Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Tau Empire Fandex

Download as pdf or txt
Download as pdf or txt
You are on page 1of 36

Codex: Tau Empire

A fan-made Codex by Chrisrawr (AKA Yelling Guy). Please, send any and all feedback or suggestions to
chrisrrawr@hotmail.com

Click the Picture for the Table of Contents

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!

Version 2.1 Alpha


Table of Contents
Page 1 Title Page
Page 2 Table of Contents
Page 3 Forces of the Tau Empire Codex
Page 4 Battlesuit: Commander
Page 5 Battlesuit: Bodyguards
Page 6 Demiurge: Wilting Sorrow
Page 7 Ethereal
Page 8 Honour Guard
Page 9 Kroot: Master Shaper
Page 10 Vespid: Vespid Princeling
Page 11 Battlesuit: XV-8 Crisis Team
Page 12 Battlesuit: XV-25 Stealth Team
Page 13 Battlesuit: XV-33 Sniper Team
Page 14 Gue'Vesa: ODSTs
Page 15 Kroot: Carnivore Savages
Page 16 Fire Warriors: Hunters
Page 17 Kroot: Carnivore Squad
Page 18 Drones: Drone Squadron
Page 19 Fire Warriors: Mobile Assault Cadre
Page 20 Pathfinders: Scouts
Page 21 Kroot: Carnivore Herders
Page 22 Vespid: Stingwings
Page 23 Battlesuit: XV-88 Broadside
Page 24 Dedicated Transport: Devilfish
Page 25 Dedicated Transport: Insertion Pod
Page 26 Barracuda
Page 27 Drone Harbinger
Page 28 Gunfish Platform
Page 29 Piranha
Page 30 Filler
Page 31 Tau Empire Wargear
Page 32 MORE WARGEAR
Page 33 SO MUCH WTFBBQ
Page 34 Tau Empire Vehicle Armoury
Page 35 Tau Empire Army List
Page 36
Forces of the Tau Empire
This section of the book details the forces used by the This section will be broken into 2 parts; The first part
Tau Empire – their weapons, their units, and the will simply list all of the units, their special rules, and
special characters you can choose from, such as some fluff about them. The second part details any
Commander Farsight, or Shas'O Kais. Each Unit Entry wargear you might find listed in the first!
describes the unit, and gives the specific rules you will
need to use them in your games. As such, the army list The Army List at the end of this Codex lists all of the
given later links to these entries, so you can easily standard weapons and model statistics, linked to the
check back as you pick a force. Any time you see a appropriate entry. Please, send me an e-mail with any
blue text, it's a link; It will take you directly to the broken links, so I can fix them right away!
object! Please, send me an e-mail with any broken
links so I can fix them, right away!

Tau Empire: Special Rules


Rail Weaponry Tau Auxiliaries
The weaponry of the Tau Empire is very The Tau are a diplomatic and aggressively friendly
technologically complex, relying on magnetic fields Empire, incorporating many other peoples and races
and powerful electrical charges. One of the most into their fold. They have many allies to call upon in
fearsome armaments in the Tau's armoury is its Rail times of war.
weaponry. There are many levels of Rail weaponry,
denoted in a weapon profile's Special section (Rail In addition to the normal Force Organization Chart, Tau
(1), Rail (2), etc.,). For a weapon with the Rail special Empire Armies have:
rule, draw a straight line in the desired direction out to -1 Auxiliary HQ slot
the Range of the weapon from the base of the firing -1 Auxiliary Elites slot
model. Choose a point along this line and roll 1 D6 -2 Auxiliary Troops slots
for each level of Rail (1D6 for Rail (1), 2D6 for Rail -1 Auxiliary Fast Attack slot
(2), etc.). Starting at the chosen point, and for that -1 Heavy Support Slot.
many inches along it, any units the line passes through
suffer 1 hit, at the weapon's profile, for each model Units able to fill these slots will note so in their
the line passes through in that unit. This line ignores profiles, but may otherwise be taken in a normal FOC
models in Close Combat. Any other firing by the slot.
shooting unit must be against a unit hit by this attack.
Rail weapons are always pinning.
Seek and Destroy
The Tau Empire makes use of some unconventional
tactics, many of which would be deemed Heretical by
the Imperium. Their use of Seeker Missiles guided by
powerful Artificial Intelligence is one of these tactics.

Tau Empire Armies have a Seeker Missile Reserve.


