Tau Empire Fandex
Tau Empire Fandex
Tau Empire Fandex
A fan-made Codex by Chrisrawr (AKA Yelling Guy). Please, send any and all feedback or suggestions to
chrisrrawr@hotmail.com
The images and in many cases backgrounds, ideas, and inspirations for the material in this work are pulled
largely from the internet, and from Games Workshop, and are the sole intellectual properties of their respective
owners. I own only the effort put into assembling them and putting them into something that vaguely resembles
a codex. If you're somehow making money off of this, well, stop it. Or at least tell me how!
WS BS S T W I A Ld Sv
Shas'El 3 5 5 5 3 3 3 10 3+
Special Rules
Acute Senses, Deepstrike, Hit and Run, Independent
Character.
Shas'O: This model has WS:4, W:4 I:4, A:4, and LD:10.
WS BS S T W I A Ld Sv
Shas'Vre 3 4 5 5 2 3 2 9 3+
Special Rules
Acute Senses, Battlesuit, Deepstrike, Hit and Run
Armour
Type BS F S R Gravity Gun: The Gravity gun is a Turret-Mounted weapon
that fires with the following profile:
Wilting Sorrow Skimmer, Heavy 4 13 13 13
Range:24" S:2 AP:- Special: Heavy 4*, Gravity, Rending
Special Rules *Add 2 shots to this weapon's profile each time you fire it
Acute Senses, Deepstrike after the first.
Dampener and Irradiator: At the beginning of each of Gravity: For each hit from this weapon, you may move a
your turns, choose Armour Save or Invulnerable Save: model in the unit hit 1" in any direction, obeying all
Enemy units within 12" of the Wilting Sorrow must reroll movement rules (coherency, impassable terrain, etc.).
successful saves of the chosen type until the beginning of
your next turn.
Ethereal
Though the appearance and potent, uncharted powers Their power, instead, seems to be intuitive in nature – a
of the Ethereals are a tale from another time, their connection to the battlefield born of embracing it as a
ability to see through to the heart of matters – be it whole, rather than looking at any one part. Besides this,
on the battlefield, or between two haggling Water warriors bloom into their skills under the watchful eye
Caste, is something to be examined here. These Tau of an Ethereal, their mere presence inspiring great
are not trained tacticians, they are not hardened works of art from the Earth Caste or daring feats of
Commanders or tactical geniuses. Their martial and navigation from the Air Caste. Many explanations have
armed prowess is limited, though they devote been brought forth, but the simplest seems to be that
considerable time to meditative arts resembling these are great individuals, inspiring leaders, and their
close-combat techniques used by ancient Terrans. subjects truly love them.
WS BS S T W I A Ld Sv
Ethereal 4 3 3 3 2 3 2 10 -
Special Rules
Fearless, Independent Character, Stubborn
WS BS S T W I A Ld Sv
Ethereal 3 4 3 3 1 3 2 10 3+
Special Rules
Counter Attack, Furious Charge
The Kroot have, in their long-standing contractual Led by a Master Shaper, the Kroot serve as excellent
service with the Tau Empire, continued to evolve forward scouts and powerful front-line troops for Tau
and adapt to their foes. Although prohibited from battle forces. The Master Shaper is himself a veteran of
allying themselves with other races by the Tau, out many battles, and has obtained much of his enemy's
of fear of losing the genetic diversity that grants strengths. His powerful genetic and tactical insight
them their edge in battle they've begun moving from greatly boosts the versatility – and therefore
the jungles of their home sector, and secretly effectiveness – of Kroot on the field.
offering their services to the highest bidder.
