tau fandex 1.4

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Tau Fandex 1.4 FORWARD First and foremost, I want to make it clear that the original idea for the Tau and 40k is the IP of Gamesworkshop. The ideas I have put forth are ideas that I nd to be a good fullling of what the Tau army eventually should be. The following is considered a fandex, and is not the ofcial rules or models of the game, Warhammer 40k. This fandex was produced to make the game more fun and interesting for Tau players and fans. If you download this or share it with someone else, please pass on this short message. “For the Greater Good” Fandex by: Ryan Allen

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Page 1: Tau Fandex 1.4

Tau Fandex 1.4

FORWARDFirst and foremost, I want to make it clear that the original idea for the Tau and 40k is the IP of Gamesworkshop. The ideas I have put forth are ideas that I find to be a good fulfilling of what the Tau army eventually should be. The following is considered a fandex, and is not the official rules or models of the game, Warhammer 40k. This fandex was produced to make the game more fun and interesting for Tau players and fans. If you download this or share it with someone else, please pass on this short message.

“For the Greater Good”

Fandex by:

Ryan Allen

Page 2: Tau Fandex 1.4

Tau Special Rules 3

Summary 4

HQ 6

COMMANDER 6

ETHEREAL 6

ELITE 7

CRISIS TEAM 7

STEALTH TEAM 7

TROOP 8

FIRE WARRIOR SQUADS 8

KROOT CARNIVORE SQUAD 8

FAST ATTACK 10

GUN DRONE SQUAD 10

PATHFINDER XV14 TEAMS 10

VESPID STING WINGS 11

XV9 HAZARD CLOSE SUPPORT ARMOR 11

HEAVY SUPPORT 12

XV88 BROADSIDE TEAM 12

HAMMERHEAD GUNSHIP 12

SKYRAY MISSLE DEFENSE GUNSHIP 12

VESPID COLONY QUEEN 13

ARMORY 14

BATTLE-SUIT ARMORY 14

INFANTRY ARMORY 17

VEHICLE ARMORY 19

MARKERLIGHTS 20

DRONES 20

SPECIAL CHARACTERS 21

COMMANDER CLEAR SHADOW 21

Page 3: Tau Fandex 1.4

Tau Special RulesThe Greater Good

In Tau society, every one dedicates everything they have to the greater good of the empire. At the forefront of the expanding empire this attitude is easily picked out, not only by Tau warriors, but also those they come up against. Giving their life, their all to help insure that the Greater Good is served and realized. In extreme conditions some commanders have been know to commit all their troops in the name of the Greater Good to secure what they have pledged their life for. If a Tau commander is still alive on the last turn of a game, that player may roll an initiative test using the commander’s initiative to see if the game will go an extra turn. If passed then the game will extend 1 extra turn beyond what they game would have ended on. If it ends on turn five, then there would be a turn 6; if it ends on turn 7, then there would be a turn 8, provided the commander chooses to and that the commander passes the test.

Kauyon- The Patient Hunter

Is the form of battle in which the Tau use a lure or bait to get their enemies into a position where they can be destroyed. The tau regard territorial gain as militarily irrelevant compared to the destruction of the enemy forces. Tau view a battle ground as a position from which to make a kill; once a kill is made the ground is given up. when a tau player is playing a game with objective markers;, before the start of the game the Tau player may announce that he is going for Kauyon. If he does, the Tau player is now playing for victory points while his opponent is still playing for objective markers. Follow the following formula:

Victory Points Total / Objective Markers = Objective Marker victory point equivalent

The Tau player’s opponent/s will score victory points using the above formula, while the Tau player will be playing for regular victory points. The opposing player must be in control of the objective markers at the end of the game in order to count those points. The Tau forces must have more VPs scored than the enemy has Objective marker VPs to win.

Mont’ka- The Killing Blow

This form of warfare is used to run an enemy to ground, or to identify a target of opportunity and attack it swiftly. These attacks are planned in great detail and with much intelligence gathering. When playing any game where victory is determined by victory or kill points, the Tau player may announce that he is going for the Mont’ka. When announced the opposing player must reveal with of their units has the highest victory or kill point value. From the turn that the unit indicated, arrives on the table, the Tau forces will have 3 turns in which to eliminate it from play. If eliminated the specified unit will add double its points value to the Tau players score. If the Tau player fails to eliminate the unit from play within the time given, the enemy army gets to add the unit’s point value to their own score at the end of the game.

The Greater vision

The Tau are excellent at night fighting, and when it is dark they will move into range of enemy defenses and destroy them systematically. All without the enemy being able to find them in the darkness of the night. Prior to deployment in andy game where night fighting special rule is in place, the Tau player may roll a D6, the number rolled is how many units he may distribute Black Sun Filters to, free of charge. He may only give them to models that are Shas’ui or higher. (Excludes Vespid and Kroot)XV Suits

XV Suits always count as Jet packers and have the universal special rule Relentless, unless otherwise specified.Weapon Systems

If 2 weapons are twin linked on a suit or a vehicle, they count as a single weapon system.Drones

Unless drones are in a squadron unit, they are controlled by a drone controller, rather than an AI network. Therefore when they are under a drone controller they are considered equipment and may not count as KPs, or toward moral or leadership checks, or for capturing objectives.

Additional Changes

Changes made from the Tau Empire Codex beyond this point are highlighted in yellow.

