Kor vesa reetings, Commander, to this sacred text that will help you to further the Greater Good by guiding you in collecting, painting and

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2 Kor vesa reetings, Commander, to this sacred text that will help you to further the Greater Good by guiding you in collecting, painting and gaming with a Kor vesa sept force in the Warhammer 40,000 game. The Tau way of war is efficient and deadly, combining the hi-tech wargear and weapons of the Tau with the aggression and close combat prowess of their mercenary allies the kroot. A Tau commander recognises the skills and abilities of all those under his command and uses them to fearsome effect. THE TAU OF KOR VESA The Tau of Kor vesa is a proud sept that makes use of the drone intelligences from mowing the lawn to providing aiming assistance for the armoured fire warriors. This is due to the fact that the drones were invented on the planet Kor vesa and were quickly adopted into the massed squadrons of Tau fighters. WHY COLLECT A KOR VESA SEPT ARMY? A Kor vesa sept army is similar to that of the Tau. With the power of the Tau main guns and the rapid deployment of drones and fire warriors the Kor vesa spread the greater good of the Tau. The name Kor vesa literally means drone and it was here that the first drone prototypes were created by the earth caste. Tau cry later the drone was perfected and embraced by the empire. The sept of Kor vesa have a heavily reliance on the masses of drones that supplement the Tau forces on a daily basis. From messages to war the Tau drones carry out the most dangerous and tedious of duties. The close nature of the castes on Kor vesa means that the Kor vesa earth caste warriors have had contact with the air caste and fire caste for longer than that of other planets and have therefore had feedback on the drones they created. This in turn allowed the perfection of drones with heavy weapons to supplement the fire warrior s awesome firepower. Kor vesa Fire warriors rigorously train in forest environments and at night in the art of war to supplement that main Tau Empire. Their unique training under The sept of Kor vesa is noted for its exceptionally brilliant fire caste commanders and earth caste workers examples of this are O Jay and O Jai the two most notable people to come from the Kor vesa sept. Kor vesa has one of the highest concentrations of earth caste warriors throughout the Tau empire and is a 1 st phase colony founded during the first great incursion into the region that now encompasses Tau space and is situated roughly between Tau and Tau n in an area known as the Devils Dust due to the intense dust storms that frequent the Kor vesa galaxy. The dust storms contain a mineral rich ore that can be caught and used for helping plants to grow through the Tau Empire. The dust storms are high in phosphorus that when it hit the atmosphere of a planet it burns up leaving a green wave affect lingering in the sky. the guidance of O Jay has allowed the Tau to train in specialised areas of combat in which the Tau do not normally succeed such as night and Jungle terrain. This is due to Training under kroot warriors in jungle and augmenting the Tau s ability at night with the drone intelligences to help allow a Tau warrior to see great distances at night. In addition to their training the Fire warriors of Kor vesa have painted their armour green to match the surrounding environment. The sept of Kor vesa uses mainly green and black on all their vehicles drones and spaceships and looks striking when painted with the ferociousness of the kroot supplementing the fire warriors strength it is a wonder why the enemy doesn t join the Tau empire straight away. With the fire power of the Tau and the jungle fighters of Kor vesa the enemy should have no chance at all. May the Ethereals guide you, Commander

3 TAU ARMOURY An Ethereal caste member, any Fire caste member of Shas vre rank or higher, or a Shas ui team leader may select items from the following list. No model may have more than 50 points of equipment from the Armoury. HARD-WIRED SUPPORT SYSTEMS A Commander may have up to three hard-wired systems, otherwise each model may have only one hard-wired system. Hard-wired multi-tracker 5 pts Hard-wired target lock 5 pts Hard-wired blacksun filter.. 3 pts Hard-wired drone controller Free Hard-wired EMP emitter.6 pts Hard-wired Targeter..20 pts DRONES Gun drone (Must have drone controller) 10 pts Shield drone (Must have drone controller).15 pts TAU VEHICLE UPGRADES Tau vehicles can have additional systems as outlined in their army list entry. Any vehicle upgrades must be represented on the model. Apart from seeker missiles, no more than one of each upgrade may be mounted on the same model. Sensor spines 5 pts Targeting array..5 pts Multi-tracker. 10 pts Blacksun filter. 5 pts Target lock..5 pts Pair of gun drones. 20 pts Flechette discharger 5 pts Disruption pod..5 pts Decoy launchers..5 pts Seeker missile.. (up to 4 per vehicle) 10 pts each KOR VESA ARMOURY EXPLINATION Hard-wired EMP emitter: Any model equipped with a Hard-wired EMP emitter counts as having EMP grenades for every attack made against a vehicle. In affect the model may attack the tank 1 or more times but each attack counts as an EMP grenade. Note: This is different to how EMP grenades normally work. Hard-wired Targeter: Utilising drone intelligences and laser technology the Targeter paints the request target so that it may be targeted independently to the surrounding enemy unit. A Hard-wired Targeter allows the model to allocate hits to any model in range and in sight regardless of targeting restrictions such as independent characters. This upgrade does not allow the unit to fire independently to the squad the model is in and does not confer this ability to any others in the squad. In practice the squad fires on a unit as per normal shooting rules and the model with the upgrade may allocate its hits to the models in the squad how the models commander sees fit. If the upgraded model fires on a unit that does not normally allow it to be selected such as an independent character and the model is part of the squad without a target lock then only the upgraded model may fire and the rest of the squad may not fire at the target or any others in range. SPECIAL RULES For the Greater Good Due to the extensive training on Kor vesa the fire warriors have become better aiming through practice and thus Any Tau fire warrior (Not kroot or Drones) May increase their BS by +1 for 4 points bringing a fire warrior to 14 points with no other upgrades. Marksmanship The extensive training of Kor vesa also helps when picking out targets at close range giving fire warriors a unique advantage over other races at the same range. Tau rapid-fire weapons fire twice up to their 18 or fire once up to their maximum range if the stay still or once up to their 18 if they move.

