 points, Hyper-Fragmentation Launcher at +15 points, Tau Mortar at +10 points, Flamer at +4 points, Fusion Blaster at +12 points, or a Tau Grenade Launcher at +20 points. Other than that, everything else is the same, other than the armory.
Fast Attack
Drone Squadron
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Drone...........varies........2........2......3.....3.....1.....4.....1.....7........4+
Team: Consists of 6-12 Standard Drones and 0-3 Non-Standard Drones.
Gun Drone Cost: 10 points
Equipment: Twin-linked Pulse Carbines
Type of Drone: Standard Drone
Combat Drone Cost: 15 points
Equipment: 2 Pulse Pistols, Sensor Spines
Type of Drone: Standard Drone
Shield Drone Cost: 15 points
Equipment: Shield Generator
Type of Drone: Non-Standard, Defensive Drone
Special Rules: Close Protection
Stealth Drone Cost: 20 points
Equipment: Advanced Stealth Field Generator
Type of Drone: Non-Standard, Defensive Drone
Special Rules: Advanced Stealth Field Generator
Suvival Drone Cost: 30 points
Equipment: Sensor Spines, Holographic ADS, Survival Gear
Type of Drone: Non-Standard, Specialized Drone
Special Rules: Survival Gear
Marker Drone Cost: 30 points
Equipment: Networked Markerlight, Targeting Array
Type of Drone: Non-Standard, Specialized Drone
Failsafe Drone Cost: 20 points
Equipment: Tau Grenade Launcher, Mini-Failsafe Detonator
Type of Drone: Non-Standard, Specialized Drone
Special Rules: Mini-Failsafe Detonator
Sniper Drone Cost: 20 points
Equipment: Rail Rifle, Targetting Array, Target Lock
Type of Drone: Non-Standard, Heavy Drone
Heavy Weapons Drone Cost: 15+Weapons points
Equipment: Has 2 Crisis Suit Systems, Targeting Array
Type of Drone: Non-Standard, Heavy Drone
Annihilator Drone Cost: 35 points
Equipment: Pulse Pistol, Fusion Blade, Sensor Spines, Shrapnel ADS
Type of Drone: Non-Standard, Heavy Drone
SPECIAL RULES
Close Protection: Same as in Tau Empire Codex.
Advanced Stealth Field Generator: These Stealth Drones have elaborate, complex gear that projects a distorting shield around the entire squad. As long as one stealth drone is alive, the entire squad may use a 6+ Cover Save. To have an effective field, though, multiple stealth drones are required. If there are 3 or more Stealth Drones in the squadron, the entire squad gains the Infiltration ability. Also, the entire squadron counts as being equipped with Stealth Field Generators.
Survival Gear: The Survival Drones are equipped with a field of sensors and defensive technology that intercept locations of incoming fire, quickly giving orders to the rest of the squadron to adjust their location in order to avoid fire. As long as there is one Survival Drone remaining, the entire squad receives a 6+ Invulnerable save. The Drone is also equipped with a smaller version of the shield generator equipped on Shield Drones, giving the Survival Drone a 5+ Invulnerable. Because Drones are programmed for survivability, all of these safety precautions increase the ‘confidence’ and allow the drones to charge forward in circumstances which they would fall back to reassess the situation. Each Survival Drone bestows +1 cumulative modifier to Leadership to the squadron, up to a maximum of 10.
Mini-Failsafe Detonator: Same as the Failsafe Detonator, except the Large Blast is at Strength 4, AP – .
Annihilator Squadron: One Drone Squadron per army may be upgraded to a Drone Annihilator Squadron. Instead of having the normal team limits, the Squadron may take 6-12 Drones, 0-3 Defensive Drones, 0-3 Specialized Drones, and 0-3 Heavy Drones.
Buzzing Traffic: Drone Squadrons communicate to each other, sending a flurry of minor messages to each other every second in order to continue their network. Since each Drone has the intelligence of an average squirrel, and because of their sometimes massive squads, these intelligences are almost overwhelming for any Tau. Any other friendly unit within 6” of the Drone Squadron is automatically Pinned, no matter the phase. Also, Independent Characters or any other models may not join the Drone Squadron.
0-1 Fast Attack – Piranha Light Skimmer Team – Same as in Tau Empire Codex, except for the Vehicle Armory.
Heavy Support
0-1 Broadside Battlesuit Support Team – Using the Broadside Team from Tau Empire, except changing base points to 50. They must choose 2 systems, which may be either weapons or support systems, and their standard weapons are only a twin-linked railgun.
0-1 Broadside Battlesuit Assault Team –
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’ui............70...........3........3......5.....4.....2.....3.....2.....8.......2+
Shas’vre..........+10.........4........3......5.....4.....2.....3.....2.....8.......2+
Team: 1-3 Broadsides.
Unit Type: Jump Infantry (Jet Pack).
Equipment: XV88 Broadside Battlesuit, Ionic Discharger, Fusion Blade, Advanced Propulsion System, Force Shield.
Options: Each Broadside must be equipped with 1 support system. Any model may be equipped with hard-wired Sensor Spines for +5 points per model.
Character: Shas’ui Team Leader at +5 points, Shas’vre at +10 points. Both have access to the Battlesuit Armory.
SPECIAL RULES
XV88 Battlesuit: As in Tau Empire Codex.
Advanced Propulsion System: Broadside Assault Teams are equipped with a specialty propulsion system that counteracts their cumbersome armor and lets them act as a mobile weapons platform. Broadsides equipped with the Advanced Propulsion System follow the rules of “Slow and Purposeful” universal rules. In addition, their assault movement (using the jet pack) is reduced to a D6 roll, which may be re-rolled.
0-1 Hammerhead – Same as in Codex: Tau Empire, except for the Vehicle Armory.
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Merchant’s Poison
Because of O’Shovah’s financial state, he seeks alternatives for deadly weaponry. Traveling merchants have cut deals to sell the small force poison that they would often use to poison rival merchants. This poison is deadly when entered into the bloodstream, able to kill an enemy twice the character’s size. However, their skin (or hardened carapace) must be broken in order for this poison to take affect. Any unit with +1 or +2 toughness than the character’s strength is wounded on a 4+. Enemies with 3 or more toughness than the character’s strength, or enemies with the same or less toughness than the character’s strength are wounded as normal. Include any bonuses to strength (honor blade, ork fighter blade, etc.) in this calculation. I have a new to-wound-roll table for this, but it is too difficult to change format of. Examples:
A Tau Shas’o Firewarrior Commander armed with a Ceremonial Honor Blade coated in Merchant’s Poison is charged by a Carnifex with a Bonded Exoskeleton and several ripper swarms. He may elect to attack the Carnifex, which he will wound on a 4+, or the ripper swarms, which he will wound on a 2+ as normal, since their toughness is lower than the Commander’s modified strength.