Page 4: Tau Fandex 1.4

SummaryTau Unit Profiles

WS BS S T W I A LD SV

HQ

Ethereal 4 3 3 3 2 3 3 10 *

Clear Shadow 4 5 5 4 4 6 4 10 3+

XV8 Shas’o 4 5 5 4 4 4 4 10 3+

XV8 Shas’el 4 4 5 4 3 3 3 9 3+

ELITE

XV8 Shas’vre 3 3 5 4 2 3 2 8 3+

XV8 Shas’ui 2 3 5 4 2 2 2 8 3+

Stealth Shas’vre 3 4 4 3 1 4 2 8 3+

Stealth Shas’ui 2 3 4 3 1 3 2 8 3+

TROOPS

Fire Warrior ui 3 3 3 3 1 3 2 8 4+

Fire Warrior la 2 3 3 3 1 2 1 7 4+

Kroot Shaper 4 3 4 3 3 4 4 8 -/6+

Kroot 4 3 4 3 1 3 2 7 -/6+

Kroot Hound 4 0 5 3 1 5 3 7 -/6+

Krootox 4 3 6 3 3 3 3 7 5+

FAST

Pathfinder ui 2 4 4 3 1 3 1 8 3+

Strain Ldr 4 3 3 4 1 5 3 9 5+

Sting Wing 4 3 3 4 1 5 2 6 5+

XV9 Hazard 3 3 5 5 2 3 2 8 3+

HEAVY

XV88 Shas’vre 3 4 5 4 2 3 2 8 2+

XV88 Shas’ui 2 3 5 4 2 2 2 7 2+

Vespid Queen 6 3 5 6 3 2 3 10 3+

SPECIAL

Fleschette Drone 2 * 3 3 1 5 1 X 4+

Gun Drone 2 2 3 3 1 4 1 x/* 4+

Marker Drone 2 4 3 3 1 4 1 - 4+

Shield Drone 2 - 3 X 1 5 1 - X

Smoke Drone 2 - 3 3 1 5 1 - 4+

Sniper Drone 2 4 3 3 1 4 1 - 4+

X always means to use the drone controller’s stat line

* Check models special rules

Tau Vehicle Profiles

VEHICLE/ ARMOR FRONT SIDE REAR BS

Devilfish Troop Carrier 12 11 10 3

Hammerhead Gunship 13 12 10 4

Piranha Light Skimmer 11 10 10 3

Skyray Missile Gunship 13 12 10 4

Weapon Range Strength AP TYPE Notes

Airbursting Fragmentation Projector

Charged G24” 5 4 Assault 1 Large Blast

Regular G24” 4 5 Assault 2 Blast

Burst Cannon 18” 5 5 Assault 3 Pinning,*

Cyclic Ion Blaster 18” 3 4 Assault 5 Rending

Accelerated 18” 3 4 Assault 6 Rending on 5s & 6s

Flamer Template 4 5 Assault 1 Ignores Cover

fusion Blaster 12” 8 1 Assault 1 Melta, does not

overheat

Ion Cannon 60” 7 3 Heavy 3

Kroot gun 48” 7 4 Rapid fire

Kroot rifle 18” 4 6 Assault 1

Markerlight 36” - - Heavy 1

Missile Pod 36” 7 4 Assault 2

Neutron Blaster 12” 5 3 Assault 1

Neutron Mauler 12” 6 3 Assault 5 See armory*

Plasma Rifle 24” 6 2 Rapid fire Does not overheat

Pulse carbine 18” 5 5 Assault 2

Pulse Pistol 12” 5 6 Pistol

Pulse rifle 30” 5 4 Heavy 2

Page 5: Tau Fandex 1.4

Rail gun

Solid shot 72” 10 1 Heavy 1

Submunition 72” 6 4 Heavy 1 L. Blast template

Rail Rifle 36” 6 3 heavy 1 Pinning

Seeker Missile

Fragmentation Unlimited 6 4 Heavy 1 See Armory

Regular Unlimited 8 3 heavy 1 See Armory

Stinger unlimited 7 5 heavy 1 See Armory

Smart Missile System 24” 5 5 Heavy 4 No Line of Sight

Needed

Spectrum Marker Pod 36” - - Heavy D6/D3 See Armory

Page 6: Tau Fandex 1.4

HQCOMMANDERFOC AVAILABILITY: 1-2 commandersUNIT TYPE: Jump Infantry (Jump Pack)Equipment: The commander has a XV8 Crisis Battle-suit, and must select 3 battle-suit hard points systems from the battle-suit armory. the commander may also select additional items from the Battle-suit war gear list, including special issue items.Special RulesIndependent CharacterUnless accompanied by a bodyguard, the commander is an Independent character and follows the IC special rules in the BRB. The commander may join other units as an IC if he has drones.BodyguardThe commander may be accompanied by a bodyguard, the commander may select 1-2 XV8 Shas’vre as its bodyguard. The commander and his bodyguards count as a single HQ choice.XV8 Battle-suitBattle-suits grant the wearer the Acute Senses, Relentless and Deep Strike special rules.

ETHEREALFOC Availability: 1-2 EtherealsUnit Type: InfantryEquipment: Symbols of Office Options

-May upgrade symbols of office to an Honor Blade for +10 pts

-May select additional Equipment from the infantry war-gear list.

Special RulesIndependent CharacterIf the Ethereal does not take an Honor Guard he becomes an Independent Character and follow the IC special rules in the BRB. Drones count as equipment if taken.Honor Guard Warriors who have chosen to forgo the normal progression of the fire caste. They may select either pulse carbine or pulse rifles, and may take EMP grenades for +3 pts per model, and Holo grenades for +2 pts per model if pulse rifles selected. They are considered a fire warrior except in the following regards:

Can only be taken by EtherealDo not count as a FOC slot They cost +2 pts per model from the regular cost

May not upgrade to uiThey get a +1 BS( shone in the above profile).

Inspiring PresenceEthereals give all Tau units the ability to re-roll any missed morale checks( excludes Kroot, Vespids, and Drones). If night-fighting rules are in play, check for spotting distance. Any unit joined by an Ethereal becomes fearless.

Price of Failure If a friendly Ethereal is killed then every Tau on the tabletop must take a morale check at the start of their next turn. (excludes units falling back or in close combat) If failed the effected Tau unit (units effected by inspiring presence) will have to fall back. If passed that unit now has preferred enemy.

Model Pts WS BS S T W I A Ld Sv

Aun 50 4 3 3 3 2 3 3 10 -

Honor Guard 12 2 4 3 3 1 2 1 7 4+

Model Pts WS BS S T W I A Ld Sv

Shas’el 50 4 4 5 4 3 3 3 9 3+

Shas’o +25 4 5 5 4 4 4 4 10 3+

Page 7: Tau Fandex 1.4

ELITECRISIS TEAMFOC Availability: 1-3

Team: 1-3 Shasʼui

Unit Type: Jump Infantry

Equipment: Each team member is equipped with an XV8 Crisis Battle-suit and must select 3 hard point systems from the battle suit armory.Options: One Shasʼui per team may be upgraded to Shasʼvre for 5+ points, and may select additional items from the Battle-suit War-gear list, including special issue items.Special RulesXV8 Battle-suitBattle-suits grant the wearer the Acute Senses, Relentless and Deep Strike special rules.

STEALTH TEAMFOC Availability: 1-3

Team: 3-6 Shasʼui

Unit Type: Jump Infantry

Equipment: Each team member is equipped with a XV25 stealth suit, stealth field generator and a burst cannon. Each team member may select 1 additional battle-suit support option.Options: On member of each team may be upgraded to a Shasʼvre. Shasʼvre may take additional upgrades from the Battle-suit War-gear list. The Shasʼvre may also pick from the options below.

