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CODEX TAU 2nd Edition ver1.

5T
Please note this codex is an edited version of the original codex from Master Gunner

THE USUAL RESTRICTIONS OF NOT MORE THAN 50% CHARACTERS AND


50% SUPPORT APPLY. SQUADS MUST TAKE UP AT LEAST 25% OF THE
TOTAL POINTS.
The Tau and the Warp: The Tau, as a race, have very little presence within the warp. This has
influenced the way in which Tau travel through space but has a significant effect on the battlefield. The
Tau will always successfully nullify on a d6 score of 4+, regardless of any other modifiers (such as mastery
level). This represents the difficulty for a psyker to actually locate a Tau using his powers.

Tau Battlesuit Technology


Battlesuit Systems:
There are three types of Tau battlesuit. Their capabilities are summarized on the
table below

XV8 Crisis S T W Save


+2 +1 +1 1+(d6)
Jetpack, 3 weapon systems or support systems

XV15 Stealth S T W Save


+1 - - 3+(1d6)
Jetpack, Stealthsuit, burst cannon

XV88 Broadside S T W Save


+1 - - 3+(2d6)
2 Weapon systems, 1 support system.

In addition to the major features of each battlesuit type shown in the summary, all battlesuits
incorporate Targeters, Improved Sensors and .Recoil Absorbtion.

Recoil absorption:
All XV battlesuits are designed to compensate for the recoil of light weapons fire. This
ability does not extend to heavy weapons, however, and the user must be stationary to fire them. In this
regard XV Battlesuits are not as well stabilized as Space Marine Terminators but they do have a better
range of weapon fits available.

Improved Sensors:
Crisis, Stealth and Broadside suits are equipped with a number of variable spectrum
sensors and scanners which allow them to detect models using the hidden/infiltration rules up to a range of
12”. No infiltrators may be deployed within the range of these sensors.

Battlesuit Equipment;
All battlesuits are equipped with targeters and count as bonded. Both Crises and
Broadside units are targeted as vehicles and follow the 6” squad coherency rules for vehicles. The
following equipment is fitted to specific battlesuit types and drones. They cannot be used with other
battlesuits or by models not wearing battlesuits.
Jetpack;
Tau jetpacks are extremely agile, combining anti-gravitic and jet technology.
A model with a jetpack can either:
Ÿ Use the jetpack as normal and leap 14”distance over obstacles not exceeding 4” in height.
Ÿ Use the jetpack for Pop-up attack over terrain not exceeding 7” in height and the total movement may
not exceed 14”. If a pop-up attack is to be made the models base move is limited to 7” and the pop-up
an additional 7”. No heavy weapons may be utilized in these attacks.
Ÿ May appear on the board during their movement phase using the Teleportation rules as described in the
40k rulebook (this represents the models being deployed from Aircraft). However if this option is used
their points value is increased by 50%.

Stealthsuit:
Stealthsuits incorporate a holographic disruption field that makes the wearer hard to spot.
Enemy models attempting to fire at a Stealthsuit fire with an extra -1 to their BS if the wearer is at short
range and -2 if the wearer is at long range. Any drones controlled by the wearer will have these modifiers at
a cost of 2pts per model.

Crisis battlesuit;
Each Crisis suit has three hard points, each of which MUST have a weapon or
support system allocated to it. Each member of a team may carry a different combination of weapons if
desired. Note that the Crisis suit has a 1+ armour save however the roll of a 1 still represents a failed save.

Crisis weapon systems are either: Flamers, Burst Cannon, Fusion Blasters, missile pods or Plasma rifles.

It is possible to mount the same weapon system on two hard points instead of one. The two weapons will
then fire like it is a single twin linked weapon . (In the case of linked flamers simply utilize the heavy
flamer template when linked.) It is not possible to mount the same weapon on three hard points. Note that
unless the Multi-tracker support system is fitted, Tau battlesuits may only fire a single weapon each turn.

Broadside Battlesuit Weapons:


Each Broadside battlesuit has three hard points. Broadside suits are capable
of mounting far heavier weapons than Crisis suits, and a single hardpoint can be fitted with a twin linked
weapon. Each member of a Broadside team may carry a different combination of weapons if desired.
A pair of twin-linked railguns will always occupy one hard point. A second hard point will mount either a
pair of twin linked plasma rifles or a linked smart missile system. The final hard point will always have a
battlesuit support system assigned to it.

Battlesuit Support Systems:


Support systems are not actually weapons as such but help to make the
battlesuit wearer more effective in battle. A model may not have more than one of the same support system

Sensor Multi tracker:


This sensor allows the suit wearer to fire two Crisis or Broadside weapon systems.

Sensor Target lock;


Compensates for all target movement and over watch modifiers.

Power Pack:
……………………Adds 50% to weapon range, +1 strength, additional -1 armour save, and d6 to armor
pen. Rolls. Jams on a to hit roll of one. For additional details see the Wargear section.

Shield Generator:
This confers a 4+ unmodifiable save.
Drone Controller:
A Drone controller enables the wearer to command up to two gun or two shield drones.
He may not control one of each.

Tau Tech Reliability:


Tau technology is very reliable. More so than Imperial tech. For this reason all Tau
Sustained fire weapons may ignore the first Jam result on a Sustained fire die, and if only using one
sustained fire dice may re-roll the result. However a re-rolled jam stands.

BATTLESUIT WEAPONS

Burst Cannon (vehicle mount)/Burst Cannon (battlesuit mount)


Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-15 15-36 - 5 d4 -2 d6+d4+5 Sust fire
0-9 10-18 +1 5 1 -1 d6+4 2d

Flamer
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
Special Special - 4 1 -2 d6+4 See 40k
rules rules wargear

Missile Pod
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 19-36 - 6 1d4 -2 1d6+1d41” blast
+6 2” blast
for salvo.
A Missile pod contains six missiles. A count must be kept as they are expended during long games. The
launcher can fire two missiles a turn in salvo or fire twice at independent targets.