Special Rules WS BS S T W I A Ld Sv
Auxiliary HQ, Independent Character, Infiltrate Master Shaper 5 3 4 3 3 4 3 10 6+
WS BS S T W I A Ld Sv
Princeling 4 4 4 4 3 6 4 10 3+
Special Rules
Auxiliary HQ, Deepstrike, Fleet, Hit and Run,
Independent Character
WS BS S T W I A Ld Sv
Crisis Suit 2 3 5 5 2 2 2 8 3+
Special Rules
Acute Senses, Battlesuit, Deepstrike, Dynamic Entry,
Hit and Run
Battlesuit: XV-25 Stealth Team
WS BS S T W I A Ld Sv
Stealth Suit 2 3 4 4 1 2 1 8 3+
Special Rules
Acute Senses, Battlesuit, Deepstrike, Dynamic Entry,
Hit and Run, Infiltrate
WS BS S T W I A Ld Sv
Stealth Suit 2 4 4 3 1 2 1 8 4+
Special Rules
Acute Senses, Battlesuit, Deepstrike, Hit and Run,
Infiltrate, Stealth
WS BS S T W I A Ld Sv
Unitname 3 4 3 3 1 3 2 9 4+
Special Rules
Dynamic Entry, Preferred Enemy (All Imperial
Forces)
WS BS S T W I A Ld Sv
Savages 4 3 4 3 1 4 2 8 -
Special Rules
Ambush, Furious Charge, Fleet, Infiltrate, Scouts
WS BS S T W I A Ld Sv
Shas'Ui 2 3 3 3 1 2 2 8 4+
Fire Warrior 2 3 3 3 1 2 1 7 4+
Special Rules
WS BS S T W I A Ld Sv
Carnivore 4 3 4 3 1 3 1 7 -
Hound 4 0 4 3 1 5 2 5 -
Shaper 4 3 4 3 1 3 2 8 -
Special Rules
Ambush, Infiltrate, Kroot Genevolution (Shaper Only)
WS BS S T W I A Ld Sv
Drone 2 3 3 3 1 2 1 * 5+
Special Rules
Dynamic Entry, Hit and Run
WS BS S T W I A Ld Sv
Firewarrior 2 3 3 3 1 3 1 7 4+
Shas'Ui 2 3 3 3 1 3 2 8 4+
Special Rules
Deepstrike, Dynamic Entry, Hit and Run, Relentless
Pathfinders: Scouts
WS BS S T W I A Ld Sv
Pathfinder 2 3 3 3 1 2 1 8 4+
Special Rules
Infiltrate, Scouts
Kroot: Carnivore Herders
WS BS S T W I A Ld Sv
Herder 4 3 5 4 3 3 2 7 -
Shaper 4 3 5 4 3 3 3 8 -
Hound 4 0 4 3 1 5 2 5 -
Special Rules
Ambush, Genevolution (Shaper Only)
Vespid: Stingwings
WS BS S T W I A Ld Sv
Stingwing 3 3 3 4 1 5 1 6 4+
Strain Leader 3 3 3 4 1 5 2 9 4+
Special Rules
Deepstrike, Fleet, Harrying, Hit and Run
WS BS S T W I A Ld Sv
Broadside 2 3 5 5 2 2 2 8 2+
Special Rules
Acute Senses, Battlesuit, Slow and Purposeful
Dedicated Transport: Devilfish
Armour
Type BS F S R
Devilfish Skimmer 3 12 11 10
Special Rules
Acute Senses
Armour
Type BS F S R
Insertion Pod Skimmer, Open-Topped - 10 10 10
Special Rules
Deepstrike
Armour
Type BS F S R
Barracuda Skimmer, Fast 3 12 11 10
Special Rules
Acute Senses
Armour
Type BS F S R
Gunfish Skimmer 4 13 12 11
Special Rules
Acute Senses, Drone-Assisted Small-Arms
Piranha
Armour
Type BS F S R
Piranha Skimmer, Fast, Open-Topped 3 11 11 10
Special Rules
Drone-Assisted Small-Arms
Unit Name Goes Here
WS BS S T W I A Ld Sv
Unitname 5 3 4 3 3 4 3 10 6+
Special Rules
WS BS S T W I A Ld Sv
Unitname 5 3 4 3 3 4 3 10 6+
Special Rules
Tau Empire Wargear
This section of the Codex: Tau Empire details the weapons and equipment used by the Tau Empire, along
with the rules for using them in your games of Warhammer 40,000.
Ablative Armour: Found Here on Page 14. Gun Drones are equipped with a Pulse Carbine.
Marker Drone are equipped with a Markerlight.
Armour Fit for a Prince: Found here on Page 10 Missile Drones purchase and equip 1 Seeker Missile
Shield Drones have a 4+ Invulnerable Save.
Sniper Drones are equipped with a Rail Rifle.