-May upgrade weapon system to a Fusion Blaster for +4 pts-May upgrade weapon system to a Plasma Rifle for +10 pts-May take a Markerlight for +10 pts

-May upgrade weapon system to a Spectrum Marker Pod for +22 pts (may not purchase a markerlight). If taken Shasʼvre will have no weapon other than the SMP.-May take 1-2 Sniper Drones if a Drone Controller taken at +30 pts a piece( Stealth Shasʼvre only).

Special RulesDrone Controllers that have Stealth Field Generators confer stealth to their drones. Stealth squads may infiltrate when missions allow. Battle-suits give the Acute Senses, Relentless and Deep Strike special rules.

Model Pts WS BS S T W I A Ld Sv

Shas’ui 25 2 3 5 4 2 2 2 8 3+

Shas’vre +5 3 3 5 4 2 3 2 8 3+

Model Pts WS BS S T W I A Ld Sv

Shas’ui 22 2 3 4 3 1 3 2 8 3+

Shas’vre +5 3 4 4 3 2 3 2 8 3+

Page 8: Tau Fandex 1.4

TROOPFIRE WARRIOR SQUADSFOC Availability: 1-6

Team: 6-12

Unit Type: Infantry

Equipment: Pulse Rifle

Options: Any # of warriors may exchange their rifles for pulse carbines at no additional cost. If the squad, including drones total 12 models or less, they may take a devilfish troop transport. The Devilfish does not count as a designated transport, nor does it take up any FOC slot.

-May take EMP grenades at +3 pts. per model-Team can take Holo grenades at +2 pts. per model (not available if team selects or has photon grenades)

-Team can take Photon grenades at +1 pt. per model (not available if team selected Holo grenades)

One Shas’la from each team my be upgraded to a Shas’ui for +5 pts., the Shas’ui has access to the Tau Infantry War-gear list. Shas’uis always bond their

soldiers to them, and count the team as having a bonding knife

-Shas’ui may purchase a Markerlight for +10 pts.-Shas’ui may replace their Pulse rifle for a Rail Rifle at +8 pts.

-Shas’ui may purchase any grenades available to the squad

KROOT CARNIVORE SQUADFOC Availability: 6

Team: Team consists of 10-20 Kroot, 0-12 Hounds, and 0-3 Krootox Riders.Unit Type: Infantry

Equipment: Kroot have Kroot rifles with knives attached which gives them an extra attack in close combat( included in profile), Hounds none, Krootox Rider with Kroot GunOptions: If the squad takes a Shaper, you may give all Kroot a +1 armor save to their current stat line.Special RulesIf no Krootox are taken, the squad may infiltrate if missions allow. All Kroot get Field Craft and Move through cover. In addition Kroot can see and shoot into and out of jungles and forest, up to 12” without penalty. Kroot may move the full 6” in the movement phase and assault phase when in jungle or forest. When they assault or get assaulted in jungle or forest terrain, they attack first. Their ability to operate within these type of terrains is rarely matched in the galaxy. Kroot in jungle or forest terrain get an additional +1 to their cover save.

The Shape of Things to ComeKroot Shapers have the ability to make their clan alter their DNA when digesting an enemy with high Strength, Toughness or fighting skill. Normally a clan will take months even years for the change without a shaper present, but with their honed ability they can enact near instantaneous manifestations of the newly added DNA. If a Shaper is taken, and the Kroot get into close combat and win by massacre or enemy falling back; they can add an attribute of their beaten enemy to their own, if it is higher than the shaper’s stat line, then the squad may add +1 to their Strength, Toughness or Weapon Skill stat line. This stat line will remain in effect for Kroot squad for the rest of the game. This ability is compoundable.

Model Pts WS BS S T W I A Ld Sv

Shas’la 12 2 3 3 3 1 2 1 7 4+

Shas’ui +5 3 3 3 3 1 3 2 8 4+

Devil Fish 80 BS 3 F 12 S 11 R 10

Model Pts WS BS S T W I A Ld Sv

Kroot 7 4 3 4 3 1 3 2 7 -/6+

Hound +3 4 - 5 3 1 5 3 7 -/6+

Shaper +21 4 3 4 3 3 4 4 8 -/6+

Krootox +32 4 3 6 3 3 2 3 7 5+

Page 9: Tau Fandex 1.4

The PathfindersDirect fire, mark targets, reconnaissance, mobility and all while avoiding direct contact with the enemy, this was what the Tau pathfinder is for. Every army needs units such as these, the eyes and the ears of a functioning body. Unfortunately the 3rd Sphere campaign exposed some major deficiencies in the Tau war machine, one being the Pathfinders inability to perform with its current method of operation. At the closing of the 3rd Sphere campaign, many of the Auns saw an unnecessarily high increase of deaths from their fire warriors; As the Auns looked into the phenomenon, they found that a high death toll among pathfinders getting cut down before they could perform their duties was costing much more life loss than was necessary. With the Tau restocking after their expansion the need to preserve the empire’s new found gains was necessary to the greater good. The Auns knowing of their peoples ability to overcome objectives with flexible and ingenuity, decided a new approach was needed and decided a revamp was needed. The main problems were first, the gap between actual Pathfinders that could be put in the field, and the huge amount of fields that needed to be covered across the third sphere. Second, the increasing need of availability for troop transports to ferry maximum number of troops to and from essential areas of conflict zones. The overhaul had to provide mobility to for the Tau scouts without taking away from the ability to ferry regular troops to and from the key locations of the battlefront. Essentially they needed a way for them to do more with less.

What was settled upon was to give the scouting troops XV suits outfitted for their purposes. Not only would this give them increasingly more use of their abilities in their field of operations, but it solved the mobility issue as well as drastically reducing the mortality rate in the division. Using the XV15 suit from campaigns past as a baseline, the earth caste made another prototype suit of similar construction, but tailored for the pathfinders’ specific uses. The focus of the suit would be its speed, dexterity and the ability to implemented a higher amount of drone assistance to compensate for lack of enough Pathfinders to fill all the battle needs of the empire. This is how they would overcome increased zones of conflict over the ever widening empire, where pathfinders would be pivotal to hold on to the victories the Tau Empire had won.

The ultimate result, the core purpose and usefulness as the empire’s forward battlefield operators & observers were preserved, as was the cores ability to perform with potency given its reduced size. Though still considered to be a trial program, early results are showing great returns on the new investment of technology and methodology.