4 Army List HQ 0-1 ETHEREAL CASTE MEMBER (TAU: AUN) Ethereal Equipment: The ethereal normally carries symbols of office that can be used as a pair of close combat weapons (+1 Attack). These may be exchanged for an honour blade for +10 points. He may select equipment from the Tau Armoury. Options: A Tau Ethereal may be equipped with a jetpack for 15 points. This allows the Ethereal to deep strike as described in the jetpack entry. The jetpack also confers a 4+ save. If the ethereal takes the jetpack upgrade they may carry a pulse carbine that counts as master crafted for +15 points The Ethereal may carry photon grenades at an additional cost of +2 points and EMP grenades at an additional cost of +3 points. Independent Character: O Jai is an independent character and follows the independent character special rules in the Warhammer 40,000 rulebook. If accompanied by Drones, the Ethereal may still join friendly units. Inspiring Presence: Tau units (not Kroot or Drones) may re-roll any Morale checks if there is a friendly Ethereal on the table. This includes passed Morale checks. The re-rolled result stands. Any Tau units joined by an Ethereal caste member become Fearless, and automatically pass all Morale checks and Pinning tests. Price of failure: Whilst the Tau are inspired by the presence of the Ethereals, they are conditioned to dread their death above all things. If a friendly Ethereal is killed then every unit of Tau on the table top (not Kroot or Drones) must make a Morale check at the start of their next turn if they are not in close combat or already falling back. Any that fail must Fall back in their Movement phase but can attempt to regroup as normal afterwards. KOR VESA COMMANDER SEE CODEX: TAU KOR VESA XV8 CRISIS BATTLESUIT BODYGUARD TEAM SEE CODEX: TAU Elites FOREST TEAM (TAU: SHAS UI) Team: The team consists of 6-12 Fire warriors. Shas'ui Shas'vre Equipment: Pulse rifle, BS upgrade (included above), Photon grenades. Options: All the fire warriors in the team may exchange their Pulse rifles for a Pulse carbine at no extra cost. The team may carry EMP grenades at an additional cost of +3 points. Character: One Fire warrior Shas ui may be upgraded to a Shas vre Team Leader at an additional cost of +10 points. The Shas ui may be given extra equipment from the Tau Armoury. The Shas ui may also buy a Markerlight at an additional +10 points. Bonded: A team may be bonded by the Ta lissera at an additional cost of +10 points for the whole team.