Up to1/5 of your army's total points may be spent
purchasing Seeker Missiles for this reserve, rounding
up. Each turn, up to 1/5 of your original Seeker
Missiles may be fired from this reserve, again
rounding up, treating any point along your Table Edge
as their point of origin. These Seeker Missiles are
otherwise subject to the same targeting restrictions as
normal Seeker Missiles.
Battlesuit: Commander
Though in recent times battles have been Though only one in one hundred with the will and ability
sparse, the defense of the Third Sphere is still a to become a Commander will survive the ordeals along the
task of the highest importance. A.I. have been way, those that do exemplify these traits. They embrace
meticulously programmed to record and report the knowledge that their life is to be used for the Greater
the progress of potential Command candidates Good, and that there is no higher honour or glory than to
from battle reports, summaries, debriefings, and further it – There are no rules of battle, no treaties, no
holo-vids. The results have been staggering; words unspoken or implications that will ever get in the
Firewarriors are not fearsome fighters, like the way of a Commander and his objectives. Through many
Orks. They are not the masters of battle that the hard-won battles, a Shas'El might eventually ascend to the
Space Marines have been created to be. They rank of Shas'O, gaining the liberties and responsibilities
have no Farseers to guide them, as do the Eldar. that come with such an honoured title.
They have neither the numbers of Imperial
Guard nor the ferocity and mindlessness of the
Tyranids – Instead, it is their luck, their
adaptation, their unconventionality that propels
these individuals through the ranks, to become
Commanders.

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.

Dynamic Entry: This model counts its weapons as twin-


linked and pinning during any turn it Deepstrikes.

Experienced Commander: This model grants one of your


units the choice to Outflank during deployment.

Lucky: This model allows you to reroll any single D6


once per game. Lucky can be used to reroll a deployment
or initiative roll, etc.

Shas'O: This model has WS:4, W:4 I:4, A:4, and LD:10.

Unconventional Tactics: This model grants one of your


units the Scouts special rule during your deployment.

Battlesuit: A battlesuit may fire all of its weapons in the


same shooting phase.
Battlesuit: Bodyguards
Devoutly loyal to their commander, these Shas'Vre Having spent their lives being trained specifically for
have served at his side since his installation, and in this purpose, and spending much more of their time after
some cases, since his recognition as command being assigned a commander to becoming an extension
material. Their zealous defense of the Greater of his will, these brave soldiers are viewed in a light of
Good has time and time again pulled a battle utmost reverence by their firewarrior brethren – They are
through to its victorious conclusion for the Tau the best of the best, as it were.
Empire.

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

Bodyguards: This unit is Stubborn as long as a


Battlesuit Commander is part of it.
Demiurg: Wilting Sorrow
Little is know of the Demiurg, even to the Tau. They On the battlefield, it hovers ominously, vaguely
live on massive, fully autonomous colony ships, but reminiscent of a watching eyeball. Flickers of energy
their numbers are few, their interactions fewer. Until probe the nearby area, like malevolent tendrils seeking
recently, they'd limited their transactions to the foes to rend apart, while subtle energies suppress
Water Caste, negotiating trades, mostly of energy fields and shove foes into the line of fire.
technology and resources. Recently however, they've
began offering military services, weapons and
blueprints for battleships, technology that had been
lost or unthought of for many millenia. The Wilting
Sorrow is one such battleship, almost completely
drone-operated, with but a single representative
Demiurg at the helm. Like its mysterious creators,
little is known about the Wilting Sorrow, or its
capabilities...

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

Price of Failure: If an Ethereal dies, Tau Empire units


unable to be taken as Auxiliaries suffer a Morale Test.
Units that pass the test gain the Preferred Enemy
special rule for the rest of the game.

Reverent: Friendly models within 12” of the Ethereal


are Ld 10 and Stubborn.
Honour Guard
Similar to the Shas'Vre who guard, with their lives, a Their fervent loyalty and skill in battle is matched only
Commander on the battlefield, these Honour Guard by their powerful custom armament; built themselves
have been bred and raised under the careful guidance for the sole purpose of defending their Ethereal, and
of the Ethereal they serve. Inextricably linked to the deterring attackers, the Honour Guard accepts no less
Ethereal, they are capable of almost impossible feats than the best for the assured survival of their leader.
of daring, moving disturbingly fast to intercept
projectiles and blows - sometimes before the
assailant has even pulled the trigger!

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

Our Lives are yours: Wounds allocated to an Ethereal


in the unit are instead allocated evenly among the
Honour Guard.
Kroot: Master Shaper

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+

Ambush: This model ignores difficult and


dangerous terrain tests from natural terrain (area
terrain that is not ruins or rubble, wrecks, or other
'artificial' obstructions). While in natural terrain,
they gain the Stealth USR, and when they launch an
assault against a unit in natural terrain, they make
their extra attack gained from Charging at Initiative
6 instead of their normal initiative.