XV14 Reconnaissance SuitsThe new XV14 suits are an adaptation of the previously used XV15s that Stealth teams were using back during the 2nd Sphere expansion campaign. The main differences are the camouflage field instead of the stealth field generator, allowing the unit to seem as if it is part of the terrain, where only movement can spoil its effect. The suit also employs an experimental technology designed specifically for the scouting division of the cadre.

The Nexus Drone Controller Was designed with the pathfinders solely in mind. Because the device must be attached to a bigger power cell and computer mod, it had to go on a XV suit, one of the main reasons new pathfinders are issued a XV suit. The new controller can command and orchestrate the activities of up to 8 drones at the same time, and still allows the drones AIs to interact normally. Allowing for a smaller number of pathfinders to be deployed and still retain the same results.Lone RangersWith their reduced numbers, pathfinders with their new equipment have adopted a new deployment style as well. Where as before pathfinders were groups of four to eight strong, now they rome in groups of no more than three. The new assistance from the Nexus Drone Controllers more than makes up for the missing numbers though.

Page 10: Tau Fandex 1.4

FAST ATTACKGUN DRONE SQUADFOC Availability: 1-3

Team: 4-8 Gun Drones

Unit Type: Jump Infantry (Jet packers)Equipment: Jet pack, Twin-linked Pulse Carbines

Special RulesIntelligent DesignDrones are AIs that can operate for a limited time on their own unless they are linked together with other AIs, forming a networked intelligence. A drone’s Ld starts at 6; however for every additional drone linked into the network over 4, their leadership will increase by 1pt. per extra model up to a maximum of 10. e.g. 8 Gun drones are in a squadron and thus have Ld 10, after taking incoming fire they lose 2 drones, they are now at leadership 8. Gun Drone squadrons can merge together and become one squadron during the movement phase. The new squadron may not be bigger than 8 drones and both merging squadrons must be completely merged. For example if a piranha is wrecked and the drones disembark, they are considered a gun drone squadron, if there is a GDS on the table with 6 drones or less the two squads could join together. (must be within 2” of each other by end of the movement phase)

PATHFINDER XV14 TEAMSFOC Availability: 1-3

Team: Consists of 1-3, XV14 Shas'ui, each ui must take minimum 3 gun drones & 3 Marker DronesUnit Type: Jump Infantry

Equipment: XV14 Reconnaissance suit, Nexus Drone Controller, pulse pistol, jet pack, Camouflage field.Options: Each Shasʼui may take an additional 2 drones of their choice( excludes sniper gun drones), and may select additional items from the Battle-suit war-gear list.Special RulesAcute Senses, deep strike, hidden deployment, jet packers, scout

TrailblazerPathfinders & their drones have been outfitted with special jet packs that have an over thrust option; which allows them an unprecedented amount of speed for a short time, however the system requires a cool down period after use before it can be used again. Pathfinders and their drones may make a 24” move at the start of their turn, but may not shoot and must go to ground once the move is completed.

The Path AheadPathfinders and their drones have been given extra systems to be able to move quickly, allowing them to get the best position in the field to fulfill their tasks. The pathfinder’s team may choose to use the jump infantry rule instead of the jet-packer rule. The unit receives the Move Through Cover special rule for that turn.

Model Pts WS BS S T W I A Ld Sv

Gun Drone 10 2 2 3 3 1 4 1 6~11 4+

Model Pts WS BS S T W I A Ld Sv

XV14 Shas’ui 25 2 4 4 3 1 3 1 8 3+

Gun Drone 10 2 2 3 3 1 4 1 6 4+

Marker Drone 20 2 - 3 3 1 4 1 - 4+

Page 11: Tau Fandex 1.4

PIRANHA LIGHT SKIMMER TEAMFOC Availability: 1-3

Team: consists of 1-5 Piranhas

Unit Type: Vehicle, skimmer, fast, open topped

Equipment: Hull mounted Burst cannon and a pair of gun dronesOptions: The Burst cannon may be replaced with a Fusion Blaster for +5 points. Piranhas may take any of the vehicle upgrades except the multi-tracker.

VESPID STING WINGSFOC Availability: 1-3

Team: A strain unit consists of 3-10 Sting Wings and a Strain Leader.Unit Type: Jump Infantry

Equipment: Wings, stinger, neutron blaster, Strain Ldr has a communications helm.Options: May take a Neutron Dampening Field for the entire strain for +30 pts. The NDF was developed from the neutron technology of the Vespid race. The field is made by applying a crystalline jelly to the Sting-Wings. Emissions made by the crystal coat, throws off a neutrino pulse that retards the equilibrium of any creature that gets close. The NDF reduces all enemies close combat attacks by -1, down to a minimum of 1 attack.Special Rules: Deep strike, fleet of wing, skilled flyer( may re-roll failed Dangerous Terrain tests.

XV9 HAZARD CLOSE SUPPORT ARMORThe following excerpt was copied from www.Forgeworld.co.uk website.

FOC Availability: 1-3

Team: A XV9 team consists of 1-3 ShasʼvreUnit Type: Jump Infantry

Equipment: XV9 armor, jet-pack, 2 twin-linked burst cannons, vectored retro-thrusters, multi-tracker and on other system, which must be chosen form the options list below.Options: The XV9 must choose one of the following additional systems.-Black Sun Filter 5 points-Drone Controller* 10 points( plus the cost of drones)

-Target Lock 5 points-Shield Generator 20 points

*Drone Controller- XV9 suits may have drones and use their Vectored Retro-Thrusters to escape from close combat as per the Tau Empire codex. If they choose to do so, they abandon their drones which are destroyed, but in the turn this occurs the XV9 automatically passes its initiative test to disengage.Special Rules: Acute senses, deep strike, internal photonic dischargers( counts as having defensive grenades), bonded( may always attempt to regroup)

Model Pts BS Armor Front Side Rear

Piranha 60 3 11 10 10

Model Pts WS BS S T W I A Ld Sv

Sting Wing 16 4 3 3 4 1 5 2 6 5+

Strain Leader +8 4 3 3 4 1 5 3 9 5+

Model Points WS BS S T W I A Ld Sv

Shas’vre 65 3 3 5 5 2 3 2 8 3+

Page 12: Tau Fandex 1.4

HEAVY SUPPORTXV88 BROADSIDE TEAMFOC Availability: 1-3

Team: Consists of 1-3 Shasʼui

Unit Type: Infantry

Equipment: Each team member is equipped with a XV88 suit, The suits come standard with twin linked rail guns and a Smart Missile System. Each suit may select 1 battle-suit support system.Options: One Shasʼui from each team may be upgraded to a Shasʼvre for +5 points. Each model may replace their SMS for twin linked plasma rifles for +10 pts. Shasʼvre may also replace their twin linked rail guns for twin linked Ion cannons for no additional cost, as well as select extra gear from the war gear list.