Plasma Rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-6 6-24 +1 - 6 1 -2 d6+6 No
Recharge
The Tau Plasma rifle is lower powered than the Imperial equivalent but does not suffer from the same
overheating and therefore does not need to recharge.

Fusion Blaster.
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-6 6-12 +1 - 8 d6 -6 2d6+8 At 6” or
less add
2d6 to
armor
pene
The Tau Fusion Blaster is similar to the Imperial Meltagun but at short range has a much greater energy
focus.
Railgun (Solid shot)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-36 36-72 - - 10 2d6 -7 3d6+10
The Tau Battlesuit railgun uses linear accelerator technology to project a solid projectile at hypervelocity.
The vehicle mounted version can fire submunitions that are not available on the battlesuit version.

Smart Missile System


Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 19-36 -1 -1 5 1 -1 1d6+5 2” blast
The Smart Missile System fires self guiding missiles which first search for then hunt down the target,
passing around any blocking terrain. May only be fitted to XV88 suits.
The Smart missile can engage any detected target in range regardless of whether there is a line of sight to it
or not.

Wargear of the Tau

Hard-Wired Support Systems


In addition to their battlesuit systems, some Tau have support systems hard-wired in. These systems are
cybernetic in nature and are either entirely contained within the battlesuit helmet or implanted as warrior
jewelry and cannot be removed without surgery.

The same model cannot have more than one of each hard-wired support system and may not duplicate any
battlesuit support system on the same model.

Multi-tracker:
This enables the wearer to fire two weapon systems in one turn. Normal Fire warriors would
gain no benefit from this as they cannot carry two weapons .

Target lock :
Compensates for all target movement and over watch modifiers.

Blacksun filter:
The blacksun filter allows the wearer to fire at night as if he had the benefit of a
searchlight . Only models equipped with a blacksun filter gain this benefit. If for example a Broadside team
leader had a filter and his team didn’t ,only he could gain this benefit.

Drone controller:
A Drone controller enables the wearer to command up to two gun or two shield drones. He
may not control one of each.

Drones:
Drones are independent artificial intelligences , programmed to protect the Tau. Unlike the
imperium the Tau make extensive use of machine intelligences. The standard Drone consists of an
advanced processor, which individually is approximately as intelligent as a Pterasquirrel.
The drone unit is conventionally disc shaped, well-armoured and used for both tedious and dangerous
duties . Normally drones require regular orders from a Tau but when several intelligences are networked
together they are capable of acting independently for a long period. Any h2h wounds suffered by a Tau
unit must be allocated to the drone units first if they are within 2”. Drones are immune to psychology but
still take casualty based leadership tests as normal.
Break tests:
If drones are contained in a squad of Fire warriors then they are counted for the purposes of
casualties in a break test.
A unit consisting entirely of drones is treated as a normal unit except that it must be at least four
models strong . This is the minimum number to form a self-aware network .A unit with 4+ drones have a
Ld of 8. If a unit falls below this number or breaks then it will immediately move toward the nearest model
with a drone controller or the nearest squad of unbroken drones which ever is closer. If they join a drone
controller they will either wait on standby to be used by the controller or form a new unit with the
controllers drones (If this happens then the controller loses control of the drones for the rest of the game). If
none of these options are available, then they will retreat to the nearest table edge. Once they leave the table
they will not return .If however they encounter more retreating uncontrolled drones they may form a new
unit.

Controlled drones: Drones must maintain coherency with the unit their controller is in. If he is an
independent character then the drones and character form a unit

Honor Blade:
This is a long broad bladed spear mounted on a light weight metallic shaft. The honor blade
is used to settle disputes between ethereal caste members in stylized bloodless duels. It is used in elegant
sweeping movements where the blade becomes virtually invisable. It must be used in two hands-and counts
as two weapons. It adds +2 to the users Strength when rolling to wound and has the same stats as a Power
Sword. Ethereal only. (ST5, -3 save, 2d6+5 armor penetration, parry, +1 Attack, two handed weapon)

Markerlight:
Range 36 Strength n/a AP n/a
Models using markerlights as a weapon with the above profile instead of using their other
weapons, rolling to hit normally. Each markerlight hit can be used to either launch a seeker missile from
the nearest Seeker carrier or to mark a target for another vehicle or model . If marking a target then one
other vehicle or model in the Tau force which has yet to fire, may do so at the same target with a to hit roll
of 2+ with a single weapon (regardless of its BS with that weapon). Non-seeker weapons still require a line
of site to engage the marked model. Units with Markerlights must fire them before firing any other
weapons.

Power Pack: This system enhances the firepower of one non-missile/non-flamer weapon system mounted
on a battlesuit. The weapon adds +50% range, +1 strength, additional -1 to save, and +1D6 to all vehicle
armor penetration rolls. The danger is the weapon will overheat and so if a 1 is rolled on the to hit score the
weapon counts as jammed. It may not be used by XV88 railguns or alter any weapons special effects rules.

Shield Drones and Generators:


These emit a 2” power field around the Drone/ generator and confer a 4+
unmodified save to all models in their area of effect. Uncontrolled shield drones do not confer a save to
other units but may still utilize the 4+ save themselves.