A Crisis Suit with a Merchant’s Poison-coated Ork Fighter Blade charges a Wraithlord. If he survives, the Crisis Suit will wound the Wraithlord on a 4+.
A Firewarrior with a Pulse Pistol and a Poison coated close combat weapon will wound a Carnifex (without the toughness upgrade) on a 6 as normal, as its toughness (6) is 3 higher than the Firewarrior’s strength (3).
Infantry Armory
Bonding Knife – 1pts
Pulse Rifle – 1pts
Pulse Pistol – 1pts
Photon Grenades – 1pts
EMP Grenades – 3pts
Hard-wired Drone Controller – 0pts
Hard-wired Target Lock – 5pts
Merchant’s Poison Coat – 2pts
Ceremonial Honor Blade – 12pts
Commander Relay-Station* – 15pts
Gun Drone – 10pts
Combat Drone – 15pts
Shield Drone – 15pts
*Firewarrior Commander only
Bonding Knife
This ceremonial knife is carried by the leader of a Fire Caste Warrior teams, showing the loyalty and brotherhood they have formed. As long as a bearer of these knives remains alive, the team may regroup even if below half strength. Unlike the Tau cousins who reside in the Empire and do not utilize a Bonding Knife in close combat, those in O’Shovah’s force find it invaluable secondary blade. In this fashion, the Bonding Knife counts as a Close Combat Weapon and never contributes to any maximum number of weapons the model may hold.
Ceremonial Honor Blade
Similar to the Ethereal’s Honor Blade in look, weight, function, and style, the Ceremonial Honor Blade is used by skilled Firewarriors in order to slice through their enemies with ease. It requires two hands to wield, adds +2 to the wielder’s strength, and counts as a Heavy Close Combat weapon, similar to an Ork’s Choppa. The Honor Blade has a crest engraved at the back of the blade, which a Bonding Knife may fit perfectly in and be fastened, turning it into a twin-bladed, light-weight weapon perfect for several swift attacks in rapid succession. Because of this, if a model is equipped with both the Ceremonial Honor Blade and a Bonding Knife, it may claim an additional attack for two close combat weapons, even though the Ceremonial Honor Blade is two handed. If any Tau belonging to the Tau Empire see this noble-like blade, they will be filled with hatred and disgust and fight with renewed vigor. Any enemy Tau models within the same combat as a friendly model who wields the Ceremonial Honor Blade gain Preferred Enemy: Tau.
Combat Drone
This type of drone is used for engaging enemy threats that close in towards the team. It is useful at a very close range, and especially in close combat. It is armed with two pulse pistols and sensor spines. Note these pistols are not twin-linked and fire separately.
Commander Relay Station
The Commander Relay Station enables a Commander to contact several units at once, giving orders in quickly in critical points of battle through the troop’s helmet communication systems. The Commander has much stronger control over the battle and is able to send stern words of encouragement to those who’s will is faltering, similar to the Master-Vox of the Imperial Guard. Any unit within 18” of the Commander may use his leadership for any Morale, Pinning, or Target Priority checks instead of their own.
Photon Grenades
Same as in Tau Empire Codex; Note every team member in close combat must be equipped with photon grenades in order to gain this benefit; Independent Characters may claim the benefit, since they count as a separate squad in close combat.
Merchant’s Poison Coat
Weapons coated in Merchant’s Poison follow the Merchant’s Poison rule in the armory. Only close combat weapons, bonding knives, and ceremonial honor blades may be coated.
Spotter's Gear
Certain Firewarriors have been trained to be skilled spotters, aiding their brethren that fight in close combat. They are equiped with gear for easy observation of a melee, and send information via a network of communication systems to the unit they are observing. Roll to hit as normal. If a hit is scored, then the Spotter may elect one model in close combat, and improve his WS, I, and A stats by 1 each. This reflects the fact that the spotter is sending information of enemy's locations and being a second pair of eyes for the character, letting him excel with his skills. This bonus applies for the Tau player's turn only; the assault phase in the enemy's turn is done as normal.
**Infantry-armed Special Weapons**
Some infantry may be armed with special weapons, such as missile pods or plasma rifles. Here are a few changes from a mobile, stable weapons platform of a Crisis Suit to the arm of a specially-trained Firewarrior infantry:
Burst Cannon – 2 Firing Modes instead of Assault 3: either Heavy 3 or Assault 2
Cyclone Pulse Blaster – Changed from Assault 2 TO Heavy 2
Fusion Blaster – No Changes
Hyper-Fragmentation Launcher – Assault 2 TO Heavy 2
Missile Pods – Assault 2 TO Heavy 2
Plasma Rifle – Only 1 per squad, due to funding
Smart Missile System – No Change
Tau Grenade Launcher – 18” range TO 12” range
Tau Mortar – No Change
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Battlesuit Weapon Systems
Plasma Rifle – 20 pts
Missile Pods – 12/18 pts
Fusion Blaster – 12/18 pts
Burst Cannon – 8/12pts
Flamer – 4/6 pts
Smart Missile System – 20 pts
Cyclone Pulse Blaster – 12 pts
Matter Destabilizer* – 20 pts
Tau Grenade Launcher – 25pts
Hyper-Fragmentation Launcher – 15 pts
Tau Mortar – 10 pts
Ionic Discharger – 15 pts
Ork-Fighter Blade – 10 pts
Fusion Blade* – 15pts
*Shas’vre, Shas’el, and Shas’o only
Plasma Rifle
Same as in Codex: Tau Empire, except only 1 may be taken per team.
Smart Missile System
Same as in Codex: Tau Empire. Yes, it remains a Heavy weapon.
