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Name Pulse rifle Rail rifle Pulse pistol

type basic heavy pistol

mode

ACC

STR 55 80 55 55 65 40 60 50 100 80 60 50 50 30

Max range

armour Shots pen 32 10 32 32 40 60 32 50 10 15 30 5

RLD 2 3 1 2 3 2 2 4 6 4 4 3

Enc 30 40 20 30 50 35 35 60 100 45 20 10 30 50

cost 250c 2500c 200c 300c 1000c 75c 750c 1300 2000c 1500c 1000c 600c n/a 1000c

avail** * rare Very rare rare rare Special issue() scarce rare Very rare Very rare Very rare Very rare rare Very rare Special issue() Very rare rare

S, SA2 S S -

1000m +15 1200m +50 300m 600m 800m 480m 600m 460m +10 +20 +35 +25 +60 +25

Pulse basic carbine


Airbust fragment projector

SA2-5 -5 SA3-5 -5 S -

Battle suit basic

Kroot rifle

Plasma basic rife Burst heavy cannon


Railgun Battle

S, SA2 A10 S S SA2 S -5 -10 +25 +5

2000m +100 300m 900m 800m 300m 600m +100 +35 +30 +40 +30

suit Fusion Battle blaster suit Missile Battle pod** suit Smart* Battle missile suit
Vespid blaster

vespid SA2 SA4-5 A10

unlimit n/a ed 50 3

Cyclic Battle ion suit blaster

Ion Vehicle A3 cannon only Kroot gun heavy

70 70

1800m +50 1550m +40

30 50

4 3

n/a 70

1500c 500c

S,SA2 -

*Smart missiles are replacement for normal missiles in the missile pod **The missile pod is shoulder mounted so no penalties are suffered for hipshooting with them ***The availability rating is only for the imperium, while in the tau cluster all weapons count as scarce while special issue counts as very rare.

()Special issue items cannot be purchased anywhere. (N.B. The pulse carbine is capable of firing grenades at a range of 50 meters. No other weapon can fire grenades, but they can still be thrown. Rockets may only be used with a missile pod. Name EMP Burst
Type

mode

Acc -

Strength 100* 40 -**

Max range 10m radius 4m radius 6m radius

Armour pen +100* +20 -

enc 5 5 5

cost 100c 50 100

avail scarce scarce scarce

grenade -

Photon grenade grenade -

*EMP grenades can only damage vehicles **burst grenades stop all within the radius from seeing for D6 rounds and have a 5% chance to cause permanent blindness. Armour: Armour name Tau carapace XV8, XV22, XV88 Iridium armour Kroot plating

Type and percentage of protection 40% on head, arms and torso, 70% on legs physical protection 10% all round physical protection 5% all round physical protection 70% chance on body, arms and legs primitive protection

Shield generator 40% chance all round* - energy protection **Is not affected by armour penetration Additional tau wargear: Blacksun filter- gives the night vision ability of 100m Cost: 300c Availability: common Multi-tracker- no penalties for moving & firing Cost: 500c Availability: common Target lock: no penalties for shooting at a moving target Cost: 500c Availability: common Bonding knife: gives the bearer +15LD and +5WP Cost: n/a (Is given when the user becomes a SHAS'UI) Availability: Rare Drone controller: Gives the user control of up to two drones (Drone profiles in NPC tau section) Cost: 750c Availability: rare