HAMMERHEAD GUNSHIPFOC Availability: 1-3

Type: Skimmer, Tank, Vehicle

Equipment: Turret Mounted primary weapon system, hull mounted secondary weapon system. Comes with landing gear and targeting array.Options: Primary weapon system can either be an Ion cannon for +15 pts. or a Rail gun for +50 pts. Rail gun can fire either solid shot or submunition round. Secondary weapon system can be 2 burst cannons for +10 pts., a pair of gun drones for +20 pts., or a Smart Missile system for +20 pts. May take any upgrade in the vehicle armory except for targeting array.

SKYRAY MISSLE DEFENSE GUNSHIPFOC Availability: 1-3

Team: Squadron consists of 1-3 Missile Defense Gun-shipsType: Skimmer, Tank, Vehicle

Equipment: 6 turret mounted seeker missiles, 2 turret mounted independent networked marker-lights, target lock, hull mounted secondary weapon system.Options: May change out any number of the regular seeker missiles for stinger or fragment missiles

Model Points WS BS S T W I A Ld Sv

Shas ui 70 2 3 5 4 2 2 2 7 2+

Shas vre +5 3 4 5 4 2 3 2 8 2+

Points BS Armor Front Side Rear

90 4 13 12 10

Points BS Armor Front Side Rear

125 3 13 12 10

Page 13: Tau Fandex 1.4

VESPID COLONY QUEEN* Indicates a 4+ invulnerable save

FOC Availability: 3

Team: 0-1 Vespid Queens per Vespid

Sting-wing unit taken Unit Type: Monstrous Creature, Jump infantryEquipment: Wings, Neutron Mauler, Neutrino war jewelry

Special RulesMaternal Rage

It pains the queens of each colony to see their warriors defeated in battle, rumored to be because of the kindred spirit the queens share with previous queens of older generations long ago, when the queens would join their warriors in battle when the strain went to war. If a unit of Vespids is forced to fall back, the queen will take on the universal special rule of Rage until she is killed or her warriors regroup.

Hive MentalityIf a queen is on the board all Vespid units may use her leadership value if they can see her.

Neutrino War JewelryThe crystals worn as jewelry, cause severe disorientation and nausea for any creature who do not have Vespid biology. When engaged in close combat the queens jewelry will reduce all enemy attacks by -1 to a minimum of 1 attack.Vespid Neutron Mauler

Neutron MaulerRange S AP Type12” 6 3 Assault 5This weapon has been developed especially for the Vespid queens in mind, for when the earth caste made this weapon, they incorporated a power bleed off nozzle. The queens when they get into close combat, will engage the nozzle to push the neutrino radiating power through several outlets along the barrel. The size of the weapon, and the type of radiation it produces means only the queens can use them. It uses a much larger crystal and Tau induction pulse field to allow the weapon to discharge multiple shots in rapid succession.

Model Points WS BS S T W I A Ld Sv

Queen 210 6 3 6 7 4 7 4 10 3+/*

Page 14: Tau Fandex 1.4

ARMORYBATTLE-SUIT ARMORY

WEAPONS SYSTEMS

Airbursting Fragmentation ProjectorSpecial Issue 30 ptsBurst Cannon 8 pts/ 12 ptsCyclic Ion Blaster Special Issue 15 ptsFlamer 4 pts/ 6 pts

Fusion Blaster 12 pts/ 18 ptsMissile Pod 12 pts/ 18 ptsPlasma Rifle 18 pts/ 27 ptsRail Rifle 14 pts/ 21 ptsSpectrum Marker Pod Special Issue 30 pts

Airbursting Fragmentation ProjectorRange S AP TypeG24” 4 5 Assault 1, L. blast template, pinning,

no cover saves, destroys terrain.ChargedG24” 4 6 Assault 2, blast template, no cover saves

Developed to scatter explosive plasma warheads that can be launched into areas of cove where enemies are dug in. The AFP has a wired in AI that allows the wielder to choose 2 different firing modes with different levels of destruction, all while giving superb accuracy while moving. The plasma warheads purpose is to not only hit the enemy in their hiding spots, but to also get rid of the cover so that long range fire can eliminate the threat.

Burst CannonRange S AP Type18” 5 5 Assault 3, pinning

Uses a faster recharging pulse induction field technology than what you would find in a pulse rifle, the high rate allows for a sustained fire rate.

Cyclic Ion BlasterRange S AP Type18” 3 4 Assault 5, rending

Developed to eliminate multitudes of lightly armored enemies such as Imperial Guard. The weapon uses ion technology much like the ion cannon, just in a smaller and more cut down role. Firing rapid streams of ion radiation out the four barrels, the fire rate is steady and reliable, however the ionization effect is not and sometimes there are energy spikes through the dispersions.

FlamerRange S AP TypeTemplate 4 5 Assault 1, no cover save

Great for massed enemies with light armor.

Fusion BlasterRange S AP Type12” 8 1 Assault 1, melta, does not overheat

Great anti-tank weapon that uses plasma refraction induction system to reap a higher power level at the sacrifice of range. Though a higher yield could still be reached, Tau favor reliability rather than power that could backfire on you. This weapon does not overheat.

Ion CannonRange S AP Type60” 7 3 Heavy 3

Uses a magnetic field to stream ions at targets, using the transfer of energy at the atomic level to destroy what it touches. Fairly new to the Broadside teams, whether or not they are going to be more mainstream to the XV88s team will depend on how it performs in the field.

Missile PodRange S AP Type36” 7 4 Assault 2

A simple arm or shoulder mounted missile delivery system. Usually used to engage enemy vehicles and troops at medium range.

Plasma RifleRange S AP Type24” 6 2 Rapid fire

The Tau use an induction system foregoes a degree of power for the ability to consistently perform in the midst of battle and keep the user safe.

Rail RifleRange S AP Type36” 6 3 Rapid fire, pinning

After extensive field testing, in multiple theaters in the 3rd Sphere campaign, the earth caste under direction of the Auns, outfitted the weapons to be used exclusively on vehicles, drones and battle-suits. The high mobility and stabilization gear coupled with the weapons medium range accuracy and punch power make this a great field option to take.

Rail GunRange S AP Type72” 10 1 Heavy 1

Linear accelerator technology is the driving force behind this weapons potency. The solid shot that it fires can take down any size vehicle or enemy.

