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THE COMMANDERS FIELD HANDBOOK

V1.0 May 5, 2009 www.pathfinder-devilin.blogspot.com www.fromthewarp.blogspot.com

TAU
This document is completely unofficial and in no way endorsed by Games Workshop Limited. All associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/ or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

FOR THE GREATER GOOD


A young and vibrant race, the Tau combine remarkable firepower with highly agile battlesuits and skimmers to deliver devestating pulse fusilades across the battlefield. With the confidence of youth, the Tau race believe in their divine destiny and the overarching necessity of the 'Greater Good'. They embrace both new technology and other xenos cultures with equal enthusiasm. Do not mistake 'good' for weak, they are a foe to be respected and feared.

TURN SEQUENCE
1. Move 2. Fire Markerlights and allocate hits 3. Shoot 4. Assault 5. Make any jetpack movements

GENERAL RULES
Disruption Pod: (pg.30) Vehicle becomes obscured at over 12 inches. Drones: (pg.31) An infantry model may be accompanied by up to two drones each. Drones are jetpack infantry. Drone casualties count towards pinning tests and the 25% losses for leadership tests. There are four types of drone: Gun Drone: Frequently deployed on vehicles. Shield Drone: Adopts owners T and saving throw, 4+ inv. Sniper Drone: Only deployed in sniper teams, equipped with Rail Rifle, stealth field, target lock and targeting array. Marker Drone: Networked markerlight and targeting array. Fletchette Discharger: (pg.30) Models attacking the vehicle are wounded on 4+, normal saves apply. Jetpack: (pg.27) Allows normal 6" move, fire (or run) and then an additional 6" move in the assault phase. Deep strike capable and jetpack troops are relentless. Markerlights: (pg.29) These hit an enemy unit on the BS of the firing unit and cannot be deflected by saving throws or cover saves. They can be used for the following benefits: Seeker Missile: To fire a single seeker missile from a vehicle. The seeker missile strikes the target from the direction it is fired from and the shooting is resolved at BS5. Ballistic Skill: Increase BS of the firing unit by +1 to BS5 max. Night Fighting: To ignore the effects of the night fighting rule Pinning: Imposes 1 penalty for pinning tests, cumulative. Cover Save: Imposes a 1 on cover saves, cumulative. Multi-tracker: (pg.26) Crisis and Broadside Suits can take a multitracker, this allows them to fire two weapons per turn. Photon Grenade: (pg.29) Removes the bonus attack for the charging attackers in close combat. Stealth Field: (pg.27) Stealth teams and Sniper Drone teams are difficult to spot. Works exactly like the Night Fighting Mission Special Rule. Target Lock: (pg.28) This allows the user to fire at a different target from the rest of his squad.

FIELD SYNOPSIS
Broadside Battlesuit [Unit size 1-3]: (pg.40) Tank killers with railguns and heavy armour. Crisis Suits: (pg.34) Tau Commanders, bodyguards and elites. Tough and fast, Jetpack troops with versatile weaponry options. Deepstrike Capable. Fire Warriors [6-12]: (pg.36) Dependable troops with long range rapid-fire firepower. Gun Drone Squadron [4-8]: (pg.38) Highly mobile harassment skirmishers. Hammerhead Gunship [1]: (pg.41) Powerful and dangerous skimmer tank. Kroot Carnivore Squad [10-35]: (pg.37) Strong and resilient Infiltrating troops capable of moving through cover well. Pathfinders [4-8]: (pg.38) Versatile Markerlight scouts. Piranha Squadron [1-5]: (pg.39) Superfast light skimmer with anti-troop and tank options. Skyray Missile Defence Gunship [1]: (pg.41) Fully loaded anti-tank vehicle. Sniper Drone Team [1-3]: (pg.40) Spotter and 3 sniper drones. Dangerous and can be hard to spot. Stealth Team [3-6]: (pg.35) Difficult to target, fast, anti-infantry skirmishers. Deepstrike and infiltrate capable. Vespid Stingwings [3-10]: (pg.39) Tough jump infantry with short range armour piercing guns.

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