gun stabiliser: when hipshooting, after BS is halved, add +10 to BS. If the user is aiming, then this has the same effect as a multi-tracker Cost: 800c Availability: rare Advanced stabilization system: No penalties for hipshooting but movement is halved Cost: n/a Availability: Special issue Markerlight: Gives all those shooting at the markerlight target +15BS Cost: 300c Availability: scarce Stimulant injector: When damage is taken, halve the number of wounds lost, rounding up. When the character becomes heavily injured the injector is useless and needs replacement. However, the character has the option to make the stimulant injector redundant. If he chooses this, it must be done during installation and he may not switch after it is installed. If this mode is chosen, if the character becomes critically injured, the injury result on the critical chart is always the lowest result. This does not apply to the sudden death chart. Cost:6000c Availability: Special issue (but some are available on the imperial black market) Thruster system: Doubles the movement rate of the wearer Cost: 1000c Availability rare (battlesuit only) Interface unit: Is needed for interface with most tau technology Cost: 500c Availability: Scarce (note that all pilots have this hardwired into them so do not need to buy one Warp unit: Allows teleportation of up to six meters in any direction Cost: 4000c Availability: Very rare

Careers: (N.B. All tau have the following: +10INT, +5BS, +5FEL, the 'flee!' ability) Basic careers- the basic careers are as follows and have a certain chance of obtaining each career: Career Number needed (D100) SHAS'LA fire warrior SHAS'LA pathfinder Devilfish pilot Piranha pilot Sniper drone spotter Honour guard 1-10 11-20 21-30 31-35 36-45 46-50

Devilfish co-pilot Ship defense warrior Planetary defense unit Boarding unit

51-60 61-70 71-80 81-90

Spacecraft gun crewman 91-100 Secondary careers: If neither WS or BS is above 25, then use the secondary careers chart: Career Number needed (D100) Earth caste labourer Air caste shuttle pilot Water caste trader Earth caste repairman 1-25 26-50 51-75 76-100

There is also the matter of finding which planet your warrior comes from roll a D100 and consult the chart below: Planet bonus Result: T'au Tau'n D'yanoi Bork'an Dal'yth Fal'shia Vior'la Sa'cea Elsy'eir Au'taal N'dras Ke'lshan Tash'var Vash'ya T'olka Ksi'm'yen Fi'rios Economics Identify life form Animal care surgery Drug dealing Engineering- constructions Furious assault Repair jammed weapon sing blather Very strong, -5fel Alien knowledge Lightning reflexes Drive vehicle bribery luck Very resilient 1-6 7-12 11-14 15-20 21-26 27-32 33-38 39-44 45-48 59-54 55-60 61-66 67-72 73-78 79-84 85-91 92-100

Starter careers: Fire warrior Fire warriors are ever present in tau armies and are formed from members of the same sept. They are cautious but efficient, and their pulse rifle armament gives them excellent firepower. Ofter mounted in a devilfish troop carrier, they are able to rapidly deploy and lay down a withering fusillade upon their foes. Profile upgrades: M WS BS

I +5

DEX -

LD +10

INT -

CL -

WP +15

FEL -

+10 +1 Trappings: pulse rifle; tau carapace; knife Skills: alien knowledge; set trap; very resilient

Advance careers: pathfinder; SHAS'UI fire warrior; any battlesuit trainee Pathfinder Tau pathfinders are the eyes and ears of a cadre's commander, and coordinate closely with other formations. Fire caste doctrine states that a cadre in the field should be pulled forward by it's pathfinders, as opposed to it's pathfinders being pushed forward by the cadre. An efficient pathfinder team can help other fire warrior teams operate at peak efficiency ad are highly respected as a consequence. They are the undisputed masters of battlefield positioning, with limitless patience and a proud determination to choose the most valuable targets for others to destroy. Profile upgrades: M WS BS S T W I DEX +5 LD INT CL +5 WP FEL -

+2 +15 Trappings: Pulse carbine; tau carapace; knife

Skills: set trap; follow trail; excellent vision OR fleet footed Advance careers: XV15 trainee; SHAS'UI pathfinder; tetra pilot Devilish pilot The devilfish is the main workhorse of the tau military. It transports teams of fire warriors and pathfinders in the midst of the battle As a result, the crew of a devilfish is braver and more cautious than any fire warrior. However, if caught without their vehicle, most pilots won't hesitate to run for help. Profile upgrades: M WS BS -