Smart Missile SystemRange S AP Type24” 5 5 Heavy 4

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This missile system actually has AI self-guided warheads, that first search and then zero in and hunt down their targets. Passing around obstacles and terrain. The SMS may engage any targets within range, no line of sight is needed. Targets may count the effects of cover that they are in or touching, if it lies between them and the firer. The SMS ignores night fighting rules. Does not need line of sight.

Spectrum Marker Pod (Stealth Shas’vre only) Range S AP Type36” - - Heavy D6 stationary/ D3 moving

This markerlight pod has the ability to mark multiple targets at once. Utilizing a hardwired nano AI network within the weapon itself, the pod is

able to mark many targets at once for destruction. The AI computers do their best work while stationary but is still very versatile on the move, thanks to computer’s redundancy processing. If shot after moving roll a D3 to determine how many markerlight hits, otherwise roll a D6. There is no roll to hit. The Player must designate markerlight hits before measuring to see if unit is within range. Due to its experimental nature only one is allowed per army. This weapon also requires more sensor systems and power and therefore needs two hard-point slots to operate. Due to the nature of its deployment they currently are only being deployed for stealth suit teams.

SUPPORT SYSTEMS

Advanced Stabilization System 10 ptsBlack Sun Filter 3 ptsCommand & Control Node Special Issue 15 ptsDrone Controller 0 ptsMulti-tracker 5 ptsNexus Drone Controller Special Issue 15 pts

Positional Relay Special Issue 15 ptsShield Generator 20 ptsTarget Lock 5 ptsTargeting Array 10 ptsVectored Retro-Thrusters 10 pts

Advanced Stabilization SystemAllows suits heavy equipment systems, that have no jet packs to use the Slow & Purposeful special rule for the rest of the turn.

Black Sun FilterThe unlimited use of technology by the Tau allows them to come up with equipment that bridges the gap between what a Tau worrier can do and needs to do. This advanced optical filter allows the user to ignore the night fighting special rule. In addition, if the user of the filter is attached to a unit that does not have the filter, can choose to forego his shooting ability in the shooting phase, and instead relay the shooting coordinates to the rest of his squad. If this is done, the squad must shoot at the predetermined target without penalty, however the enemy unit may take a 5+ cover save.

Command & Control NodeAI assisted transmission system that helps to coordinate unit priority and firing solutions. Giving commanders a better ability to increase the accuracy of their troops in battle. The bearer may select 1 enemy unit on the table per turn, any friendly models within 12” of the bearer receive a +1 to the BS value if they are firing at the designated target.

Drone ControllerA model with a drone controller must take 1 or 2 drones in any combination (Sniper Gun Drones reserved for Stealth suits). If the bearer of the controller should fall in battle the drones will return to base. (removed from play).

Multi-trackerFire control system mounted on a sensor node, allows infantry and jump infantry to fire two weapon systems in the same turn.

Nexus Drone ControllerThe system that makes the Nexus Drone Controller possible, is similar in function and design of the regular drone controller. However it is much

bigger and operates using a limited drone network to expand the amount of drones an operator can command to eight instead of 2. The new controller was developed specifically to assist in the Pathfinder division of the army and is currently only being deployed in the new XV14 Reconnaissance suits. All the drones taken by the operator are considered to be a retinue for an independent character.

Positional RelayA super speed communication relay system, that sends & receives a full array of communication wavelengths. Used to bring troops to key points on the battlefield swiftly; its second purpose is to disrupt and interrupt enemy communications. Both are done using encryption relay bursts. If the bearer is on the game table he may choose, at the start of turn 2 onwards, to either bring a single unit in his army that is in reserve onto the table on a roll of 2+; or to try and keep an enemy unit from arriving via reserve. If he tries to the deter an enemy unit from arriving, the unit that the positional relay bearer selects must roll a 6+ in order to arrive from reserve.

Shield GeneratorProduces an energy field around the bearer. Confers a 4+ Invulnerability save.

Stealth Field GeneratorProduced by many small nodes fixed to usually a suit or drone, surrounding the model with a distortion effect similar to a mirage. Making the extremely difficult to spot or even target. Enemy targets attempting to target a stealthed model MUST use the night fighting spotting distant rule to check for ability to fire on the unit. If the enemy spotting check is not within range, the model may not choose to fire at a different target. Units in a stealth field are considered to be in cover. Barrage weapons roll an extra D6 for scatter. SFG covers any drones taken by the user.

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Target LockIs a target acquisition system that allow the user to fire its weapons at a different enemy unit than the rest of the squad the bearer is with.

Targeting ArrayAn targeting accuracy matrix that shows the user the best possible firing solution. Grants the user a +1 to their BS stat.

Vectored Retro-ThrustersAn additional maneuvering jet pack harness that grants additional accuracy in movement, and quickness that allows its user to avoid enemies that get to close. User gains the universal special rule Hit & Run. If users have drones and use VRTs the to get out of close combat, the drones remain behind and are destroyed by the enemy.

WAR GEAR

Fleschette Drone 10 ptsGun Drone 10 ptsHard-wired Black-sun Filter 3 ptsHard-wired Drone Controller 0 ptHard-wired Multi-tracker 5 ptsHard-wired Target Lock 5 pts

Iridium Armor Special Issue 20 ptsMarker Drone 20 ptsShield Drone 15 ptsSmoke Drone 8 ptsSniper Gun Drone Reserved 20 ptsStimulant Injector 10 pts

Fleschette DroneA drone fitted with a Flechette discharger, just like those on Tau vehicles. Before any combat attacks take place whenever an enemy attacks a Tau unit with one of these in the mix, all the charging enemy models will suffer a wound on a D6 roll of 4+ regardless of toughness, regular saves available. After rolls to wound and save are done, close combat will commence as normal.

Gun DroneOutfitted with twin-linked pulse carbines.

Iridium ArmorAdditional armor protection for XV suits, increases the wearer’s suit stat line to an armor save of 2+. No 6” move in the assault phase.

Marker DroneDrone outfitted with a networked markerlight.

Shield DroneA drone fitted with a Shield Generator, and always have the same stat characteristics for Armor, and Toughness.

Smoke DroneSmoke drones have chemical packs with nozzles that, when used put out great clouds of colored smoke that are designed to hide their operators from harm. At the start of any shooting phase or assault phase a player may have a smoke drone “pop smoke”, when this happens the smoke conveys a 3+ cover save if done during the shooting phase, and will remain until the start of the next Tau turn. If done during the assault phase, the entire unit gets to use the drones Initiative and gets the Hit & Run Special rule till the start of their next turn. Once the smoke drone, pops, it is removed from the table of play.