Kroot Genevolution: If this model is deployed


attached to a Kroot unit, the entire unit, including
this model, may purchase one of the following
upgrades, at 1 point per model:

+1 Weapons Skill | +1 Strength | +1 Toughness | +1


Initiative | +1 Attacks | +1 Armour Save

You may only ever purchase a single bonus for any


single Kroot Carnivore Squad from Kroot
Genevolution.
Vespid: Princeling
Fluff Fluff

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

Harrying: Models with Harrying have the Skilled Fliers


special rule, and may Turbo Boost (As a Jetbike, gaining
the benefits therein). During the shooting phase, they may
fire their weapons at a single enemy unit they moved over
during the movement phase immediately prior. This
shooting takes place at BS 2.
Battlesuit: XV-8 Crisis Team

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

Stealth Field Generator: When firing against an XV-25


Stealth Team, enemy units have their weapons' ranges
reduced to 2d6x2”. When Assaulting an XV-25 Stealth
Team, enemy models reduce their Assault Movement by
3”.
Battlesuit: XV-33 Sniper Team

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

Spotting Stand: At the beginning of its turn, a unit with a


Spotting Stand may give up all voluntary movement
during the turn to gain +1BS until the end of the turn. A
Spotting Stand doesn't function during any turn its
owning unit moves.
Gue'Vesa: ODSTs

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)

Ablative Armour: An ODST's armour is designed with


special metallic plates, which, when combined with
sensors, 'jump' off the Carapace Armour underneath, to
deflect or intercept incoming fire. Once per game, a
model with Ablative Armour may re-roll a failed Armour
Save.

Modified Autogun: The ODSTs use an Autogun


modified to receive special plasma-tipped AP rounds. It
fires with the following profile:
Range:18” S:3 AP:3 Special: Assault 2
Kroot: Carnivore Savages

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

Poisonous Adaptations: This model may choose to have


its attacks at range and in close combat become Poisoned
(4+). On any turn it charges a unit it's wounded by a
poisoned weapon in the shooting phase, its attacks in
close combat may be Poisoned (3+) instead.
Fire Warriors: Hunters

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

Suppressive Fire: During the Shooting Phase, if this unit


inflicts more wounds to a target unit than that target has
models, that target must immediately take a Pinning Test.
Fearless targets instead suffer a number of wounds equal
to the number of unsaved wounds resulting from this
shooting.
Kroot: Carnivore Squad

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)

Claws and Teeth (Hounds Only): Models wounded by a


Kroot Hound have their Initiative lowered by 1 to a
minimum of 1 for the duration of the assault. This ability
is cumulative.
Drones: Drone Squadron

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

Drones: The Leadership value of a Drone Squadron is


equal to the number of Drones in it. Drone Squadrons
with more than 10 Drones are Fearless.
Firewarriors: Mobile Assault Cadre

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

Varied-Frequency Armour: This model has a 5+


Invulnerable Save.
Battlesuit: XV-88 Broadside

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

Transport Capacity: A Devilfish may transport up to 12


models from a unit able to purchase it, including room for
4 drones that do not count against this limit.

Special Rules
Acute Senses

Drone-Assisted Small-Arms: This vehicle counts Pulse


Rifles as Defensive Weapons.
Dedicated Transport: Insertion Pod

Armour
Type BS F S R
Insertion Pod Skimmer, Open-Topped - 10 10 10

Transport Capacity: An Insertion Pod carries 5 ODSTs


into battle. They must disembark immediately, and the
Insertion Pod can transport no units for the rest of the
game.

Special Rules
Deepstrike

Immobile: After landing, this vehicle suffers an


“Immobilized” result, if it is not already Immobilized by
other means (Dangerous Terrain, Special Abilities, etc.).

Unguided: Insertion Pods must enter play via Deepstrike,


and may do so even in scenarios where this isn't normally
allowed. They always scatter a full 2d6" in the direction
of the arrow (use the small arrow if a hit is rolled).
Always place the Insertion Pod in the center of the table
when it arrives from Reserve. If it lands within 1” of
models (friend or foe!) move the models so that they're at
least 1” away from the Insertion Pod's intended landing
spot, and then place the Insertion Pod normally. Units
with models that were displaced this way take 1D6 S4
hits, and suffer a Pinning Test.
Barracuda

Armour
Type BS F S R
Barracuda Skimmer, Fast 3 12 11 10

Special Rules
Acute Senses

Aerial Assault: This model may fire all of its weapons at


Cruising Speed.