Warp Mask: This device further masks the warp presence of all Tau within 12”. Any Tau targeted within
its field of effect is given a 5+unmodifiable save against all psychic effects
Tau Weaponry
Pulse Rifle ,Pulse carbine or Burst Cannon:
All three weapons are variants of the same technology. An
induction field is used to propel a particle. The particle reacts by breaking down to create a plasma pulse as
it leaves the barrel .The pulse rifle has a longer range than the other two weapons but doesn’t have the
firepower of the cannon, or launcher of the carbine. The Burst cannon are a multi barreled version of the
carbine able to sustain high rates of fire but lacking the grenade launcher. Drones do not have Photon
Grenade launchers on their carbines. A model using the carbine may opt to fire either the Pulse or the
Photon Grenade launcher. The launcher has a -1 to hit at long range 10-18” and no short range modifier.
Photon Grenades:
Tau photon grenades explode in blast of intense light and sound. Units firing from or
through the 2” blast template incur a -1 to hit for weapons fire and are reduced to the basic movement rate
if within the blasts effects. Exposed vehicle crew under the template may not fire weapons and must
reduce to slow speed to maintain control. Enclosed vehicle crew are affected only by the -1 targeting
modifier. Effects last until the end of the firing models next firing phase.
EMP Grenades:
……………….. EMP Grenades briefly emit an electro-magnetic pulse that overloads circuitry and causes
fires and other critical malfunctions. They are used when assaulting enemy vehicles and Dreadnoughts etc.
Roll a d6 for the targeted location: 1-3 grenade has no effect, 4-5 grenade penetrates with a -1 roll on the
damage table, 6 roll for damage. EMP grenades cannot be used by XV battlesuits and have no effect on
most living models. Terminators hit by an EMP grenade automatically take take a single strength 3 hit with
no armour save. May be thrown..
Hammerhead Railgun:
The Tau Battlesuit railgun uses linear accelerator technology to project a solid
projectile at hypervelocity. The vehicle mounted version can fire submunitions that are not available on the
battlesuit version. The 2” template is used to determine how many models are hit by the submunition
round.
Ion cannon:
Ion weaponry was developed by the Tau to help them capture enemy technology for inspection. For this
reason it is designed to immobilize enemy vehicles and weapon platforms by overloading their power systems and
thus rendering them useless but not destroying them. In effect the cannon serves as a long range EMP grenade with no
blast with 1 sustained fire dice worth of shots which must be within 4” of each other. The cannon effects all electro-
mechanical devices which use active power sources. Wraithguard, Dreadnoughts, vehicles, Terminators, Power
armoured models (In the case of Terminators and power armour the troops aren’t killed but count as casualties as they
cannot move due to the weight of their suits). When rolling for damage on vehicles, each penetrating roll (4+) causes
one damage. Any fires, explosions etc are treated as location destroyed results causing no extra damage and crew may
dismount as normal if they survive crashes etc. All ion special hit effects occur on rolls of 4+. Ablative armor will
have no effect. Fields that save hits are shorted out at the end of the firing phase this includes tyranid fields. Force
weapons are unaffected.
Smart missile system:
The smart missile launcher fires a cluster of small missiles. Each missile is guided by
a drone processor unit built into its warhead . Upon launch it will search for targets before selecting and
engaging one based on criteria previously detailed by its operator. It is therefore able to engage any
detected enemy in range even if it is not visible to the firer. A to hit modifier of -1 applies if the target has
cover from both top down attacks and direct LOS attacks. This is in addition to the missiles normal -1 to hit
modifier at all ranges. No other to hit modifiers apply to this weapon system.
Kroot rifle:
A basic slug thrower relying on chemical propellant and the transfer of kinetic energy. The Tau
have adapted the weapon to fire a charged pulse round supplied by them .This ammo gives the rifle far
greater stopping power and penetration. It is also fitted with blades near the muzzle and stock. These and
the incredible hand speed that a Kroot possesses due to its unique musculature makes these blades an
effective hand to hand weapon and counts as two weapons in close combat.
Pulse rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-15 15-30 +1 - 5 1 -1 d6+5
Pulse carbine
Short Long rng To hit To hit strength Damage Save Armour Special
rng short long Mod Pene
0-9 9-18 +1 - 5 1 -1 d6+5 Photon Grn Lchr
Short +0, Long -1
(10-18”)
Burst Cannon (vehicle)/Burst Cannon (battlesuit)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 18-36 - 5 d4 -2 d4+d6+5 Sust fire
0-9 10-18 +1 5 1 -1 d6+4 2d
Railgun( sub munition)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-36 36-72 - - 6 D4 -3 d4+d6+6 2” template
Ion cannon
Short rng Long rng To hit To hit strength Damage Save Armou Special
short long Mod r Pene
0-30 30-60 - - 6* Special Special Special Sustained fire
2* -1* 1d
• Numbers apply only if the special effects for power armor or EMP effects on vehicles do not. (IE
when targeting living creatures without powered armor.)