Burst Weapons: Burst Weaponry is the Tau's
plasmatic response to autoguns and stubbers – rapidfire
high-impact rounds that shred through bodies. EMP Grenades: EMP Grenades are Frag
Grenades, as detailed in the BRB. However, in Close
Weapon Range S AP Type Combat, they gain the following EMP special rule:
Burst Cannon 18” 5 5 Assault 3 Roll 1D6 onstead of an Armour Penetration roll.
Heavy Burst Cannon 24” 6 4 Assault 4 On a 1-2, nothing happens. On a 3-5, the vehicle
LB Burst Cannon 36” 5 5 Assault 3 suffers a Glancing Hit. On a 6, the vehicle suffers a
Heavy LB Burst Cannon 42” 6 4 Assault 4 Penetrating Hit. In addition, they can be thrown with
the following profile in the Shooting Phase, removing
To-Wound rolls of 6 with a Burst Weapon count as them from the unit:
Pinning. Make note of saves taken against these wounds.
Range: 6” S: X AP: 6 Special: Assault 1, EMP
Claws and Teeth: Found Here on Page 17
Flamers: A common weapon in the darkness of the
Command Helm: A unit containing a Command far future.
Helm may attempt to regroup regardless of unit strength.
It gains the Acute Senses special rule, and may split its Weapon Range S AP Type
fire between 2 Targets. Declare which models will fire at Flamer Template 4 5 Assault 1
which units, and continue as normal. Heavy Flamer Template 5 4 Assault 1
Fusion Weapons: Also known as “Melta Guns”
Drone Controller: A model with a Drone Controller by the Imperial forces, making slag out of vehicles is
may purchase up to 2 of the following Drones. These for the Greater Good.
Drones are destroyed if the model that purchased them
leaves the battlefield. Do not count casualties from these Weapon Range S AP Type
Drones toward determining Unit Strength, or for Combat Fusion Gun 12” 8 1 Assault 1, Melta
Resolution. These Drones do not affect average unit Fusion Ray 24” 8 1 Assault 1, Melta
toughness. Multi-Fusor 18” 6 1 Assault D3, Melta
A model with a Drone Controller and at least 1 surviving Gravity Gun: Found Here on Page 6
Drone grants the Hit and Run special rule to its unit. A
model with a Drone Controller may sacrifice any of its Ion Weapons: Pulsed beams of Ion radiation,
surviving Drones to have his unit automatically pass the though not entirely reliable, can be devastating!
Hit and Run Initiatve Test. The Drones are the same unit
type as the model with the Drone Controller, but Weapon Range S AP Type
otherwise use the following characteristics: Ion Blaster 18” 3 4 Assault 4
Ion Cannon 24” 3 4 Assault 2, Blast
Name Points WS BS S T W I A Ld Sv Ion Wave Template 3 4 Assault 1
Gun Drone 10 2 3 3 3 1 2 1 5 4+ Heavy Ion Cannon 36” 7 3 Heavy 3, Blast
Marker Drone 20 2 2 3 3 1 2 1 5 4+
Missile Drone 10* 2 2 3 3 1 2 1 5 4+ Wound Rolls of 5+ wound regardless of toughness.
Shield Drone 20 2 2 3 X 1 2 1 5 3+ Rolls to Wound or Penetrate of 6 count as AP 1.
Sniper Drone 25 2 2 3 3 1 2 1 5 4+
Iridium Armour: Models with Iridium Armour have Markerlight Effects:
their Armour Save increased to 2+. Voluntary movement Patience: Reduce the Cover Save of the Target Unit
is always reduced to 1D6” by models with Iridium by 1 for each Markerlight Token spent on this effect.
Armour. Shield Drones may always upgrade to Iridium
Armour for 5 Points. Liberty: The Firing Unit ignores Night Fighting
against the Target Unit for 1 Markerlight Token.
Kroot Weapons: The Kroot bring many powerful
black-powder weapons to war, prevailing through the Prudence: The Firing Unit's Ballistics Skill is
sheer size; many rifles resemble antique Naval Cannons! increased against the Target Unit by 1 for each
Markerlight Token spent, to a maximum of 5.
Weapon Range S AP Type
Kroot Gun 48” 7 5 Assault 2 Piety: For 1 Markerlight Token, the Target Unit's
Kroot Rifle 18” 4 6 Assault 2 Leadership for Pinning Tests from the Firing Unit is
reduced by 1.