Supersonic: This model may move up to 36” when


moving Flat-Out.
Drone Harbinger

Armour Drone Harbinger: The Harbinger gains power based


Type BS F S R on how many Drones are embarked.
Harbinger Skimmer, Open-Topped 3 12 11 10 When at least 12 Drones are embarked, the vehicle
gains the Fast Type.
Transport Capacity: 3 units of up to 12 Drones each.
Up to 2 units of Drones may embark or Disembark each When at least 24 Drones are embarked, the Vehicle
turn. may fire an additional weapon in the shooting phase,
following the rules for the Space Marine's “Power of
Special Rules the Machine Spirit.” Passengers may fire at Cruising
Acute Senses Speed if they are otherwise able to.

When a full 36 Drones are embarked, the Harbinger


gains the ability to create Drone squadrons. At the
beginning of your Movement Phase, roll 2D6, and
place a Drone Squadron with that many Drones
within 6” of the Harbinger. Each Drone created this
way is equipped with a Pulse Rifle. If doubles are
rolled, the Harbinger may create no more Drones in
this way for the remainder of the game.

Relay Station: Drones within 12” of the Harbinger


are Ld 10 and Fearless.
Gunfish Platform

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

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
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.

Weapon Range S AP Type Weapon Range S AP Type


Missile Pod (AP) 36” 7 4 Assault 2 Pulse Carbine 18” 5 5 Assault 2, Pinning
Missile Pod (HE) 36” 4 5 Assault 2, Blast Pulse Repeater 30” 5 5 Heavy 20
Pulse Rifle 30” 5 5 Assault 1
Neutron Blaster: Neutron Blasters are powerful Pulse Sniper 48” X 5 Heavy 1, Sniper
crystal-resonance weapons employed by the Vespid;
their wings cause vibrations in the matrix of the crystal, Rail Weapons: Few weapons can hope to match
which creates devastating harmonic effects. The Neutron the sheer majesty of the Tau Empire's Rail Cannons –
Blaster is a Power Weapon in close-combat, and may fire Titan Killers, Landraider Crumplers, Slayers of
with either of the following profiles: Baneblades and Guardsmen alike.

Weapon Range S AP Type Weapon Range S AP Type


Neutron Blast 18” 5 3 Assault 1 Rail Cannon 72” 10 1 Heavy 2, Rail (3)
Resonant Wave Template 3 5 Assault 1 Railgun 72” 10 1 Heavy 1, Rail (2)
Rail Repeater 36” 6 3 Heavy 3, Rail (1)
Photon Grenades: Photon Grenades are Defensive Rail Rifle 36” 6 3 Heavy 1, Rail (1)
Grenades, as listed in the Core Rulebook. Rail Sniper 60” 8 2 Heavy 1, Rail (2)
Plasma Weapons: Although most of the Tau's
conventional weaponry is based on plasmatics, the Seeker Missiles: The classic Tau force-multiplier,
similarities between these plasma weapons and the seeker missiles play no small part in Tau skirmishes
Imperiums are more notable; Although the Tau have and battles.
opted for a safer, less volatile route, the power of these
weapons suffers for it. There are 5 types of missile, Airburst, Inferno,
Marker, Melta, and Standard. Each one has its own
Weapon Range S AP Type points cost and firing profile.
Plasma Gun 24” 6 2 Assault 2
Plasma Pistol 12” 6 2 Pistol Seeker Missiles fire at Ballistics Skill 5, never
require Line of Sight, never grant cover except from
Plasma Blade: A Power Weapon. If a model has 2 Area Terrain, Special Rules, and Wargear, and
Plasma Blades, it may re-roll To-Hit in close-combat. determine Armour Facing from their Origin.

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.

Varied-Frequency Armour: Found Here on


Page 22

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.------------------------

Force Organization for Standard Missions

1 Mandatory HQ, 1 Optional HQ, 1 Optional Auxiliary HQ


2 Mandatory Troops, 4 Optional Troops, 2 Optional Auxiliary Troops
3 Optional Elites, 1 Optional Auxiliary Elites
3 Optional Fast Attack, 1 Optional Auxiliary Fast Attack
3 Optional Heavy Support, 1 Optional Auxiliary Heavy Support

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.

template in use: Any help appreciated :D


Unit Name XXX Points Page XX
WS BS S T W I A Ld Sv Options:
Model Name X X X X X X X X X

Composition Special Rules

You may also


Unit Type

Wargear

You may also


Upgrades

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.

A Shas'O may gain: You may take any of the following:


Experienced Commander.........................15 Points EMP Grenades................................................. 3 Points
Lucky.......................................................15 Points Iridium Armour................................................ 10 Points
Unconventional Tactics............................15 Points Markerlight..................................................... 15 Points
Shield Generator...............................................15 Points
Unit Options: Smart Missile System...................................... 15 Points
A single Bodyguards unit may be purchased for each Stim Injectors................................................... 15 Points
Battlesuit Commander in your Army.

Glossary

You might also like