Smart Missile System


Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 19-36 -1 -1 5 1 -1 1d6+ 5 2” blast
no line of
site
needed
Kroot rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-12 12-24 Plus 1 - 4 1 0 d6+4 Close
combat 2
wpns
Kroot Gun
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-24 24-48 Plus 1 - 7 d3 -2 d6+d3+7 2 shots
roll to hit
for each
Rail Rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18” 19-36” - 7 D6 -3 2d6+7 Heavy
Weapon
Tau Vehicle Upgrades
Sensor Spines:
These are arrayed over a vehicle to allow it to detect a range of hazards. It will detect hidden
models within a 12” radius. Additionally the vehicle will only trigger a mine when passing over a minefield
on a roll of a 6 on 1d6. No infiltrators may be deployed within 12” of this system.
Multi-Tracker:
Negates all speed modifiers when firing this includes modifiers from the equipped vehicle as
well.
Targeting array:
This assists the crews’ aim by adjusting for the targets range and speed. Add an additional
+1 to the existing targeter’s effects.
Blacksun Filter:
This is simply a vehicle mounted version of the hard-wired version. It allows the vehicle to
act as if fitted with a searchlight .
Gun Drones:
A vehicle may be fitted with two Gun drones . They move with the vehicle in specially
designed recesses and may fire as normal using their own BS (they may not fire using any vehicle
upgrades). During the movement phase they may dismount in the same way as infantry and may form with
another unit. The drones may not rejoin the vehicle during the game.
Flechette Discharger:
Powerful clusters of reactive charges are attached to many Tau vehicles. If the vehicle
moves into proximity with an enemy they fire off a vicious clouds of high velocity Flechettes. They have
the same effect as frag defenders. Alternately, the flechette discharger may be taken as an auto-launcher if
desired. The player must specify the type of flechette discharger taken. The vehicle may not be equipped
with both.
Decoy Launchers:
These are mounted near the engines of Tau skimmers and fire clouds of reflective strips
and tiny emitter drones to protect the vulnerable thruster arrays. You may force your opponent to re-roll
penetration from ranged weapon hits. The second result stands. The launcher will not cause a re-roll of
close combat hits.
Disruption pod:
The pod throws out distorting images in both visual and magnetic spectra, making it hard to
target at long range. Weapons firing at the vehicle have their BS reduced by -1.
Seeker missiles:
These arrays are provided to allow Tau infantry to obtain immediate fire support. Any
model equipped with a markerlight may request a single missile to be launched if they score a hit on the
desired target with their markerlight.
Up to four missiles can be fitted to a single vehicle and launched in a single turn if
required , although each needs to be guided by a separate markerlight . Each missile is a single shot
weapon.
The missiles do not need a line of sight to the target. If they can draw a direct line of site
however they hit on a 2+. If the missiles must utilize a top down attack to engage the target they hit on a
3+.(If a top down attack would not allow a hit on the targeted location the missile will not launch.) The
missile is assumed to move in a straight line between the model carrying the missile and the target. It is
assumed to hit the facing that the markerlight is closest to.
The vehicle carrying the missiles has no control over them and cannot launch them itself.
The mechanism is remote and only responds to markerlights. Therefore if all models carrying Markerlights
are eliminated then all remaining Seeker missiles are unusable.
Seeker missile
Short Long rng To hit To hit strength Damage Save Armor Special
rng short long Mod Pene
unlim unlim - - 8 d12 -5 d6+d12 Markerlight
+8 use only.
2”Blast
Stealth Array: This device is considered to be active at the start of the game. It completely masks the
presence of the vehicle and it may not be targeted or charged while the array is active. This allows the
vehicle to ‘hide’ in the open and scanners will not detect its presence although models within initiative
range will detect a stealth equipped vehicle. The arrays effect lasts until the vehicle or transported troops
take an action in movement or firing phase. After this action the array has no further effect and may not be
used again. Any template weapons that impact the vehicles location will cause the vehicle to be detected.

TAU ARMOURY

An Ethereal caste member, any Fire caste member of Shas’vre rank or higher, or a Shas’Ui team leader
may select items from the following list. No model, except an Ethereal, may have more than 50 pts of
equipment from the armory.

Hard-wired support systems


A Shas ‘O, Shas ‘El or Ethereal may have up to three hard-wired systems.

Hard-wired multi-tracker...........................................................................10pts
Hard-wired Target lock............................................................................ …7pts
Hard-wired Blacksun filter....................................................................... …3 pts
Hard Wired Power Pack…………………………………………………. 15pts
Hard-wired Drone controller........................................................................2 pts (Drones extra)
Warp Mask (Ethereal only)………………………………………………10pts
Drones
Gun drones(Must have drone controller)..................................................17 pts
Shield drones(Must have drone controller)...............................................20 pts

Tau Vehicle Upgrades


Tau vehicles can have additional systems as outlined in their army list entry. Any vehicle upgrades
must be represented on the model. Apart from the seeker missile, no more than one of each upgrade may be
mounted on the same model. Tau vehicles may only have 50pts worth of upgrades unless they choose to
take a maximum of 4 seeker missiles(80pts).
This is the only way upgrades may exceed 50pts.
Sensor spines........................................................................................... 5 pts
Targeting Array.......................................................................................10 pts
Blacksun Filter........................................................................................ 5 pts
Pair of gun drones...................................................................................25 pts
Flechette Discharger............................................................................... 5 pts
Multi-Tracker…………………………………………………………..10 pts
Disruption Pod........................................................................................10 pts
Decoy Launchers....................................................................................15 pts
Seeker missile(Max 4 per vehicle)......................................................... 20 pts each
Stealth Array……………………………………………………………10 pts
Tau Characters

Commander(Tau: Shas’El or Shas’O)

M WS BS S T W I A LD
Shas’O 4 5 6 6 5 4 5 3 9
Shas’El 4 4 5 6 5 3 4 2 8

Shas’O.....................90 pts
Shas’El.....................80 pts

Equipment: Commanders are always equipped with an XV8 Crisis Battlesuit. The above profile has been
amended to reflect the suit’s enhancements. In addition he may select three (Shas’O) or two (Shas’El)
additional hard wired systems from the Tau armory.

Bodyguard: The Commander may be accompanied by a Bodyguard . If this is the case then their points
cost is included towards the characters total points limit of 50%.

XV8 Crisis Battlesuit options


See “Tau battlesuit Tech”. Must fill all 3 hard-points.

Flamer....................................................................9 pts(15 if twin linked)


Burst cannon..........................................................15pts(17 if twin linked)*
Plasma rifle............................................................6 pts(10 if twin linked)*
Fusion Blaster........................................................8 pts (14 if twin linked)*
Missile Pod............................................................20pts (35 if twin linked)*
* Occupies two hard-points if twin linked
Multi-Tracker.........................................................10 pts
Target lock..............................................................4 pts
Shield Generator.....................................................20 pts
Power Pack………………………………………..15 pts
Drone Controller +1 to 2 Gun drones.....................17 pts each drone
Drone Controller +1 to 2 Shield drones..................20 pts each drone

Ethereal Caste Member (Tau: Aun)

M WS BS S T W I A LD
Ethereal 5 4 4 3 3 2 3 3 10
NB There may only be a maximum of two Ethereal members on the board at any time.