Cyclone Pulse Blaster
The Cyclone Pulse Blaster is similar to other Pulse weaponry. The weapon is comparable to twin-Pulse Rifles that draws its strength from a powerful energy source and is capable of maintaining a rapid rate of fire. It has the following profile:
Range: 36” Strength: 6 AP: 4 Type: Assault 2, Twin-linked
Matter Destabilizer
The Matter Destabilizer is an advance and unpredictable weapon that was forged to combat dire situations. It works by opening a very small fraction of the warp on top of the enemy, creating a vacuum and defeating almost any enemy with similar ease. It always wounds on a 4+ against infantry, and if a 6 is rolled to hit, the model is wholely sent to the warp; the model is wounded automatically. Against vehicles, the weapon has limited use, but still can penetrate even the strongest armor with a precisely laid portal. It counts as having a strength of 3 against vehicles and, if a 6 is rolled on the roll to penetrate, it may roll an additional dice and add the total together. Armor values above 12 counts as having an armor value of 12; denser and better armor will not help against a warp portal, especially if it opens on the inside! The Matter Destabilizer is also a new technology to the Tau and is very unreliable and is dangerously prone to overheating. It has the following profile:
Range: 18” Strength: N/A AP: 1 Type: Assault D3, Gets Hot!, Rending, Lance
Tau Grenade Launcher
The Tau grenade launcher uses a magnetic advanced propulsion system to lob normal hand grenades a long distance, increasing the squad’s flexible. Those Tau who use this always carries a variety of grenade types, useful for combating a variety of circumstances. The Tau grenade launcher has three firing modes; the first is a peculiar Ionic grenade that is highly explosive and can shred any light to medium armor with ease, and has the profile listed below. The second variety of grenades fires a highly volatile upgraded photonic grenade which lands and creates a blinding flash of light. Roll to hit the squad as normal. If a hit is rolled, then the enemy squad must make a leadership test with a -1 modifier; if the squad fails this test, they are counted as pinned. This -1 modifier lasts until the end of the Tau player’s turn. If multiple models are firing this photonic grenade (even in the same squad), this modifier is cumulative for each photonic grenade, up to a maximum modifier of -2. The third type of grenade is a volley of tiny EMP grenades. Roll to hit as normal. When rolling for penetrating, a roll of a 1-3 deals no damage; a roll of a 4 or 5 counts as a glancing hit, and a roll of a 6 is a penetrating hit. Because of the amount of EMP grenades launched, it is not uncommon for several EMP grenades to hit the tank. As such, the penetration roll may be re-rolled. In addition to these firing modes, the model always counts as having photon grenades and EMP grenades for free (even if it is a Crisis Suit).
Ion: Range: 18” Strength: 4 AP: 4 Type: Assault 1, Blast
Photon/EMP:Range: 18” Strength: N/A AP: N/A Type: Assault 1
Hyper-Fragmentation Launcher
The Hyper-Fragmentation Launcher is a powerful weapon used by Crisis Suits to weed out enemies hugging cover. It fires a salvo of primitive fragmentation bombs that target specific points, guided by a simple AI system. It has the following profile:
Range: 18” Strength: 4 AP: 5 Type: Assault 2, Blast
Tau Mortar
During the few campaigns the Imperium of Man unleashed its fury against the Tau, both sides learned much from each other. O’Shovah’s ranks adapted this knowledge of a heavy weapon fired from an unknown location to bombard, support their own ranks, and weaken the enemy. Using an unholy combination of Imperial design with Tau technology, the Tau’s Mortar was constructed. It fires a highly-charged Ion round that explodes on contact, tearing through most infantry’s armor. It has the following profile:
Range: G36” Strength: 4 AP: 4 Type: Heavy 1, Blast
Ionic Discharger
The Ionic discharger is a smaller and less powerful version of the dangerous Ion Cannon wielded by Hammerheads. It fires high-energy particles that will react explosively with the enemy target, searing both flesh and armor from everything but the most efficient and well-shielded armor. Because of its smaller size, it is less reliable and is prone to overheating, and is commonly used on Broadsides because of this. It has the following profile:
Range: 48” Strength: 6 AP: 3 Type: Heavy 2, Gets Hot!
Ork-Fighter Blade
The Ork-Fighter Blade is a specialized blade that pulses with energy and can slice an enemy in two with ease. It was first used in O’Shovah’s campaign against the Orks, when his forces discovered what metals and energies would cut through an enemy with a sickening ease. It confers a +1 bonus to the model’s Strength characteristic, and counts as a power weapon.
Fusion Blade
The Fusion Blade is a dangerous weapon; it is a sharpened piece of unknown metal that oozes super-heated melta-content onto the blade as it sears effortlessly through opponents. Against infantry, the model conveys an addition 1 strength. Against models with an armor value, the blade rolls 2D6 for penetration (but does not get the bonus strength).
Battlesuit Support Systems
Multi-tracker – 5pts
Target Lock – 5 pts
Sensor Spines – 5 pts
Drone Controller – 0pts
Shield Generator – 20 pts
Force Shield – 20 pts
Vectored Retro-Thrusters – 10pts
Advanced Defense System: – 0pts
Photonic ADS* – 20pts
Disruption ADS* – 20 pts
Flechette ADS* – 10pts
Ionic ADS – 15pts
Shrapnel ADS – 7pts
Holographic ADS – 7pts
*Shas’vre, Shas’el, and Shas’o only
Force Shield
The Force Shield is a very large shield which utilizes Shield Generator technology, located at the center of the shield. In close combat, the model is counted as having a 3+ Invulnerable Save. The Shield is large enough even to aid outside of close combat. It confers a 5+ Invulnerable save outside of close combat.
Advanced Defense System
Due to O’Shovah’s unique approach to warfare, several systems were designed. These systems immediately activate as soon as an enemy is within the perimeter, and only the swiftest opponents can land a blow before it erupts. There are many varying types of systems, however, all of them can give Tau the edge they need. The Advance Defense System counts as one system, though you may choose up to 2 Advance Defense Systems (or ADS) from the following list at the cost indicated (similarly to the drone controller).
Photonic ADS
This system throws out several bombs of light and sound that erupt similarly to photon grenades as soon as the enemy is within range. No model may count as charging when entering close combat. All combat is resolved as if the squad that charged consolidated into the non-charging squad. The controller cannot change when this defense system works, so it works both ways. Neither the friendly squad armed with the Photonic ADS nor the enemy squad in close combat with this squad may count as charging.
Disruption ADS
The disruption ADS throws out a constant field of sound, light, and a barrage of tiny pellets, disrupting close combat. Though these pellets deal no damage, they interfere with the flow of close combat. Those beings (and beasts) with astounding sensory organs are the most effected, as this overwhelms their delicate senses. Those creatures such as Orks who are naturally slow and purposeful are least effective. Battle soon erupts afterward, as one being awakes from this daze and clobbers another, as another being of another race awakes to obliterate those who still slumber, creating confusion and leveling the playing field of speed. All models (friend or foe) in the same combat as the model with the Disruption ADS resolve combat with an initiative of 1. No bonuses that affect initiative may be used (furious charge, Tyranid’s Adrenaline Glands, etc.), only such abilities that resolve at a higher initiative based on the model’s initiative may be utilized (such as other Defense Systems, Gargoyle’s Bio-plasma, Striking Scorpion’s Mandiblasters, etc.), though note that these ‘shoot’ off at the character’s new initiative skill of 1 (so the Mandiblasters hit at initiative 3, gargoyle’s plasma hits at initiative 2, etc.).
Flechette ADS
Similar to the Flechette launcher used on Vehicles, models attacking the character will be wounded on a 4+, with armor saves allowed. Independent Characters or single Crisis Suit teams without drones (‘Monats’) only.