Krootox: Often, Kroot are found riding Krootox, large
primates from their system. A model riding a Krootox Abundance: A single Seeker Missile fires at the
changes its unit type to Cavalry, gains +1S, +1T, +2W, Target Unit for 2 Markerlight Tokens.
+1A, and a Kroot Gun.
Wrath: For 3 Markerlight Tokens, the Target Unit
Markerlight: Markerlights paint a target with a unique suffers a wound for each Unsaved Wound the Firing
laser signature that not only increases visibility for the Unit inflicts.
Tau, but disorients most other life-forms, and allows for
AI tracking and targeting. Markerlights fire with the Courage: For 4 Markerlight Tokens, the Firing Unit's
following profile: weapons become Pinning against the Target Unit.
The Target Unit takes a Pinning Test for each
Weapon Range S AP Type unsaved wound upon resolution of the Firing Unit's
Markerlight 36” - - Assault 1 shooting.
Markerlights are fired before any other weapons in the Harvest: For 5 Markerlight Tokens, the Firing Unit
unit, can be fired at a separate target than the rest of the may allocate wounds against the Target Unit as you
unit, and always hit on a 2+. No saves of any kind are wish.
taken against a Markerlight.
Missile FHU: The Missile Fabrication and
For each Hit by a Markerlight, instead of rolling to Housing Unit is one of the many Gunfish Platform
wound, place a Markerlight Token on the Target Unit. weapons; Gunfish Platforms with FHU's are
The Markerlight Token remains until it is Spent or until commonly known as Skyrays.
the end of the current Shooting Phase.
The Missile FHU equips the Gunfish Platform with
Any non-auxiliary Firing Unit may spend Markerlight Seeker Missiles. It starts with 0, but may equip a
Tokens after it has declared its shooting, but before it maximum of 6 Seeker Missiles.
checks range or rolls to hit.
At the beginning of the Shooting Phase, you must roll
Declare how many Markerlight Tokens the Firing Unit is 1D6 for each Missile less than 6 on each Missile
spending, and on which effects. Then, remove that many FHU – on a 5+, that Missile FHU creates and equips
Markerlight Tokens from the Target Unit. The Target a Seeker Missile of your choice; Airburst, Inferno,
Unit must have available Markerlight Tokens for effects Marker, Melta, or Standard.
to be purchased. Effects are cumulative.
Treat the Missile FHU as the Origin for these Seeker
The effects available, and their costs, are listed to the Missiles when firing; the Missile FHU can be
right – Apply each purchased effect only to the Firing destroyed on a Weapon Destroyed result.
Unit's shooting against the Target Unit, and only for this
turn's Shooting Phase.
Missile Pods: Although not possessed of the ordnance Pulse Weapons: The core of the Tau Empire's
and A.I. Capabilities of their larger cousins, the Seeker plasmatic technology, and their backbone on the
Missiles, Missile Pods none the less make up for it in battlefield. These weapons are safe, powerful,
volume of fire – Salvos of solid-fuel burning missiles reliable, and easily field-stripped for repairs – the AK
darken the air with thick, choking smoke, as plasmatic of their time and culture. Although some more
warheads vapourize their targets. The Missile Pod may complex designs are available for vehicular mounts,
fire with either of the following profiles: most of these are common-use amongst infantry.
Plasma Knife: A Close Combat weapon that grants the Seeker Missiles may fire at any point in your
Rending property to its owners close-combat attacks. Shooting Phase. If they fire during another Unit's
shooting (Via Markerlight or Smart Missile System),
they count as part of that Unit's firing for all
purposes. Continued
Seeker Missiles (Cont): A Seeker Missile may only Shield Generator: The Shield Generator has
ever fire at an allowed target. Allowed targets are any been a trademark of Tau Battlesuit Commanders, as
enemy units that a special rule or piece of wargear has well as Ethereals and other important dignitaries
allowed them to target (such as spending Markerlight outside the fields of war. It confers a 4+ Invulnerable
Tokens, or using a Smart Missile System). Save to the model possessing it.