Ethereal........................................50 pts

Equipment: The ethereal normally carries symbols of office that can be used as a pair of close combat
weapons(+1 attack). These may be exchanged for an Honor Blade for +10 pts. EMP grenades may be
taken for +5 points. He may select up to three pieces of equipment from the Tau armory.

Inspiring Presence: Tau units (not Kroot or drones) may re-roll any failed Ld tests if there is a friendly
Ethereal on the table. Any units joined by an ethereal caste member become immune to Psychology and
break tests.

Price of failure: Whilst the Tau are inspired by the presence of Ethereal caste members, they are
conditioned to fear their death above all else. When the last friendly Ethereal is killed then every unit of
Tau on the tabletop (not Kroot or drones) must take a break test at the start of their next turn if they are not
in HTH.
XV8 Crisis Battlesuit Bodyguard Team (Tau: Shas’Vre)

M WS BS S T W I A LD
Shas’Vre 4 4 5 6 5 3 4 2 8

Shas’Vre..............................58 pts

A Team consists of 1-2 Shas’Vre . There can only be one commander .

Equipment: Shas’Vre bodyguards are always equipped with XV8 Crisis battlesuits. The above profile has
been amended to reflect the suits enhancements. They may also select two pieces of extra equipment from
the Tau armory.

XV8 Crisis Battlesuit options


See “Tau battlesuit Tech”. Must fill all hard-points.

Flamer.....................................................................9pts(15 if twin linked)


Burst cannon..........................................................15pts(25 if twin linked)*
Plasma rifle.............................................................6 pts(10 if twin linked)*
Fusion Blaster.........................................................8 pts (14 if twin linked)*
Missile Pod............................................................20pts (35 if twin linked)*
* Occupies two hard-points if twin linked
Multi-Tracker.........................................................10 pts
Target lock..............................................................4 pts
Shield Generator.....................................................20 pts
Power Pack………………………………………..15 pts
Drone Controller +1 to 2 Gun drones.....................17 pts each drone
Drone Controller +1 to 2 Shield drones...........….20 pts each drone
SQUADS

XV8 Crisis Battlesuit Team (Tau: Shas’Ui)

M WS BS S T W I A LD
Shas’Vre 4 4 5 6 5 3 4 2 8
Shas’Ui 4 3 4 5 4 2 3 1 8
Shas’Vre.....................................58 pts
Shas’Ui.......................................48 pts

Squads: 1-3

Equipment: Crisis Teams are always equipped with XV8 Crisis battlesuits. The above profile has been
amended to reflect the suits enhancements

Character: One Shas’Ui member of the team may be upgraded to a Shas’Vre at the above cost. He may
then select one item from the Tau armory.

XV8 Crisis Battlesuit options


See “Tau battlesuit Tech”. Must fill all 3 hard-points.

Flamer....................................................................9 pts(15 if twin linked)


Burst cannon..........................................................15pts(25 if twin linked)*
Plasma rifle............................................................6 pts(10 if twin linked)*
Fusion Blaster........................................................8 pts (14 if twin linked)*
Missile Pod............................................................20pts (35 if twin linked)*
* Occupies two hard-points if twin linked
Multi-Tracker.........................................................10 pts
Target lock..............................................................4 pts
Shield Generator.....................................................20 pts
Power Pack………………………………………..15 pts
Drone Controller +1 to 2 Gun drones.....................17 pts each drone
Drone Controller +1 to 2 Shield drones..................20 pts each drone

XV15 STEALTH TEAM (TAU: SHAS’UI)

M WS BS S T W I A LD
Shas’Ui 4 3 4 4 3 1 3 1 8
Shas’Vre 4 4 5 5 4 2 5 2 8

Shas’Ui.................................45pts
Shas’Vre................................55pts

Squad: A Squad consists of 3-6 Shas’Ui. May be bonded for +5 pts (Bonded troops gain the shaken rule.).

Equipment: Stealth teams are equipped with XV15 stealth suits equipped with a burst cannon. The above
profile is amended to reflect the suits enhancements . As well as stealth the suits confer a basic save of 3+
on 1d6. One team member may exchange the burst cannon for a fusion blaster for +5 points.

Team members may make one selection from the Tau armory but if one team member does so then all
team members must make a single selection as well. Squad members need not select identical equipment.
One member of the team may be upgraded to Shas’ Vre team leader at the points cost above. The team
leader may also buy a markerlight at an additional cost of 10 pts.
XV15 Stealth Cont.

Stealth armour: Enemy models attempting to fire at stealth armoured troopers have a -1 to their BS if the
suit wearer is at short range and a -2 if the wearer at long range . Any drones controlled by the wearer will
also have these modifiers at +2pts per Drone.

Infiltrate: Stealth armour teams can use their suits to move into forward positions ahead of the main army
unseen. They use the Infiltration special rule as described in the 40k rulebook. Any drones that are
controlled by the stealth team may accompany them and receive the stealth at the cost above.
Stealth teams may not take Shield drones as the energy bubble created by the shields disrupts the stealth
capabilities of their suits.

Fire Warrior Team (Tau: Shas’La)

M WS BS S T W I A LD
Shas’La 4 2 3 3 3 1 2 1 7
Shas’Ui 4 3 4 3 3 1 3 2 8

Shas’la................................18pts
Shas’Ui...............................23pts

Squad: A squad consists of 6-12 fire warriors. May be bonded for +5 pts (bonded troops gain the shaken rule as
long as the team leader is alive).