Sniper Gun DroneA drone that is outfitted with a rail rifle, and targeting array. Repurposed solely to the Stealth corps they are currently only available for those XV stealth-suit wearers that take a drone controller.

Stimulant InjectorAn advanced life support system installed in some XV suits flood the pilot with stimulants should he become wounded. This option confers the Feel No Pain universal special rule.

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INFANTRY ARMORYINFANTRY WEAPONS LIST

Honor BladeUsed by Ethereals only, these blades are vicious killers in the deft hand of the Auns. Not only do they give the user additional strength but also because of the mysterious quality in which they are constructed they have been known to cut through just about anything. Gives +2 to wielder’s strength stat and counts as rending

Kroot GunRange S AP Type48” 7 4 Rapid fire

Mounted on the back of a Krootox and fired by its rider.

Kroot RifleRange S AP Type18” 4 6 Assault 1

Kroot rifles almost always have blades attached to them and therefore count as a close combat weapon for Kroot. Extra attack is already included in their profile stat line.

MarkerlightRange S AP Type36” - - Heavy1

Networked MarkerlightRange S AP Type36” - - Heavy 1

Network marker-lights always hit on a 3+ and their effects used by the firer.

Pulse CarbineRange S AP Type18” 5 5 Assault 2

The Third Sphere expansion taught the fledgeling tau empire alot about deployment and redeployment of troops as well as how to use the static and mobile styles of warfare hand in hand. The new carbines cater to the mobile style of fire warrior troops. the other development for the carbine is that they now come standard with underslung photon grenade launchers. Units with pulse carbines count as having photon grenades.

Pulse PistolRange S AP Type12” 5 6 Pistol

Pulse RifleRange S AP Type30” 5 4 Heavy 2

The 3rd expansion of the Tau empire brought to light the need to bring more firepower to bear especially with static troops.

Vespid Neutron BlasterRange S AP Type

12” 5 3 Assault 1

WAR-GEAR LIST

EMP grenades 3 ptsGun Drone 10 ptsHard-wired Blacksun Filter 3 ptsHard-wired Drone Controller 0 ptsHard-wired Multi-tracker 5 ptsHard-wired Target Lock 5 pts

Holo grenades 2 ptsMarker Drone 20 ptsMarker Light 10 ptsPhoton grenade 1 ptShield Drone 15 ptsSmoke Drone 8 pts

Except for the following entrees below all equipment follow the Tau Empire Codex

Black Sun FilterIgnores the night fighting special rules, allowing a model to fire normally. If the model is in a squad, the unit may relay the coordinates to his squad instead of firing his weapon. If done, the rest of the unit may ignore the night fighting special rule for that turn. However any model that they are shooting at may take a 5+ cover save.

Holo GrenadesThis is a new technology recently employed by the fire warriors of the Tau empire. Much was learned in the recent expansion of the empire, including that you can’t always keep your enemies at range. The new grenades, add a buffer to the Tau troops, allowing them a chance to withdraw out of battle rather than having to engage in hand to hand combat.

The grenades, when activated, project out a very realistic hologram of the owner, this helps give the allusion to charging enemies that their is more units to engage than what was originally anticipated. When a Tau unit that has these grenades is engaged in close combat, before combat begins, the Tau player rolls 1 D6 for each model that has the Holo grenades. For each dice roll of 4+, the charging enemy will lose one attack for that round of close combat (opponent’s choice of which attacks get nullified first). Cannot be employed if the Tau unit with the grenades is already in close combat. After taking out any nullified attack, close combat returns to normal play. This simulates the charging enemy attacking a hologram instead of an actual fire warrior. The Holo grenades may only be used once per unit per game, and may not be taken with photon grenades.

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Smoke DronesThis drone was developed as a variant of the regular gun drone. Designed to provide cover for it’s operator whether withdrawing from a battlefield, obscuring enemies from getting clear lines of fire, or keeping a charging enemy from finding their masters in close combat. The drone may activated at any point in any phase, once activated it produces smoke, that

conveys a 3+ cover save to the unit the drones accompany. As well the smoke conveys the Hit and Run special rule to the unit the drone is attached to, the unit uses the drones initiative value for the test. The effects last until the start of the owning player’s next turn. After it has been activated the drone will return to base to refuel, and is removed from the table of play for the rest of the game.

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VEHICLE ARMORYVEHICLE UPGRADESVehicles may take the upgrades in its entry. Each vehicle can select one of each of the items below only once, vehicles may however take up to 2 missiles each.

Blacksun Filter 5 ptsDecoy Launcher 5 ptsDisruption Pod 5 ptsFleschette Discharger 10 ptsFragmentation Missile 10 ptsGun Drone 20 pts

Multi-tracker 10 ptsSeeker Missile 10 ptsSensor Spines 10 ptsSmart Missile System 20 ptsTargeting Array 5 ptsTarget Lock 5 pts

Except the options listed below, all options in this section follow the Empire Tau codex.

Black-sun FilterTechnology that allows vehicles to operate at night time as if it were the middle of the day. A vehicle with this upgrade ignores the night fighting special rule.

Fragmentation MissileUsing the AFP technology to mount this option on a Seeker missile body. This new fire support option offers an anti-infantry option for cadres on the battlefield. This missile can replace any Seeker Missile on a Skyray Missile Defense gunship. Any regular vehicle may select to take this missile. When fired with a marker light, place the blast template on the target, hits on a

roll of 2+, but because it is AI and laser guided, it does not scatter. Roll to wound as normal. No cover save.

Stinger MissileAlso mounted on a Seeker missile platform, this design was made to specifically strike at the soft rear armor of enemy vehicles. The missile sacrifices a little punch power for the maneuverability it needs to do the job. Its upgraded scanners allow it to target the weakest portion of armor on the vehicle. This missile always hits on the rear armor of any vehicle it is fired at. Stingers have a BS of 5. May replace Seeker missiles on the Skyray Missile Defense gunship for +5 points per missile. May be selected for regular vehicles.

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MARKERLIGHTSDuring the 3rd sphere expansion, the extended amount of use of markerlights and their indisputable value for precision strikes against the enemies of The Greater Good; additional techniques and resources have been directed toward expanding the use of the markerlights. After much testing, the earth caste found that a new system of frequencies used to mark a target, actually made the plasma from the Tau pulse technology more potent; as the interacting plasma molecules were made more unstable when intersecting with the markerlight frequencies. The resulting combination, makes pulse weapons more potent. To represent this, any pulse weaponry that is using a markerlight hit to up that unit’s BS when firing at an enemy who was stationary in the previous turn, will count as a rending weapon for the rest of that shooting phase. Pulse weaponry is defined as burst cannons, carbines, rifles, and pistols.