Ion ADS
This defense system throws out a plasma-like wave that damages several enemies in close combat. At +2 the model’s initiative, it is triggered. Place a blast template over the character. All models (including friendly models) touching the blast template take a S455, AP4 hit.
Shrapnel ADS
This defensive system sends out an eruption of bits of used metal, glass, and other useless shrapnel into the enemy in front of the model. Tau models are often armored such that they are immune to such an attack done in a direction that doesn’t point towards them, preventing friendly casualties. This shrapnel attack counts as 2, S3, AP – attacks at +2 the model’s initiative, which hit automatically.
Holographic ADS
This defense system uses a less violent mode of defense. It projects a similar reflection of the warrior directly in front. All models in base-to-base contact of the character lose one attack in the Assault phase (to a minimum of 1) as they chase after shadows of the real threat. The holographic ADS also serves to demoralize the enemy, making them think there are more enemies than what there actually are. When in close combat, each model with the Holographic ADS adds one to the unit’s size for outnumbering purposes.
Battlesuit Wargear
Hard-wired Multi-tracker – 5pts
Hard-wired Target Lock – 5 pts
Hard-wired Sensor Spines – 5 pts
Hard-wired Drone Controller – 0pts
Bonding knife – 1 pts
Merchant’s Poison Coat – 5pts
Adrenaline Booster – 5pts
Failsafe Detonator* – 15pts
Gun Drone – 10pts
Combat Drone – 15 pts
Shield Drone – 15pts
*Shas’vre, Shas’el, and Shas’o only
Adrenaline Booster
The character’s Battlesuit is equipped with a system of drugs which pump through the character’s blood and enhance the effects of his adrenaline. The character’s initiative characteristic is improved by 1, replacing the base characteristic and is used in every instance (order of combat, sweeping advance rolls, etc). The new initiative is used in cases of the Advanced Defense Systems, except in the case of the Disruption ADS, as it replaces the model’s base initiative.
Bonding knife
Same as earlier post: Counts as an extra close combat weapon, may regroup when under 50% strength, and never counts towards maximum weapons the model may carry.
Combat Drone
This type of drone is used for engaging enemy threats that close in towards the team. It is useful at a very close range, and especially in close combat. It is armed with two pulse pistols and sensor spines. Note these pistols are not twin-linked and fire separately.
Merchant’s Poison Coat
Only Ork Fighter Blades may be coated in Merchant’s Poison. They follow the rules for Merchant’s Poison in the armory.
Vehicle Armory
Same, except no Blacksun Filter.
I am sorry that this list is probably really boring to read. Sorry I can't throw in pretty pictures or diagrams every so often
This list is quite unique to any other list; Tau are basically models with horrible stats with awesome Wargear. I cannot think of any other race that is like that, making this list unique and different to play. I also used various ideas that were already used in a variety of codices (so it isn’t like I’m elected to make up a ton of bullsh** just so my army is amazing). I used some of my own ideas (the Advance Defense Systems and huge Drone Squadrons were almost entirely my idea), but borrowed ideas (and some ball-park point costs and balancing things) from Space Marines, Imperial Guard, Tyranids, Orks, Eldar, etc. I’m sure point costs will need to be tweaked, but I’m happy with the list as is. So, without further delay, here is the list (and, yes, it is quite long!! Though, this is actually a shortened version; I cut down some of the fancy-soundingness, and cut out all redundancy):
Special Army Rules
Jump Infantry (Jet Packs) – Due to the unique and agile nature of these jetpacks, they can engage enemies in close combat wherever they chose to, due to the fact they charge using jump packs rather than barreling towards the enemy on foot. Any model made with a Jet Pack that is charging another unit may move 6” anywhere, as long as they end up in base to base contact with an enemy model or within 2” from a friendly model who is. Note that this overrides that a squad charging another squad must engage the closest model first, using the shortest possible route.
Headquarters
Crisis Battlesuit Commander – Shas’o’s stats are changed to be WS – 5; BS – 4; I – 4. Shas’el’s stats are changed to be WS – 4; BS – 3. Otherwise, everything else is the same, other than the armory.
Crisis Battlesuit Bodyguard Team – Shas’vre’s stats are changed to be WS – 4. Otherwise, everything else is the same, other than the armory.
Firewarrior Commander – Some Commanders choose to fight on the ground with their brethren in order to make the most impact they can. Others are forced to, due to their finances. No matter the reason, these Commanders are some of the most revered and the loyalty given to them rival even the Ethereals of Old.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’o............75..........5........4......3.....3.....3.....4.....4.....10......4+
Shas’el...........50..........4........3......3.....3.....2.....3.....3.....9........4+
Unit Type: Infantry.
Equipment: Pulse Rifle OR Pulse Carbine OR Pulse Pistol and Close Combat Weapon. He also has Photon and EMP grenades at no extra cost. May pick items from Infantry Armory.
Special Rules
Independent Character: Universal Rule.
Bodyguard: May take Firewarrior Bodyguard Team.
Immense Loyalty: Some of the most admired Commanders in the O’Shovah force are those who choose to fight like any other Firewarrior; on foot. They also live and eat in almost the same manner as their lowest and youngest Shas’la. This inspires vast loyalty from his troops, almost to the point to rival that of an Ethereal of Old. Units within 6” may use the Commander’s leadership for any morale tests. In addition, any unit joined by a Commander is Stubborn.
Dire Circumstances: Due to the troop’s incredible devotion to their Commander, they will hurl themselves at any enemy in the swirling melee, confident of any outcome. Any Tau unit within the same combat as the Commander will count as having Preferred Enemy universal special rule, with the enemy as their preferred enemy.
Firewarrior Bodyguard Team – The Firewarrior Bodyguard Team consists of those Firewarriors who are both well-known to their Commander and who have proven themselves several times in the field. It is a quite coveted position among loyal Shas’ui and Shas’vre.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’vre..........18..........4........3......3.....3.....1.....3.....2.....8.......4+
Team: 4-7 Shas’vre.
Unit Type: Infantry.
Equipment: Pulse Rifle OR Pulse Carbine OR Pulse Pistol or Close Combat Weapon. Any may pick items from Infantry Armory.
Options: Photon (+1pts/per model), EMP grenades (+3pts/per model). May take 4 special weapons: flamer at +6 points, burst cannon at +8 points, missile pods at +10 points, fusion blaster at +12 points, or plasma rifle at +15 points. Any model may replace their weapons for a Ceremonial Honor Blade and Pulse Pistol at +10 points.
Transport: Devilfish at +80pts.
Elites
Crisis Battlesuit Team – Shas’ui’s stats are changed to WS – 3, I – 3. Shas’vres stats are changed to WS – 4. Otherwise, everything else is the same, other than the armory.