Equipment: Pulse rifle, frag grenades, and Fire warrior armour (4+ save on 1d6)

Options: Up to half of the fire warriors can replace their pulse rifle for a pulse carbine at no extra cost. All
carbines with photon launchers come with photon grenades. The entire team may carry Photon grenades at
an additional cost of +2 pts per model and EMP grenades at a cost of 5pts per model (excluding drones).
One Fire Warrior Shas’La may be upgraded to a Shas’Ui at the cost above . The Shas’Ui may then be given
additional equipment from the Tau armory. The Shas’Ui may also have a markerlight at a cost of 10 pts.

Transport: If a squad numbers Twelve models or less (including drones) they may be mounted in a
devilfish troop carrier bought from the support section.

Kroot Carnivore Squad

M WS BS S T W I A LD
Kroot 5 4 3 4 3 1 3 1 7
Shaper 5 4 3 4 3 3 2 3 8

Kroot...........................................10 pts
Shaper.........................................30pts

Squad: A squad consists of 10-20 Kroot

Equipment: Kroot rifle

Options: If a shaper is included in a squad then the kroot acquire a 6+ save on 1d6 at an additional cost of 1
pt per model. Some Shapers carry weaponry gifted from the Tau. For an additional 6pts the shapers Kroot
rifle is replaced with either a Pulse rifle or carbine.
There may only be one shaper per Kroot Squad.
Kroot Cont:

Eaters of the Dead: Kroot are extremely voracious carnivores and will often stop to feast on the flesh of the
fallen. After the HTH phase the Kroot must pass a Ld test to move as normal. If they do not, then they
continue feeding on the fallen. If while doing this they are fired upon they need not take another test.

Field craft: Kroot are naturally adept in arboreal environments and gain a +1 to their armour save in
wooded areas. They may also move and shoot normally in woods or jungle terrain.

Infiltrate: If the squad doesn’t contain Krootox it may infiltrate as per 40k rulebook.

Kroot hounds and Krootox: Carnivore squads may have Hounds and Krootox in the squad. The number of
Kroot in the initial squad must be greater than or equal to the total number of Krootox and Hounds attached
to the squad. IE up to 3 Krootox and 5 Hounds could be attached to an 8 member Kroot squad ( Shapers do
not count as Kroot).

Pathfinder Team (Tau: Shas’La)

M WS BS S T W I A LD
Shas’La 4 2 3 3 3 1 2 1 7
Shas’Ui 4 3 4 3 3 1 3 2 8
Shas’La................................22pts
Shas’Ui.................................27pts

Squad: A Squad consists of 4-8 Pathfinders. May be bonded for +5 pts.

Equipment: Pulse Carbine (with photon launcher) and Markerlight and fire warrior armour (4+ save on
1d6).

Options: One Shas’La may be bought as a Shas’ui team leader at the above pts cost. He may then be given
one piece of equipment from the Tau armory. Pathfinders may carry EMP grenades at a cost of 5pts per
model. Up to three Shas’La models may replace their carbines for Rail Rifles at +15 pts each. Rail Rifles
include targeters. Power packs may be attached to these rifles for an additional 15 pts each but the unit
may no longer infiltrate.

Forward Scouts: Pathfinders operate ahead of the main Tau forces identifying targets for Broadside and
Crisis teams to eliminate . To represent this Pathfinders may make a normal move after deployment but
before the first turn to get into a forward position. Alternately they may infiltrate instead. A scout squad
adds +1 to the roll for deployment at the start of the game. This effect is not cumulative.

Transport: Pathfinders may be mounted in a Devilfish troop carrier purchased from the support section.

Gun Drone Squadron (Tau: kor’vesa)

M WS BS S T W I A LD
Gun Drone 7/14 2 2 3 3 1 4 1 8

Gun Drone...................................17pts

Squadron: The squadron consists of 4-8 gun drones.

Equipment: Twin linked pulse Carbine. The drone may opt to use tracing fire with one carbine and if it
does so it’s BS in increased to 3 but it only rolls to hit with one carbine.
Gun Drones Cont.:

Drones use Tau jetpacks as described above.


Drones also have a basic save of 4+ on 1d6.

Independent: Drone squadrons have their processors linked to enable them to have the capacity for
independent action. They are programmed for self preservation and take Ld tests normally. If the squad is
reduced to 4 drones its leadership also drops to 4.

KROOT HOUND PACK

M WS BS S T W I A LD
Kroot
6 4 0 4 3 1 4 2 *
Hound

Kroot hound................................... 6 pts each

Squad: A squad consists of 2-8 Kroot hounds.

Equipment: Fangs.

Attached Unit: Kroot hounds do not function as a separate unit on the tabletop. They must be assigned to a
Kroot Carnivore Squad before the battle.
There cannot be more hounds/Krootox attached to the squad than there are kroot warriors.
Kroot hounds function as part of the warrior squad they are attached to and receive the
same armour save and Ld as the squad. Kroot hounds may make h2h attacks independent of the rest of
their squad and models broken by the hounds will incur an automatic ST4 hit from them.
Support Section
Krootox

M WS BS S T W I A LD
Krootox 6 4 3 6 5 3 3 3 *

Krootox....................40 pts

Squad: A Squad consists of 1-3 Krootox. Each Krootox comes with one Kroot gunner. The Krootox and
Kroot gunner form a single model with the above profile.

Equipment: Kroot gun

Attached Unit: Krootox do not function as a separate unit on the tabletop. They must be assigned to a Kroot
Carnivore Squad before the battle. Only the cost of Krootox comes from the Support section.
There cannot be more attached to the squad than there are kroot warriors in the squad. i.e. Krootox and
hounds may only comprise 50% of the models in a Carnivore squad.
Krootox function as part of the warrior squad they are attached to and receive the same
armour save and Ld as the squad. For targeting purposes they are considered to be squad members.