A Seeker Missile's Origin is anywhere on the model that Smart Missile System: The Smart Missile
purchased it, unless otherwise specified. Once it has System, or SMS, has undergone a change from its
fired, a Seeker Missile is removed from the game. Seeker conventional roll of firing micro-rockets, to a more
Missiles are purchased at the points costs listed below. tactical one; During the Shooting Phase, a model
with an SMS allows a single seeker missile to fire at
Weapon Range S AP Type Cost a Target Unit within 24” and Line of Sight to the
Airburst ∞” 5 5 Assault 1, Large Blast 15 model with the SMS. Night Fighting rules apply to
Inferno ∞”* 4 4 Assault 1 15 this range.
Marker** ∞” - - Assault 3, Blast, Barrage 20
Melta ∞” 8 1 Assault 1, Melta*** 30 Spotting Stand: Found Here on Page 13
Standard ∞” 8 3 Assault 1, Blast 20
Stealth-Field Generator: Found Here on Page
*When fired, place a Template within 6” of the Targeted
12
Unit. You must cover as much of the Targeted Unit as
possible with the Template. Hit and wound as standard
with a template weapon, at S4 AP4. Stim Injectors: These powerful narcotics find
limited availability on the battlefield due to their
**Each model hit by a Marker Missile adds a addictive nature; a model with Stim Injectors has the
Markerlight Token to its unit. FNP USR.
***As the range is infinite, it is always in 'melta range'. Targeting Array: A model with a Targeting Array
gains +1 Ballistics Skill, to a maximum of 5.
Vehicle Armoury
Dampener and Irradiator: Found Here on Page 6 Multi-Tracker: A Vehicle with a Multi-Tracker is
treated as Fast for the purpose of firing its weapons.
Decoy Launchers: At your discretion, results that A Fast vehicle with a Multi-Tracker may fire
Immobilize a vehicle with a decoy launcher may be defensive weapons while moving flat-out. Vehicles
rerolled. The second result applies, even if it is worse. with the Aerial Assault special rule may fire an
additional weapon while moving flat-out.
Disruption Pods: A Vehicle with Disruption Pods is
Obscured to any firing units 12” or further away. Positional Relay: Units entering play via
Deepstrike within 12” of a model with a Positional
Flechette Launcher: Any unit directing its close- Relay do not scatter. Models with positional relays
combat attacks against a unit containing Flechette are never subject to Dangerous Terrain Tests.
Launchers takes 1D6 S3 hits for each Flechette Launcher
in the unit immediately after assaults have been declared.
A Shield Drone may purchase a Flechette Launcher for 5
Points.
--------------------------20 pages of pictures have been cut out here, for your viewing pleasure.------------------------
Each unit entry in the Codex: Tau Empire Army List is split into several different sections:
Unit Name: At the start of each army list entry you will find the name of the unit, alongside the points cost of
the unit without any upgrades.
Unit Profile This section will show the profiles of any models the unit can include.
Wargear
Unit Options
Battlesuit Commander..................................... .50 Points Page 4
WS BS S T W I A Ld Sv Options:
Shas'El 3 5 5 5 3 3 3 10 3 Replace any of your Pulse Carbines with:
- Burst Cannon................................................. 3 Points
- Flamer............................................................ 3 Points
- Plasma Blade................................................. 8 Points
- Fusion Gun.…............................................... 10 Points
- LB Burst Cannon........................................... 10 Points
- Ion Blaster.…................................................. 12 Points
Composition Special Rules - Ion Cannon.................................................... 12 Points
1 Shas'El Acute Senses - Ion Wave........................................................ 12 Points
Battlesuit - Heavy Burst Cannon...................................... 15 Points
Unit Type Deepstrike - Heavy Flamer................................................. 15 Points
Jump Infantry (Jetpack) Dynamic Entry - Fusion Ray..................................................... 15 Points
Hit and Run - Missile Pods ..................................................15 Points
Wargear Independent Character - Multi-Fusor.................................................... 15 Points
Command Helm - Plasma Gun.................................................... 20 Points
Drone Controller - Rail Rifle........................................................20 Points
2 Pulse Carbines - Heavy LB Burst Cannon............................... 20 Points
- You may Twin-Link any of the above
Upgrades: A Shas'El may gain: options for 1/3 its Points Cost, rounding
Shas'O......................................................10 Points down.
Glossary