Codex: T au Empire. Version 0.1.9
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- Anastasia Montgomery
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1 Codex: T au Empire Version Disclaimer 40kD10 - Edge of Revitalization is the work of a Warhammer 40k fan and is only meant as an alternative ruleset for people to enjoy for free. The rules and documents of 40kD10 - Edge of Revitalization and the associated codexes are unofficial and are in no way meant to harm Games Workshop or earn money. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either, TM and/or Copyright Games Workshop Ltd , variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. 1
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3 HQ COMMANDER M WS BS S T HP I A LD F SAVE Size TYPE Shas o (Walker)(Flyer-4) Shas el (Walker)(Flyer-4) MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) A Commander, or in the language of the Tau, a shas o, is the highest rank a Fire Warrior can obtain. It is a position of great honour, and can only be attained after years progressing through the ranks there are no shortcuts or exceptions. The final test to advance from the shas el level is to have repeated success on the battlefield. To be named shas o is to be proven a master in the martial arts, a first rate tactician and a true disciple of the art of war. Depending on their situation, sept and renown, a Tau Commander can be called upon to lead anything from a cadre to a coalition. The number and size of previous commands is reflected in the rings confining their long scalp lock. Those new to the rank might be given a single cadre, a force numbering a hundred or so warriors, whilst the greatest military leaders, those whose names and victories are most honoured, can call countless millions to arms with but a single word. There are vast differences in approach and philosophy between the varied Tau Fire caste leaders. Some Tau Commanders prefer to lead from the front pushing their XV8 Crisis battlesuits to their fullest. The Commanders of Vior la, Tash var and Ke lshan are particularly noted for their personal kills, often accompanied into the thick of battle by an XV8 Crisis Bodyguard Team. Conversely, Tau Commanders that hail from the Elsy eir and T olku Septs are typically considered more cerebral in nature, ordering their troops from behind the front lines and only entering the fray themselves upon great need. Shas o Crisis XV8 battlesuit Battlesuit fist Commander 4 Objective Denied Shas el Crisis XV8 battlesuit Battlesuit fist Commander 3 Objective Denied MV1 Gun Twin-linked pulse carbine MV4 Shield Shield generator Guardian field MV7 Marker Markerlight Unit Composition: 1 Shas o/1 Shas el[#1]... Options: May take three of the following: Flamer...Pts Burst cannon...pts Airbursting fragmentation projector...pts Cyclic ion blaster...pts Fusion blaster...pts Missile pod...pts Plasma rifle...pts Advanced targeting system...pts Counterfire defence system...pts Early warning override...pts Positional relay...pts Target lock...pts Vectored retro-thrusters...pts controller...pts Stimulant injector...pts Velocity tracker...pts Shield generator...pts May replace the Battlesuit fist with one of the following: Flamer...Pts Burst cannon...pts Airbursting fragmentation projector...pts Cyclic ion blaster...pts Fusion blaster...pts Missile pod...pts Plasma rifle...pts May take one of the following: Neuroweb System Jammer...Pts Onager Gauntlet...Pts Failsafe Detonator...Pts Repulsor Impact Field...Pts Command and Control Node...Pts Multi-spectrum Sensor Suite...Pts XV8-02 Crisis Iridium Battlesuit...Pts May include up two of the following: MV1 Gun [#2]... Pts/model MV4 Shield [#2]... Pts/model MV7 Marker [#2]... Pts/model May replace the Crisis XV8 battlesuit with one of the following: XV81 Crisis battlesuit... XV84 Crisis battlesuit... XV86 Coldstar battlesuit... A Shas o may take up to two and a Shas el may take one of the following special rules: Puretide Engram Neurochip Kais Kauyon Coordinator of Devastation Ghost Warrior Exemplar of the Selfless Cause Predator of the Skies Or es Shas, Shi 3
4 ETHEREAL CADRE FIREBLADE MASTER SHAPER PREY SHAPER SHAPER COUNCIL 4