5 Fieldcraft: Kor vesa Shas ui are adept in arboreal environments due to training with kroot and living in a naturally arboreal terrain. This gives them +1 to their cover save in woods or jungles. Kor vesa Shas ui in woods or jungles do not have to roll a difficult terrain test; they can always move up to 6. If they do not move in the Movement phase they may see and shoot up to 12 of woods or jungle terrain rather than 6 that would normally be the case. Transport: If it numbers twelve models or less (including Drones), the team may be mounted in a Devilfish troop carrier. KOR VESA XV8 CRISIS BATTLESUIT TEAM SEE CODEX: TAU KOR VESA XV15 STEALTH TEAM SEE CODEX: TAU Troops KROOT CARNIVORE SQUAD Squad: Kroot Equipment: Kroot rifle Kroot * Shaper Kroot Hound * * Krootox (5) * * Options: If a Shaper is included in a Carnivore squad, the Kroot may acquire a 6+ amour save at a cost of +1 point per model. Some Shapers carry weaponry gifted from the Tau. For an additional +5 points, the Shaper s Kroot rifle can be replaced with either a pulse rifle or pulse carbine. Mercenaries: Kroot are mercenaries; they don t for idealism or noble causes they fight for reward! To represent this, the leadership characteristic of a kroot is not fixed, instead it is considered to be equal to their points value. Normally it is 7 but if they are upgraded with an improved amour save it will increase to 8 (because they re 8 points then). Note that the presence of Kroot Shaper, Kroot Hounds or Krootox doesn t directly affect the leadership of the squad, which is always based on the points of the standard Kroot carnivores. Eaters of the Dead: Kroot are extremely veracious carnivores and will often let a defeated enemy escape while they feast on the flesh of the fallen. Kroot must pass a Leadership test in order to purse a foe defeated in close combat or make a sweeping advance. If the test is failed the Kroot must consolidate. If a Kroot Shaper is in the squad then they must consolidate. Fieldcraft: Kroot are naturally adept in arboreal environments and gain +1 to their cover save in woods or jungles. Kroot in woods or jungles do not have to roll a difficult terrain test; they can always move up to 6. If they do not move in the Movement phase they may see and shoot up to 12 of woods or jungle terrain rather than 6 that would normally be the case. Infiltrate: If the squad does not contain a Krootox it may infiltrate if the mission permits it. See the Warhammer 40,000 rulebook for the Infiltrators scenario special rule. Kroot Hounds and Krootox: Kroot may take 1-3 Kroot ox and 2-8 kroot hounds for the cost listed in the TAU codex (note: that unlike the entry in the TAU codex Kroot hounds and Krootox do not take up any additional slots in the force organization chart). The Kroot Hounds and Krootox are fitted identically to those listed in the TAU codex.

6 1+ KOR VESA FIRE WARRIOR TEAM SEE CODEX: TAU KOR VESA DEVILFISH TROOP TRANSPORT SEE CODEX: TAU Fast Attack DRONE SQUADRON (TAU: KOR VESA) Weapon Gun Twin linked Pulse Carbine Flamer Flamer Markerlight Markerlight and Burst cannon Burst Cannon Twin linked Burst cannon Squadron: A Drone squad is between 4 and 8 models (Note: a squad does not have to consist of one type of drone.). Jetpacks: Drones are equipped with Tau jetpacks and can use them to deep strike as described in the jetpack entry. Independent: A gun drones squadron has its processors linked to enable it to have the capacity for independent action. They are programmed for self-perseveration and take leadership tests normally. If their numbers are reduced to less than 4 due to enemy shooting or assault then their leadership drops to 4. PATHFINDER TEAM (TAU: SHAS LA) Team: The team consists of 4-8 Pathfinders. Shas'la Shas'ui Equipment: Pulse Carbine with Markerlight target designator. Options: Pathfinders may carry photon grenades at an additional cost of +1 points and EMP grenades at an additional cost of +3 points. Character: One Fire warrior Shas la may be upgraded to a Shas ui Team Leader at an additional cost of +10 points. The Shas ui may be given extra equipment from the Tau Armoury. Bonded: A team may be bonded by the Ta lissera at an additional cost of +10 points for the whole team Forward scouts: Pathfinders operate ahead of the main Tau lines identifying targets for Broadsides and Crisis teams to eliminate. In scenarios where some troops start in reserve and others on the table, Pathfinders always deploy on the table. Pathfinders may make a normal move after deployment but before the first turn to get into forward positions. This may include disembarking from the Devilfish Transport: Pathfinders must select a Devilfish troop carrier at an additional cost of +50 points TRANSPORT: MOONFISH TROOP PLATFORM Points Armour: Front Side Rear BS Moonfish Type: Tank, Skimmer, Open topped Crew: Tau Fire caste