0-1 Stealth Battlesuit Team – Shas’ui’s stats are changed to WS – 3, I – 3. Shas’vres stats are changed to WS – 4. They may not take Fusion Blasters, Support Systems or Markerlights. Otherwise, everything else is the same, other than the armory.
0-2 Elites – Specialist Firewarrior Team - This specialized team fights on foot, engaging large, primary threats to the army’s firing line. They can dish out several times their own strength using a combination of their own attacks and those shot out by the shrapnel defense system. Perfect for engaging a mass of enemy troops that charge forward, these warriors have proven themselves many times in the ranks of O’Shovah.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’ui............15...........3........3......3.....3.....1.....3.....2.....8.......4+
Shas’vre..........+10.........4........3......3.....3.....1.....3.....2.....8.......4+
Team: 5-10 Fire Warriors and a Devilfish.
Unit Type: Infantry.
Equipment: Pulse Pistols and Close Combat Weapons, and an integral Shrapnel Advance Defense System.
Options: Photon/EMP Grenades. 3 Special Weapons: Honor blade and bonding knife at +10 points, flamer at +6 points, fusion blaster at +12 points, or plasma rifle at +15 points. Any model may coat their Close Combat Weapon or Honor Blade in Merchant’s Poison for an additional 2 points.
Character: Shas’vre Team Leader at +10pts. May select items from Infantry Armory.
[/b]Transport:[/b] Must take a Devilfish.
SPECIAL RULES
Transport Experts: A specialist firewarrior team has fought, lived, and dwelled around their beloved Devilfish most of their military careers. As such, they become quite gifted in the coordination and timing needed for pouring out of a Devilfish in the middle of a frantic battle just in time to catch the enemy unaware. Once every battle, the team’s dedicated transport may be counted as open-topped for one turn, including the enemy’s following shooting phase. This means the team may deploy, fire, and charge out of the Devilfish the same turn they disembarked. It also means the Devilfish is more susceptible to enemy fire the following turn.
Merchant’s Poison: Weapons coated in this substance follow the rules under the Merchant’s Poison entry. See the armory.
Troops
Firewarriors Defender Team – The team may not take either a Devilfish or Markerlight. They may also take 2 special weapons: Plasma Rifle at +15 points, Missile Pods at +10 points, Burst Cannon at +5 points, Hyper-Fragmentation Launcher at +15 points, or a Tau Mortar at +10 points.
Otherwise, everything else is the same, other than the armory.
[/u]0-2 Firewarriors Storm Team[/u] – These Shas’la have learned the ways of close combat and have heavily trained to improve their speed and skill in close combat. However, due to Tau’s natural poor eyesight, they have lost some of their ability to work at a range. Often armed in a Devilfish, these warriors can rival enemy troops in their close combat abilities.
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’la............10..........3........2......3.....3.....1.....3.....1.....7........4+
Shas’ui..........+10..........3........3......3.....3.....1.....3.....2.....8........4+
Team: 6-12 Fire Warriors
Unit Type: Infantry.
Equipment: Pulse Pistols and Close Combat Weapons OR Pulse Carbine.
Options: Photon/EMP Grenades. Up to two models can be armed with a weapon from the following list at the cost indicated: Plasma Rifle at +15 points, Fusion Blaster at +12 points, Burst Cannon at +5 points, Flamer at +4 points, or a Tau Grenade Launcher at +20 points.
Character: Shas’ui team leader at +10 points. Shas’ui has access to Infantry Armory.
Transport: Devilfish.
0-1 Pathfinder Scout Team
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’la............15..........2........3......3.....3.....1.....2.....1.....7........4+
Shas’ui..........+10..........3........3......3.....3.....1.....3.....2.....8........4+
Team: 4-8 Pathfinders.
Unit Type: Infantry.
Equipment: Rail Rifles
Options: 2 Special Weapons: Spotter’s Gear and a Pulse Pistol at +10 points, Missile Pod at +5 points, Smart Missile System at +15 points, Tau Mortar at +5 points, or a Plasma Rifle at +10 points.
Character: Shas’ui team leader at +10 points, and may select items from the Infantry Wargear list.
Pathfinders Team – 3 Special Weapons: Rail Rifle and a Target Lock at +10 points, Plasma Rifle at +15 points, Missile Pod at +10 points, Burst Cannon at +5 points, Hyper-Fragmentation Launcher at +15 points, Tau Mortar at +10 points, Flamer at +4 points, Fusion Blaster at +12 points, or a Tau Grenade Launcher at +20 points. Other than that, everything else is the same, other than the armory.
Fast Attack
Drone Squadron
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Drone...........varies........2........2......3.....3.....1.....4.....1.....7........4+
Team: Consists of 6-12 Standard Drones and 0-3 Non-Standard Drones.
Gun Drone Cost: 10 points
Equipment: Twin-linked Pulse Carbines
Type of Drone: Standard Drone
Combat Drone Cost: 15 points
Equipment: 2 Pulse Pistols, Sensor Spines
Type of Drone: Standard Drone
Shield Drone Cost: 15 points
Equipment: Shield Generator
Type of Drone: Non-Standard, Defensive Drone
Special Rules: Close Protection
Stealth Drone Cost: 20 points
Equipment: Advanced Stealth Field Generator
Type of Drone: Non-Standard, Defensive Drone
Special Rules: Advanced Stealth Field Generator
Suvival Drone Cost: 30 points
Equipment: Sensor Spines, Holographic ADS, Survival Gear
Type of Drone: Non-Standard, Specialized Drone
Special Rules: Survival Gear
Marker Drone Cost: 30 points
Equipment: Networked Markerlight, Targeting Array
Type of Drone: Non-Standard, Specialized Drone
Failsafe Drone Cost: 20 points
Equipment: Tau Grenade Launcher, Mini-Failsafe Detonator
Type of Drone: Non-Standard, Specialized Drone
Special Rules: Mini-Failsafe Detonator
Sniper Drone Cost: 20 points
Equipment: Rail Rifle, Targetting Array, Target Lock
Type of Drone: Non-Standard, Heavy Drone
Heavy Weapons Drone Cost: 15+Weapons points
Equipment: Has 2 Crisis Suit Systems, Targeting Array
Type of Drone: Non-Standard, Heavy Drone
Annihilator Drone Cost: 35 points
Equipment: Pulse Pistol, Fusion Blade, Sensor Spines, Shrapnel ADS
Type of Drone: Non-Standard, Heavy Drone
SPECIAL RULES
Close Protection: Same as in Tau Empire Codex.
Advanced Stealth Field Generator: These Stealth Drones have elaborate, complex gear that projects a distorting shield around the entire squad. As long as one stealth drone is alive, the entire squad may use a 6+ Cover Save. To have an effective field, though, multiple stealth drones are required. If there are 3 or more Stealth Drones in the squadron, the entire squad gains the Infiltration ability. Also, the entire squadron counts as being equipped with Stealth Field Generators.