DRONESDrones are independent artificial intelligences programmed to protect the Tau. Unlike other races, the Tau make extensive use of machine intelligences. Normally drones will require regular orders from a Tau, but when combined with other AI’s they become able to act independently for longer periods of time. Drones do not count toward morale checks or casualties when controlled by a drone controller, and therefore cannot count toward taking objectives. When drones are in squadrons however, they follow the normal rules for moral and leadership.

Flechette droneEquipment:Jetpack, flechette dischargersUnit Type:As ownerSpecial Rules:This drone is primarily used for units that have a high likelihood of getting into close combat. Outfitted with the same type of dischargers that are mounted on Tau vehicles. These dischargers fire off whenever an enemy charges their unit. Before any close combat attacks take place, roll one D6 for each enemy model that will be counted in close combat. On a roll of 4+ that model takes a wound. Enemy may take saving throws as normal.

Gun drone

Equipment: Jetpack, twin-linked pulse carbinesUnit Type:Jump Infantry as a squadron, as owner if drone controllerSpecial Rules:Gun drones when in a squadron will pool their AI consciousness’ to make better and faster decisions. Group of 4 or less drones in a squadron start at 6 leadership, for each drone above 4 they will increase their leadership by 1 pt up to a maximum of 10.

Marker drone

Equipment:Jetpack, networked markerlightUnit Type:As owner

Shield droneEquipment:Jetpack, Shield generatorUnit Type:As ownerSpecial Rules:Shield drones always have the same toughness and armor save as their controller. Also the shield generator gives a 4+ invulnerable save.

Smoke droneEquipment:Jetpack, Smoke launchersUnit Type:As ownerSpecial Rules:Smoke launchers when used convey a 3+ cover save to the unit they are attached to. In addition they give the unit they are attached to the Hit & run special ability if the unit is assaulted while the drone is in play. When rolling for the initiative test the unit will use the drone’s stat line for the test. Once used the drone is taken off the table at the end of the turn.

Sniper droneEquipment:Jetpack, rail rifle, stealth field generator, target lock, and targeting array (bonus included in profile above).Unit Type:As ownerSpecial Rules:May only be taken by Stealth suit Vres.

WS BS S T W I A LD SV

2 - 3 3 1 5 1 - 4+

WS BS S T W I A LD SV

2 2 3 3 1 4 1 6-10/- 4+

WS BS S T W I A LD SV

2 4 3 3 1 4 1 - 4+

WS BS S T W I A LD SV

2 - 3 X 1 5 1 - X

WS BS S T W I A LD SV

2 - 3 3 1 5 1 - 4+

WS BS S T W I A LD SV

2 3 3 3 1 4 1 - 4+

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SPECIAL CHARACTERSCOMMANDER CLEAR SHADOW(M’yr’rra) Unseen Shadow

Equipment: The commander is outfitted with an XV8 crisis battlesuit, Accelerated Cyclic Ion gun, Stealth Field generator, Flamer, Hard-wired multi-tracker, Shield Generator and Vectored Retrothrusters. None of the equipment may be exchanged, however the commander may pick extra items from the battlesuit wargear list.

Custom XV836Clear Shadow is a commander that loves to take commonplace and accentuate it the point where some in the Empire whisper of his departure from the greater good. One of the clearest examples of this can be seen by looking at his suit. Using the more deft and smooth servos, neural sensors, gears, and controls of a utility XV3 suit; the commander overhauled his suit, making it more lithe and light in weight, closing the gap between Tau and machine. With the new modifications his machine moved almost twice as fast as a regular XV8 suit. His movements are fluid enough to let him move through forests or terrain almost as easily as a infantry warrior. Next he had the armor remolded and circuitry rewired to accommodate for extra thrusters and specialty weaponry and gear mounting. If not for his impeccable service and long record of success in predictably losing odds, and non-conventional battle needs, the whispers could be thought of as true. The Auns of the empire have found his skills most useful though, especially with more and more battlefields across the expanding races territory falling into a category of battle that can only be called, special operations. And Clear Shadow couldn’t be happier, to serve, and to be a custom instrument of his race.

Accelerated Cyclic Ion BlasterRange Strength AP Type18” 3 4 Assault 6Not one to be satisfied with the status quo, Clear Shadow specifically had the earth caste tinker and modify this CIB for him. Because Clear Shadow has had a glorious career so far combining tactics and gear that normally no Tau would think of, to accomplish victory, the Auns gave the go ahead to the earth caste to allow yet another experimental model weapon to be made for the quirky commander. His custom weapon, emerged after the customization with a higher rate of fire and power fluctuation. The power of his new CIB would have been unusable to a regular XV8 suit, but his modification of the inter-working parts of his suit makes it uniquely usable for his weapon preference. The accelerated version of the CIB counts as rending on roll to wound of 5 or 6. The weapon may not receive any benefits from marker lights. Cadre 836 (Nickname of Clear Shadow’s Cadre) Special Rules

Super StealthClear Shadow’s stealth has been noted as legendary and even taught in the war colleges. As many opponents have tried to bring him into close quarters and have ended up engaging empty ground where they thought this Tau warrior was. When rolling to spot the commander, the enemy may only roll 2D6 for spotting distance. Also when assaulting this character, after the enemy has made their assault move, but before combat starts; Clear Shadow may attempt to make a Hit & Run fall back move prior to any attacks taking place on a 1D6 roll of 5+. If successful, he may move in any direction as long as he is not within 1” of any enemy model. The enemy units that charged do not get a consolidation move, and may not assault anyone else this turn. Shadow TacticsClear Shadow is Well known for his strict training for city fighting, and guerilla tactics, sabotage and other such strategies. As a result, all friendly Tau infantry units will get the Hit & Run and stubborn universal special rules.

Advanced Scouting M’y’rra specializes in warfare where his troops can move about and hit the enemy where it hurts before they even know his force is there. A lot of times relying on speed and stealth to get the job done; and many time doing it behind enemy lines. The commander gets to take an extra Fast Attack FOC slot and all friendly Tau units get the Scout universal special rule. Pathfinders will get a 12” scout move. Due to this style of war, heavy support can be hard to come by and more often than not give up the element of surprise. Clear Shadow’s army may not take any heavy support vehicles.

Points WS BS S T W I A Ld Sv

155 4 5 5 4 4 6 4 10 3+