7 Weapons: Burst cannon Options: The Moonfish may be equipped with any of the vehicle upgrades specified in the Tau Armoury. It may not select the Flechette discharger, as it cannot tank shock. If the Moonfish selects the blacksun filter then all models count as having a Blacksun filter. Transport: The Moonfish can carry up to 15 models. It may not carry any troops in XV battlesuits. Access Points: There are access hatches at the front, rear and on each side of the hull. Models embarking or disembarking must be within 2 of one of them. SPECIAL RULES: Fire points: As the Moonfish is a floating platform, all models on board may fire off the Moonfish. No owner: As the Moonfish is not attached to any squad, any squad of fire warriors or Ethereals may embark on the Moonfish. In addition it is possible to have more than one squad of transportable models on the Moonfish at the same time providing that all models of both squads can fit on at the same time. Heavy Support SNIPER TEAM (TAU: SHAS UI) Team: The team consists of 3-6 Snipers. Shas'ui Shas'vre Equipment: Tau Sniper Railgun, Targeter (Whole squad, Same as Hard-wired version.) Options: The team may carry photon grenades at an additional cost of +2 points per model and EMP grenades at an additional cost of +3 points per model Character: One Sniper Shas ui may be upgraded to a Shas vre team leader at an additional cost of +10 pts. The Shas vre may be given extra equipment from the Tau Armoury. SPECIAL RULES: Exoskeleton: The Tau snipers wear a unique exoskeleton that contains drones to assist with aiming and carrying the heavy equipment of the Snipers. This allows a Tau sniper to move and fire their weapons in the same player turn. Transport: The team may be mounted in a Devilfish troop carrier for +80 points. Special Characters ETHEREAL SKILLFUL (TAU: O JAI OR AUN O KOR VESA KIAS SHI) O'JAI (5) Special Character: A Tau army may include Ethereal O Jai as a special character. If you decide to take him he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Tau Armoury

8 Equipment: Sacred weapon, Jetpack and Pulse carbine, Photon and EMP grenades, Hard-Wired Shield generator (invulnerable save 4+). Independent Character: O Jai is an independent character and follows the independent character special rules in the Warhammer 40,000 rulebook. If accompanied by Drones, the Ethereal may still join friendly units. Inspiring Presence: Tau units (not Kroot or Drones) may re-roll any Morale checks if there is a friendly Ethereal on the table. This includes passed Moral checks. The re-rolled result stands. Any Tau units joined by an Ethereal caste member become Fearless, and automatically pass all Morale checks and Pinning tests. Price of failure: Whilst the Tau are inspired by the presence of the Ethereals, they are conditioned to dread their death above all things. If a friendly Ethereal is killed then every unit of Tau on the table top (not Kroot or Drones) must make a Morale check at the start of their next turn if they are not in close combat or already falling back. Any that fail must Fall Back in their Movement phase but can attempt to regroup as normal afterwards. Strategic: If a Tau army includes O Jai Then the Tau have a strategy rating of 2 if using strategy ratings to determine who goes first. To impress : If a friendly Tau model in a unit is within 6 of O Jai then the unit may ignore negative modifiers to all tests based on leadership. Sacred Weapon: O Jai caries a weapon found on an artefact world during his many exotic travels. It counts as a Power weapon that allows the wielder to strike with strength of 5. COMMANDER EVASIVE (TAU: O JAY OR SHAS O KOR VESA KIAMA) O'Jay Body Guard Special Character: A Tau army may include Commander O Jay as a special character. If you decide to take him he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Tau Armoury Equipment: XV8 Crisis battlesuit, Plasma rifle, Missile pod, Shield generator, Hard-Wired Multi-tracker, Hard- Wired Drone Controller (With 2 Shield Drones), Hard-Wired Black-Sun Filter. Options: O Jay may take a body guard consisting of 2 crisis suits from the Body guard entry in the HQ section of the codex at 100 points each equipped with the following upgrades. Equipment (Body guard): XV8 Crisis battlesuit, Pulse rifle, Missile pod, Drone Controller (With 2 Gun Drones each), Hard-Wired Multi-tracker, Bs upgrade (included in above profile) Independent character: Unless accompanied by a bodyguard, the Commander is an independent character and follows the independent character special rules in the Warhammer 40,000 rulebook. If accompanied by drones, he may still join other units as an independent character

9 To impress : If a friendly Tau model in a unit is within 6 of O Jay then the unit may ignore negative modifiers to all tests based on leadership. Strategic: If a Tau army includes O Jay Then the Tau have a strategy rating of 2 if using strategy ratings. Night Fighters: Commander O Jay attacks at night due to the Tau s superior night fighting skills. Any Tau army lead by commander O Jay may roll one additional die to see how far they can see in missions utilizing night fighting. In addition if the mission rolls a die to see if it is a night fight then instead play the mission at night regardless of the number rolled on the Die. Sixth sense: Tau under the command of O Jay often spend weeks in the jungle and have developed a sixth sense for direction. Any Tau army that is lead by O Jay may add +1 to any reserve rolls they are forced to make. Monstrous Creature: O Jay once trained under O Shovah but instead of staying on with the crusade went back to the Tau empire. O Jay counts as a monstrous creature in hand to hand combat, so he ignores Amour saves and rolls 2D6 + 5 for Amour Penetration against vehicles THE TAU EMPIRE PAINTING GUIDE

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