Survival Gear: The Survival Drones are equipped with a field of sensors and defensive technology that intercept locations of incoming fire, quickly giving orders to the rest of the squadron to adjust their location in order to avoid fire. As long as there is one Survival Drone remaining, the entire squad receives a 6+ Invulnerable save. The Drone is also equipped with a smaller version of the shield generator equipped on Shield Drones, giving the Survival Drone a 5+ Invulnerable. Because Drones are programmed for survivability, all of these safety precautions increase the ‘confidence’ and allow the drones to charge forward in circumstances which they would fall back to reassess the situation. Each Survival Drone bestows +1 cumulative modifier to Leadership to the squadron, up to a maximum of 10.
Mini-Failsafe Detonator: Same as the Failsafe Detonator, except the Large Blast is at Strength 4, AP – .
Annihilator Squadron: One Drone Squadron per army may be upgraded to a Drone Annihilator Squadron. Instead of having the normal team limits, the Squadron may take 6-12 Drones, 0-3 Defensive Drones, 0-3 Specialized Drones, and 0-3 Heavy Drones.
Buzzing Traffic: Drone Squadrons communicate to each other, sending a flurry of minor messages to each other every second in order to continue their network. Since each Drone has the intelligence of an average squirrel, and because of their sometimes massive squads, these intelligences are almost overwhelming for any Tau. Any other friendly unit within 6” of the Drone Squadron is automatically Pinned, no matter the phase. Also, Independent Characters or any other models may not join the Drone Squadron.
0-1 Fast Attack – Piranha Light Skimmer Team – Same as in Tau Empire Codex, except for the Vehicle Armory.
Heavy Support
0-1 Broadside Battlesuit Support Team – Using the Broadside Team from Tau Empire, except changing base points to 50. They must choose 2 systems, which may be either weapons or support systems, and their standard weapons are only a twin-linked railgun.
0-1 Broadside Battlesuit Assault Team –
Name.........Points.....WS.....BS.....S........T.....W.....I.....A.....Ld.....Sv
Shas’ui............70...........3........3......5.....4.....2.....3.....2.....8.......2+
Shas’vre..........+10.........4........3......5.....4.....2.....3.....2.....8.......2+
Team: 1-3 Broadsides.
Unit Type: Jump Infantry (Jet Pack).
Equipment: XV88 Broadside Battlesuit, Ionic Discharger, Fusion Blade, Advanced Propulsion System, Force Shield.
Options: Each Broadside must be equipped with 1 support system. Any model may be equipped with hard-wired Sensor Spines for +5 points per model.
Character: Shas’ui Team Leader at +5 points, Shas’vre at +10 points. Both have access to the Battlesuit Armory.
SPECIAL RULES
XV88 Battlesuit: As in Tau Empire Codex.
Advanced Propulsion System: Broadside Assault Teams are equipped with a specialty propulsion system that counteracts their cumbersome armor and lets them act as a mobile weapons platform. Broadsides equipped with the Advanced Propulsion System follow the rules of “Slow and Purposeful” universal rules. In addition, their assault movement (using the jet pack) is reduced to a D6 roll, which may be re-rolled.
0-1 Hammerhead – Same as in Codex: Tau Empire, except for the Vehicle Armory.
************************************
Merchant’s Poison
Because of O’Shovah’s financial state, he seeks alternatives for deadly weaponry. Traveling merchants have cut deals to sell the small force poison that they would often use to poison rival merchants. This poison is deadly when entered into the bloodstream, able to kill an enemy twice the character’s size. However, their skin (or hardened carapace) must be broken in order for this poison to take affect. Any unit with +1 or +2 toughness than the character’s strength is wounded on a 4+. Enemies with 3 or more toughness than the character’s strength, or enemies with the same or less toughness than the character’s strength are wounded as normal. Include any bonuses to strength (honor blade, ork fighter blade, etc.) in this calculation. I have a new to-wound-roll table for this, but it is too difficult to change format of. Examples:
A Tau Shas’o Firewarrior Commander armed with a Ceremonial Honor Blade coated in Merchant’s Poison is charged by a Carnifex with a Bonded Exoskeleton and several ripper swarms. He may elect to attack the Carnifex, which he will wound on a 4+, or the ripper swarms, which he will wound on a 2+ as normal, since their toughness is lower than the Commander’s modified strength.
A Crisis Suit with a Merchant’s Poison-coated Ork Fighter Blade charges a Wraithlord. If he survives, the Crisis Suit will wound the Wraithlord on a 4+.
A Firewarrior with a Pulse Pistol and a Poison coated close combat weapon will wound a Carnifex (without the toughness upgrade) on a 6 as normal, as its toughness (6) is 3 higher than the Firewarrior’s strength (3).
Infantry Armory
Bonding Knife – 1pts
Pulse Rifle – 1pts
Pulse Pistol – 1pts
Photon Grenades – 1pts
EMP Grenades – 3pts
Hard-wired Drone Controller – 0pts
Hard-wired Target Lock – 5pts
Merchant’s Poison Coat – 2pts
Ceremonial Honor Blade – 12pts
Commander Relay-Station* – 15pts
Gun Drone – 10pts
Combat Drone – 15pts
Shield Drone – 15pts
*Firewarrior Commander only
Bonding Knife
This ceremonial knife is carried by the leader of a Fire Caste Warrior teams, showing the loyalty and brotherhood they have formed. As long as a bearer of these knives remains alive, the team may regroup even if below half strength. Unlike the Tau cousins who reside in the Empire and do not utilize a Bonding Knife in close combat, those in O’Shovah’s force find it invaluable secondary blade. In this fashion, the Bonding Knife counts as a Close Combat Weapon and never contributes to any maximum number of weapons the model may hold.
Ceremonial Honor Blade
Similar to the Ethereal’s Honor Blade in look, weight, function, and style, the Ceremonial Honor Blade is used by skilled Firewarriors in order to slice through their enemies with ease. It requires two hands to wield, adds +2 to the wielder’s strength, and counts as a Heavy Close Combat weapon, similar to an Ork’s Choppa. The Honor Blade has a crest engraved at the back of the blade, which a Bonding Knife may fit perfectly in and be fastened, turning it into a twin-bladed, light-weight weapon perfect for several swift attacks in rapid succession. Because of this, if a model is equipped with both the Ceremonial Honor Blade and a Bonding Knife, it may claim an additional attack for two close combat weapons, even though the Ceremonial Honor Blade is two handed. If any Tau belonging to the Tau Empire see this noble-like blade, they will be filled with hatred and disgust and fight with renewed vigor. Any enemy Tau models within the same combat as a friendly model who wields the Ceremonial Honor Blade gain Preferred Enemy: Tau.