XV88 Broadside Battlesuit team (Tau: Shas’Ui)

M WS BS S T W I A LD
Shas’Ui 4 3 4 5 4 2 3 2 8
Shas’Vre 4 4 5 6 5 3 4 2 8

Shas’Ui...........................104+ weapons
Shas’Vre.........................115 +weapons

Team: A team consists of 1-3 Broadside Shas’Ui. Count as bonded.

Equipment; All members are equipped with XV88 Broadside suits. The above profile has been amended to
include the suits enhancements. Cost includes twin linked Rail Guns.

Character: One team member can be upgraded to a Shas’ Vre team leader for +11 pts. He may then select
one piece of equipment from the Tau armory.

XV88 Battlesuit Hard Point Options.


See “Tau battlesuit Tech”.

Choose one support system from the following list:


Multi-Tracker........................................................10 pts
Target lock...............................................................4 pts
Stabilizer (Allows a 4” move and fire.)………….10 pts
Stabilizer Matrix…………………………………20pts*
Shield Generator....................................................25 pts
Drone Controller +1 to 2 Gun drones......................17 pts each drone
Drone Controller +1 to 2 Shield drones...................20 pts each drone

Secondary Weapon options:


Smart Missile System (Linked)...............................................20pts
Twin linked Plasma Guns………………………....10pts
*Note the stabilizer matrix is extremely sensitive to interference with other electronic systems and may not
be combined with a Target Lock, Multi-Tracker, or Shield Generator. The Stabilizer Matrix however
completely compensates for all movement from both the firing model and its intended target so no
movement modifiers apply.

Hammerhead Gunship
Hammerhead Gunship....................170pts+ upgrades
Vehicle data Movement
Ram Value: Slow speed: 7”
Strength 7 Combat speed: 20”
D12 Damage Fast speed: 25”
-5 save Type: Skimmer

d6 Location Front Side/Rear


1 Engine 18 18
2-3 Hull 20 19
4 Secondary Weap 17 17
5-6 Turret 21 21

Shas’ La Crew: 1 Fire caste driver 3 Fire Caste Gunners (All crew have Pulse carbines)
Armament; Railgun (with Submunitions) May be exchanged for an Ion Cannon at no cost.
Secondary Armament: Two Burst cannon each with 90 deg fire arc to the front. These may be exchanged
for missile pods for an additional 10pts.

*All weapons have targeters.

D6 Engine Damage table


1 The engines are damaged . The Tank may only move at slow speed for the rest the game
2-5 The engine fails and the vehicle moves out of control next turn and comes to a permanent halt for the rest of the
game.
6 The power nodes in the engine explode causing the vehicle to flip over. The wreck comes to rest d6” away facing
a random direction. Anything under the vehicle takes d6 str10 hits with a -3 mod to their save. Roll a d6 for each
model on board . On a roll of 4,5,6 the crew member is killed. Survivors may dismount as normal.

D6 Hull Damage Table


1-3 A large explosion tears through the crew compartment Roll a d6 for each crew member -on a 4,5,6 they are hit
and killed.
4 The tanks engine explodes, killing the crew. The tank is spun around to face a random direction by the force of
the explosion and then comes to a permanent halt.
5 A spark ignites the tanks fuel and it bursts into flames, killing the crew. The flaming wreck moves out of control
this turn and then explodes. Anything within 3” of where it ends up takes a hit the same as a heavy Flamer.
6 The tanks ammo explodes. The tank is destroyed and anything within 3” of it suffer D6 str 10 hits with a sv mod
of -3.

d6 Weapon damage Table


1 The secondary weapon nearest the attacker is damaged and may only be fired on the roll of 4+.
2-5 The nearest weapon is destroyed and cannot be used for the rest of the game.
6 The nearest weapon is destroyed as above , but the explosion causes a flashback into the hull. Roll on the hull
damage table to see the result.
D6 Turret Damage Table
1 The weapon mounted on the turret is damaged and may only fire on a roll of a 4+ .
2 The turret is jammed and may no longer rotate. The weapon may only fire in a straight line at targets that are
directly in front of it.
3 The turret gunner is killed. Unless his position is taken over by another crew member the weapon may not be
fired.
4-6 The Turret ammo explodes and the tank is destroyed. All crew are killed and the turret is blown off, flying 2D6”
in a random direction before crashing to the ground. Anything under it takes D6 str 9 hits with a -6 Save Mod.

Devilfish Troop Carrier


Devilfish Troop carrier.....................110pts+ Upgrades
Vehicle Data
Ram Value: Movement:
Str 7 slow speed: 7”
D12 Damage Combat Speed: 18”
-5 Save Fast Speed : 25”
Type: Skimmer

Shas’ La Crew: 1 Tau Fire Caste Warrior as driver and a Tank commander(Crew are armed with Pulse
carbine)
Transport: The devilfish can carry up to 12 models (excluding XV suits) and has the gun drone upgrade at
no extra cost. It is armed with a Burst Cannon with a 90 Deg field of fire to the front.
d6 Location Front Side/Rear
1 Engine 18 18
2-5 Hull 20 20
6 Weapon 15 15

D6 Engine Damage table


1 The engines are damaged . The Tank may only move at slow speed for the rest the game
2-5 The engine fails and the vehicle moves out of control next turn and comes to a permanent halt for the rest of the
game.
6 The power nodes in the engine explode causing the vehicle to flip over. The wreck comes to rest d6” away facing
a random direction. Anything under the vehicle takes d6 str8 hits with a -3 mod to their save. Roll a d6 for each
model on board . On a roll of 4, 5, 6 the crew member is killed. Survivors may dismount as normal.