S +5

T +5

W -

I -

DEX +10

LD -

INT +10

CL -

WP -

FEL -

Trappings: Pulse pistol; sword; tau carapace

Skills: drive vehicle; ride; flee! Advance careers: piranha pilot; hammerhead co-pilot; SHAS'UI devilfish pilot Piranha pilot Profile upgrades: M WS BS +1 -

S -

T +5

W -

I -

DEX -

LD -

INT -

CL +10

WP +10

FEL -

Trappings: pulse pistol; sword; tau carapace Skills: drive vehicle; ride; flee! Advance careers; SHAS'UI piranha pilot; Sniper drone spotter; tetra pilot Sniper drone spotter Profile upgrades: M WS BS +5

S -

T -

W -

I -

DEX +15

LD -

INT +10

CL -

WP -

FEL -

Trappings: 2 pulse pistols; tau carapace; markerlight Skills: acute hearing; excellent vision; silent move- rural Advance careers: SHAS'UI sniper drone spotter; pathfinder; XV15 pilot trainee honour guard Profile upgrades: M WS BS

DEX

LD +5

INT -

CL +5

WP +5

FEL -

+3 +5 -Trappings: burst cannon; tau carapace; mesh armour (chest) Skills: specialist weapon; plasma; very resilient; heraldry

Advance careers: XV8 trainee; ethereal honour guard; skyray co-pilot Devilish co-pilot Profile upgrades: M WS BS -

S -

T -

W +2

I -

DEX +10

LD -

INT +10

CL +5

WP -

FEL -

Trappings: pulse carbine; medkit; tau carapace Skills: drive vehicle; flee! medic Advance careers: devilfish pilot; hammerhead co-pilot; skyray co-pilot Ship defense warrior Profile upgrades: M WS BS

DEX -

LD -

INT -

CL +5

WP +5

FEL -

+5 +5 +10 Trappings: pulse carbine; sword; tau carapace Skills: street fighter; acute hearing; luck

Advance careers: fighter pilot trainee; SHAS'UI defense warrior; SHAS'UI fire warrior Planetary defense forces profile upgrades: M WS BS

I +5

DEX -

LD -

INT -

CL -

WP -

FEL +10

+2 +5 +2 Trappings: Pulse rifle; radio; tau carapace

Silent move urban; astronomy; night vision (10m) Advance careers; pathfinder; SHAS'UI PDF; XV15 trainee Boarding forces Profile upgrades: M WS BS

DEX -

LD -

INT -

CL -

WP +20

FEL -

+5 +2 Trappings: pulse carbine; sword; tau carapace Skills: very strong; very resilient; furious charge

Advance careers: Bridge officer; SHAS'UI boarding unit; XV25 trainee Spacecraft gun crewman Profile upgrades: M WS BS

DEX

LD -

INT -

CL -

WP +10

FEL -

+10 +10 Trappings: 2 pulse pistols; interface unit; tau carapace

Skills: read/write; turret knowledge- tau; excellent vision Advance careers: bridge officer; XV15 trainee; boarding forces Secondary careers: Earth caste labourer: Profile upgrades: +10Dex; +10Int; +5Fel; +5Cl Trappings: working tools; sword; mail shirt Skills: engineering; constructions, bionics, vehicles Air caste shuttle pilot: Profile upgrades: +5I +15Dex; +15Int -5T Trappings: Interface unit; pulse pistol; flak vest Skills: drive vehicle; flee!; engineering- vehicles Water caste trader: Profile upgrades: +20Fel; +5Int; +5Cl Trappings: pulse pistol; datapad; mail shirt; mail leggings Skills: bribery; custom knowledge; read/write Earth caste repairman: Profile upgrades: +10Dex; +15Int; +5WP; +1W Trappings: work tools; servo arm; mail vest Skills: engineering: basic of all three; read/write

Note: the secondary careers have no advance charts, instead, when possible, choose one of the basic military career.

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