Combat Drone
This type of drone is used for engaging enemy threats that close in towards the team. It is useful at a very close range, and especially in close combat. It is armed with two pulse pistols and sensor spines. Note these pistols are not twin-linked and fire separately.
Commander Relay Station
The Commander Relay Station enables a Commander to contact several units at once, giving orders in quickly in critical points of battle through the troop’s helmet communication systems. The Commander has much stronger control over the battle and is able to send stern words of encouragement to those who’s will is faltering, similar to the Master-Vox of the Imperial Guard. Any unit within 18” of the Commander may use his leadership for any Morale, Pinning, or Target Priority checks instead of their own.
Photon Grenades
Same as in Tau Empire Codex; Note every team member in close combat must be equipped with photon grenades in order to gain this benefit; Independent Characters may claim the benefit, since they count as a separate squad in close combat.
Merchant’s Poison Coat
Weapons coated in Merchant’s Poison follow the Merchant’s Poison rule in the armory. Only close combat weapons, bonding knives, and ceremonial honor blades may be coated.
Spotter's Gear
Certain Firewarriors have been trained to be skilled spotters, aiding their brethren that fight in close combat. They are equiped with gear for easy observation of a melee, and send information via a network of communication systems to the unit they are observing. Roll to hit as normal. If a hit is scored, then the Spotter may elect one model in close combat, and improve his WS, I, and A stats by 1 each. This reflects the fact that the spotter is sending information of enemy's locations and being a second pair of eyes for the character, letting him excel with his skills. This bonus applies for the Tau player's turn only; the assault phase in the enemy's turn is done as normal.
**Infantry-armed Special Weapons**
Some infantry may be armed with special weapons, such as missile pods or plasma rifles. Here are a few changes from a mobile, stable weapons platform of a Crisis Suit to the arm of a specially-trained Firewarrior infantry:
Burst Cannon – 2 Firing Modes instead of Assault 3: either Heavy 3 or Assault 2
Cyclone Pulse Blaster – Changed from Assault 2 TO Heavy 2
Fusion Blaster – No Changes
Hyper-Fragmentation Launcher – Assault 2 TO Heavy 2
Missile Pods – Assault 2 TO Heavy 2
Plasma Rifle – Only 1 per squad, due to funding
Smart Missile System – No Change
Tau Grenade Launcher – 18” range TO 12” range
Tau Mortar – No Change
*********************************
Battlesuit Weapon Systems
Plasma Rifle – 20 pts
Missile Pods – 12/18 pts
Fusion Blaster – 12/18 pts
Burst Cannon – 8/12pts
Flamer – 4/6 pts
Smart Missile System – 20 pts
Cyclone Pulse Blaster – 12 pts
Matter Destabilizer* – 20 pts
Tau Grenade Launcher – 25pts
Hyper-Fragmentation Launcher – 15 pts
Tau Mortar – 10 pts
Ionic Discharger – 15 pts
Ork-Fighter Blade – 10 pts
Fusion Blade* – 15pts
*Shas’vre, Shas’el, and Shas’o only
Plasma Rifle
Same as in Codex: Tau Empire, except only 1 may be taken per team.
Smart Missile System
Same as in Codex: Tau Empire. Yes, it remains a Heavy weapon.
Cyclone Pulse Blaster
The Cyclone Pulse Blaster is similar to other Pulse weaponry. The weapon is comparable to twin-Pulse Rifles that draws its strength from a powerful energy source and is capable of maintaining a rapid rate of fire. It has the following profile:
Range: 36” Strength: 6 AP: 4 Type: Assault 2, Twin-linked
Matter Destabilizer
The Matter Destabilizer is an advance and unpredictable weapon that was forged to combat dire situations. It works by opening a very small fraction of the warp on top of the enemy, creating a vacuum and defeating almost any enemy with similar ease. It always wounds on a 4+ against infantry, and if a 6 is rolled to hit, the model is wholely sent to the warp; the model is wounded automatically. Against vehicles, the weapon has limited use, but still can penetrate even the strongest armor with a precisely laid portal. It counts as having a strength of 3 against vehicles and, if a 6 is rolled on the roll to penetrate, it may roll an additional dice and add the total together. Armor values above 12 counts as having an armor value of 12; denser and better armor will not help against a warp portal, especially if it opens on the inside! The Matter Destabilizer is also a new technology to the Tau and is very unreliable and is dangerously prone to overheating. It has the following profile:
Range: 18” Strength: N/A AP: 1 Type: Assault D3, Gets Hot!, Rending, Lance
Tau Grenade Launcher
The Tau grenade launcher uses a magnetic advanced propulsion system to lob normal hand grenades a long distance, increasing the squad’s flexible. Those Tau who use this always carries a variety of grenade types, useful for combating a variety of circumstances. The Tau grenade launcher has three firing modes; the first is a peculiar Ionic grenade that is highly explosive and can shred any light to medium armor with ease, and has the profile listed below. The second variety of grenades fires a highly volatile upgraded photonic grenade which lands and creates a blinding flash of light. Roll to hit the squad as normal. If a hit is rolled, then the enemy squad must make a leadership test with a -1 modifier; if the squad fails this test, they are counted as pinned. This -1 modifier lasts until the end of the Tau player’s turn. If multiple models are firing this photonic grenade (even in the same squad), this modifier is cumulative for each photonic grenade, up to a maximum modifier of -2. The third type of grenade is a volley of tiny EMP grenades. Roll to hit as normal. When rolling for penetrating, a roll of a 1-3 deals no damage; a roll of a 4 or 5 counts as a glancing hit, and a roll of a 6 is a penetrating hit. Because of the amount of EMP grenades launched, it is not uncommon for several EMP grenades to hit the tank. As such, the penetration roll may be re-rolled. In addition to these firing modes, the model always counts as having photon grenades and EMP grenades for free (even if it is a Crisis Suit).
Ion: Range: 18” Strength: 4 AP: 4 Type: Assault 1, Blast
Photon/EMP:Range: 18” Strength: N/A AP: N/A Type: Assault 1
Hyper-Fragmentation Launcher
The Hyper-Fragmentation Launcher is a powerful weapon used by Crisis Suits to weed out enemies hugging cover. It fires a salvo of primitive fragmentation bombs that target specific points, guided by a simple AI system. It has the following profile:
Range: 18” Strength: 4 AP: 5 Type: Assault 2, Blast
Tau Mortar
During the few campaigns the Imperium of Man unleashed its fury against the Tau, both sides learned much from each other. O’Shovah’s ranks adapted this knowledge of a heavy weapon fired from an unknown location to bombard, support their own ranks, and weaken the enemy. Using an unholy combination of Imperial design with Tau technology, the Tau’s Mortar was constructed. It fires a highly-charged Ion round that explodes on contact, tearing through most infantry’s armor. It has the following profile:
Range: G36” Strength: 4 AP: 4 Type: Heavy 1, Blast
Ionic Discharger
The Ionic discharger is a smaller and less powerful version of the dangerous Ion Cannon wielded by Hammerheads. It fires high-energy particles that will react explosively with the enemy target, searing both flesh and armor from everything but the most efficient and well-shielded armor. Because of its smaller size, it is less reliable and is prone to overheating, and is commonly used on Broadsides because of this. It has the following profile:
Range: 48” Strength: 6 AP: 3 Type: Heavy 2, Gets Hot!