D6 Hull Damage Table


1-3 A large explosion tears through the crew compartment .Roll a d6 for each crew member and passengers on a 4,5,6
they are hit and killed. Survivors may dismount as normal
4 The tanks engine explodes, killing the crew. The tank is spun around to face a random direction by the force of
the explosion and then comes to a permanent halt.
5 A spark ignites the tanks fuel and it bursts into flames, killing the crew. The flaming wreck moves out of control
this turn and then explodes. Anything within 3” of where it ends up takes a hit the same as a heavy Flamer.
6 The tanks ammo explodes. The tank is destroyed and anything within 3” of it suffer D6 str 10 hits with a save
mod of -3.

d6 Weapon damage Table


1 The weapon is damaged and may only be fired on the roll of 4+.
2-5 The weapon is destroyed and cannot be used for the rest of the game.
6 The weapon is destroyed as above , but the explosion causes a flashback into the hull. Roll on the hull damage
table to see the result.
Note: All Tau Heavy skimmers follow the same basic rules as the Eldar skimmers for purposes of close
combat, crashing, and disembarking troops.While flying at Fast speed, these vehicles follow all the normal
rules for skimmers, and may simply fly over terrain and obstacles. When moving at Slow or Combat speed,
however, they may not fly over terrain more than 3” high without colliding with it. Anti-Grav tanks may
make pop-up attacks as normal.

Troop Deployment
These vehicles do not need to land to deploy or take on troops, unlike a normal skimmer.

Hand-to-Hand Combat
Enemy models may attack a heavy anti-grav vehicle in hand-to-hand combat only if it is moving at Slow or
Combat speed. In addition, they only get a single attack against the vehicle, regardless of their Attack
characteristic.

Vehicle Crashes
If the heavy vehicle is flying at Slow speed when it crashes, it will simply hit the ground. If any models
aboard are alive, they may disembark using normal rules. Otherwise, the vehicle will crash into the ground
and plough forward 3D6” before coming to a halt. Any models in the path of the swerving wreck will be hit
as if the vehicle had collided with them. Once the wreck comes to a stop, roll a D6 for each model on
board; on a 4+, they are slain in the crash; surviving models may dismount using normal rules.

Special Characters
Commander Farsight (Tau: O’Shovah or Shas’o Viorla Shovah Kaius Mont’Yr)

M WS BS S T W I A LD
Farsight 4 6 7 6 5 4 5 4 10

Farsight…………………….120pts

Special Character: A Tau army may include Commander Farsight as a special character. If you do you must
take him as below and may not be given anymore weaponry from the Tau armory.

Equipment: XV8 Crisis Battlesuit, Shield Generator, Plasma rifle and “Dawn Blade”.

Special Rules:
Dawn Blade: The dawn blade is an alien artifact which O’Shovah gained on the dead world of Arthas-
Moloch . Its sculpted surface flickers with unknown energies as it is swung. If any hits are made using the
Dawn Blade they are resolved using the following profile.

strength Damage Save Mod Armour Pene Special


7 1 No save Auto Close combat only

Ork Fighter: O’Shovah’s name was won battling against Orks, and he has denounced the normal Tau
philosophy of using ranged weapons to the exclusion of all else.
Fire caste warriors of the Farsight enclave train heavily in hand –to-hand combat, and any Tau unit in an
O’Shovah led army may improve their WS and their I by 1 at a cost of 3pts per model.
Breakaway Faction;
O’Shovah and his followers have chosen to separate themselves from the Tau Empire. As such, their
resources are more limited and their forces generally less well equipped. Due to this, the following units are
not available to an army led by O’Shovah: Ethereal caste members, Gun Drone Squadrons, Kroot, Kroot
Hounds, and Krootox.
The following units are restricted to one unit per army: Stealth teams, Pathfinder teams, Hammerhead
Gunship’s, Broadside battlesuit teams.

Bodyguard: O’Shovah may be given a bodyguard. If this is the case they must be given the Ork fighter
upgrade. The bodyguard is taken from the Characters points allocation.

Aun’Shi

M WS BS S T W I A LD
Aun’Shil 5 5 4 3 3 3 5 4 10

Aun’Shi……………….85pts

Special Character: A Tau army may include Aun’Shi as a special character. If you do you must take him as
below and may not be given anymore weaponry from the Tau armory.

Equipment: Honor blade, Hard-wired shield generator (4+ unmod save) Photon grenades and EMP
Grenades.

Independent character: Aun’Shi is more comfortable with the company of Fire warriors than many
members of the Ethereal caste and will frequently accompany a Fire warrior team into battle as
Shas’Aun’Shi. He may select any fire warrior team and join it at the start of the battle. Such a team is
clearly marked for glory.
The team he joins will never break and is immune to Psychology while he is alive.

Special Rules:
Blade Master: Aun’Shi is a dedicated student of the fighting arts and has been for virtually all his life. He
has a level of expertise with the Honor Blade that few Tau can match.
• Aun’Shi ‘s skill with the Honor Blade is such that he can always find his opponents weakness. If he rolls
a Critical hit it is counted as a double .
• Aun’Shi may also give up one of his attacks to gain Double Fumbles against his opponent’s .i.e. if he
fights with an attack Characteristic of 3 then all his opponents’ fumbles count as double fumbles.

Inspiring presence: In addition to the normal rules for Ethereal Caste members. Aun’Shi instills so much
confidence in the unit he has joined that they will hurl themselves at the enemy with an increased Attack of
+1 and I of +1.

Tau vehicles may be equipped with drone back-ups for crewmembers at +10 points. 3+
armour save and BS 3.

Strategy/Command Rating: 4 If the Tau play against an equally rated foe


deployment is alternated.
*A Tau army may only take one squad of infiltrators per two fire warrior squads.
Additional squads that normally infiltrate may be taken but the infiltration option is lost
for these additional units.