Ork-Fighter Blade
The Ork-Fighter Blade is a specialized blade that pulses with energy and can slice an enemy in two with ease. It was first used in O’Shovah’s campaign against the Orks, when his forces discovered what metals and energies would cut through an enemy with a sickening ease. It confers a +1 bonus to the model’s Strength characteristic, and counts as a power weapon.
Fusion Blade
The Fusion Blade is a dangerous weapon; it is a sharpened piece of unknown metal that oozes super-heated melta-content onto the blade as it sears effortlessly through opponents. Against infantry, the model conveys an addition 1 strength. Against models with an armor value, the blade rolls 2D6 for penetration (but does not get the bonus strength).
Battlesuit Support Systems
Multi-tracker – 5pts
Target Lock – 5 pts
Sensor Spines – 5 pts
Drone Controller – 0pts
Shield Generator – 20 pts
Force Shield – 20 pts
Vectored Retro-Thrusters – 10pts
Advanced Defense System: – 0pts
Photonic ADS* – 20pts
Disruption ADS* – 20 pts
Flechette ADS* – 10pts
Ionic ADS – 15pts
Shrapnel ADS – 7pts
Holographic ADS – 7pts
*Shas’vre, Shas’el, and Shas’o only
Force Shield
The Force Shield is a very large shield which utilizes Shield Generator technology, located at the center of the shield. In close combat, the model is counted as having a 3+ Invulnerable Save. The Shield is large enough even to aid outside of close combat. It confers a 5+ Invulnerable save outside of close combat.
Advanced Defense System
Due to O’Shovah’s unique approach to warfare, several systems were designed. These systems immediately activate as soon as an enemy is within the perimeter, and only the swiftest opponents can land a blow before it erupts. There are many varying types of systems, however, all of them can give Tau the edge they need. The Advance Defense System counts as one system, though you may choose up to 2 Advance Defense Systems (or ADS) from the following list at the cost indicated (similarly to the drone controller).
Photonic ADS
This system throws out several bombs of light and sound that erupt similarly to photon grenades as soon as the enemy is within range. No model may count as charging when entering close combat. All combat is resolved as if the squad that charged consolidated into the non-charging squad. The controller cannot change when this defense system works, so it works both ways. Neither the friendly squad armed with the Photonic ADS nor the enemy squad in close combat with this squad may count as charging.
Disruption ADS
The disruption ADS throws out a constant field of sound, light, and a barrage of tiny pellets, disrupting close combat. Though these pellets deal no damage, they interfere with the flow of close combat. Those beings (and beasts) with astounding sensory organs are the most effected, as this overwhelms their delicate senses. Those creatures such as Orks who are naturally slow and purposeful are least effective. Battle soon erupts afterward, as one being awakes from this daze and clobbers another, as another being of another race awakes to obliterate those who still slumber, creating confusion and leveling the playing field of speed. All models (friend or foe) in the same combat as the model with the Disruption ADS resolve combat with an initiative of 1. No bonuses that affect initiative may be used (furious charge, Tyranid’s Adrenaline Glands, etc.), only such abilities that resolve at a higher initiative based on the model’s initiative may be utilized (such as other Defense Systems, Gargoyle’s Bio-plasma, Striking Scorpion’s Mandiblasters, etc.), though note that these ‘shoot’ off at the character’s new initiative skill of 1 (so the Mandiblasters hit at initiative 3, gargoyle’s plasma hits at initiative 2, etc.).
Flechette ADS
Similar to the Flechette launcher used on Vehicles, models attacking the character will be wounded on a 4+, with armor saves allowed. Independent Characters or single Crisis Suit teams without drones (‘Monats’) only.
Ion ADS
This defense system throws out a plasma-like wave that damages several enemies in close combat. At +2 the model’s initiative, it is triggered. Place a blast template over the character. All models (including friendly models) touching the blast template take a S455, AP4 hit.
Shrapnel ADS
This defensive system sends out an eruption of bits of used metal, glass, and other useless shrapnel into the enemy in front of the model. Tau models are often armored such that they are immune to such an attack done in a direction that doesn’t point towards them, preventing friendly casualties. This shrapnel attack counts as 2, S3, AP – attacks at +2 the model’s initiative, which hit automatically.
Holographic ADS
This defense system uses a less violent mode of defense. It projects a similar reflection of the warrior directly in front. All models in base-to-base contact of the character lose one attack in the Assault phase (to a minimum of 1) as they chase after shadows of the real threat. The holographic ADS also serves to demoralize the enemy, making them think there are more enemies than what there actually are. When in close combat, each model with the Holographic ADS adds one to the unit’s size for outnumbering purposes.
Battlesuit Wargear
Hard-wired Multi-tracker – 5pts
Hard-wired Target Lock – 5 pts
Hard-wired Sensor Spines – 5 pts
Hard-wired Drone Controller – 0pts
Bonding knife – 1 pts
Merchant’s Poison Coat – 5pts
Adrenaline Booster – 5pts
Failsafe Detonator* – 15pts
Gun Drone – 10pts
Combat Drone – 15 pts
Shield Drone – 15pts
*Shas’vre, Shas’el, and Shas’o only
Adrenaline Booster
The character’s Battlesuit is equipped with a system of drugs which pump through the character’s blood and enhance the effects of his adrenaline. The character’s initiative characteristic is improved by 1, replacing the base characteristic and is used in every instance (order of combat, sweeping advance rolls, etc). The new initiative is used in cases of the Advanced Defense Systems, except in the case of the Disruption ADS, as it replaces the model’s base initiative.
Bonding knife
Same as earlier post: Counts as an extra close combat weapon, may regroup when under 50% strength, and never counts towards maximum weapons the model may carry.
Combat Drone
This type of drone is used for engaging enemy threats that close in towards the team. It is useful at a very close range, and especially in close combat. It is armed with two pulse pistols and sensor spines. Note these pistols are not twin-linked and fire separately.
Merchant’s Poison Coat
Only Ork Fighter Blades may be coated in Merchant’s Poison. They follow the rules for Merchant’s Poison in the armory.
Vehicle Armory
Same, except no Blacksun Filter.