5 ELITE SWORN BOND OF CRISIS SHAS UI Slot composition: 1 or 2 units in any combination of XV8 Crisis Battlesuit Teams, and XV8 Crisis Battlesuit Bodyguards. XV8 CRISIS BATTLESUIT TEAM M WS BS S T HP I A LD F SAVE Size TYPE Crisis Shas ui (Walker)(Flyer-4) Crisis Shas'vre (Walker)(Flyer-4) MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) MV8 Missile (Skimmer)(Flyer-4) The XV8 Crisis battlesuit strikes a perfect balance between offensive capability, armoured protection, manoeuvrability and utility. It is a towering battlesuit, easily twice the size of the Fire Warrior who wears it. A wonder of the Earth caste engineering, only the Tau could master the secrets of producing the dense nanocrystalline alloy that forms the thick protective armour of the XV8. When it comes to deflecting and withstanding damage, the XV8 s armour is comparable to the ceramite used by the Imperium s Space Marines, but weighs substantially less. Agile for its size, the XV8 is extremely manoeuvrable, as it mounts repulsor jet engines another unique Earth caste invention that combines the functionality of a jet with anti-gravitic technology. These powerful thrusters allow the XV8 to vault battlefield obstacles and to make bounding leaps to gain advantageous firing positions, or to avoid incoming shots. While its protective armour and mobility are highly valued by the T au, it is the ability of the XV8 battlesuits to carry multiple weapons and support systems that makes them so incredibly dangerous and versatile. Crisis Shas ui XV8 Crisis Battlesuit Battlesuit fist Objective Denied Crisis Shas vre XV8 Crisis Battlesuit Battlesuit fist Objective Denied MV1 Gun Twin-linked pulse carbine MV4 Shield Shield generator Guardian field MV7 Marker Markerlight Unit Composition: 1 Crisis Shas ui[#1]... Options: May include up to three additional Crisis Shas ui[#1]... Pts/model May upgrade one Crisis Shas ui to a Crisis Shas vre[#2]... Pts Any model may take two of the following: Flamer...Pts Burst cannon...pts Airbursting fragmentation projector...pts Cyclic ion blaster...pts Fusion blaster...pts Missile pod...pts Plasma rifle...pts Advanced targeting system...pts Counterfire defence system...pts Early warning override...pts Positional relay...pts Target lock...pts Vectored retro-thrusters...pts controller...pts Stimulant injector...pts Velocity tracker...pts Shield generator...pts Any model may replace the Battlesuit fist with one of the following: Flamer...Pts Burst cannon...pts Airbursting fragmentation projector...pts Cyclic ion blaster...pts Fusion blaster...pts Missile pod...pts Plasma rifle...pts A Crisis Shas vre may take one of the following: Neuroweb System Jammer... Pts Onager Gauntlet... Pts Failsafe Detonator... Pts Repulsor Impact Field... Pts Command and Control Node... Pts Multi-spectrum Sensor Suite... Pts XV8-02 Crisis Iridium Battlesuit... Pts May include up two of the following for each Shas ui and Shas vre: MV1 Gun... Pts/model MV4 Shield... Pts/model MV7 Marker... Pts/model MV8 Missile... Pts/model MV8 Missile Missile pod 5
6 XV8 CRISIS BODYGUARDS 6
7 SWORN BOND OF PATHFINDERS AND INFILTRATORS Slot composition: 1 or 2 units in any combination of Pathfinder Teams and XV25 Stealth Battlesuits. PATHFINDER TEAM M WS BS S T HP I A LD F SAVE Size TYPE Pathfinder Walker Pathfinder Walker Shas'ui DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MB3 Recon (Skimmer)(Flyer-4) MV31 Pulse (Skimmer)(Flyer-4) Accelerator MV33 Gravinhibitor (Skimmer)(Flyer-4) Light reconnaissance units, Pathfinder teams are the eyes and ears of their Commander in a way no drone can yet emulate. A Pathfinder s foremost role is not to engage the enemy, but instead to maximise the efficiency of the rest of their cadre. In such a role, a Pathfinder s life is always under threat. For this reason and more, Pathfinders are held in high regard by every caste. Trading lives for ground is anathema to the Tau, and the Fire caste is trained to retreat and fight another day. While every sept have tales of crafty Pathfinders escaping against impossible odds, even the best-laid extraction plans can fall through. All Tau warriors are willing to lay down their lives for the Greater Good, but Pathfinders find self-sacrifice called for more often than all other cadre teams combined: during the early days of the Great War of Confederation, some septs reported Pathfinder casualty rates at 84% or higher. Despite this, or perhaps because of it, the Fire caste academies are in undated by volunteers wishing to be Pathfinders, eager to do their utmost for the Greater Good. Pathfinder Pulse carbine Tau blade Photon grenades Markerlight Scout Objective Denied Pathfinder Shas ui Pulse carbine Tau blade Photon grenades Markerlight Scout Objective Denied MV1 Gun Twin-linked pulse carbine MB3 Recon Burst cannon Homing beacon Positional relay MV31 Pulse Accelerator Pulse accelerator MV4 Shield Shield generator Guardian field DS8 Tactical Retreat Turret Tactical Retreat Turret Missile pod MV33 Grav-inhibitor Gravity wave projector 7 Unit composition: 4 Pathfinders[#1]... Pts Options: May include up to six additional Pathfinders[#1]... Pts/model May include up to two of the following: MV1 Gun [#3]... Pts/model MV4 Shield [#3]... Pts/model May include one DS8 Tactical Retreat Turret... Pts May include one MB3 Recon [#3]... Pts May include one MV31 Pulse Accelerator [#3]... Pts May include one MV33 Grav-inhibitor [#3] Up to three Pathfinders may replace their pulse carbine and markerlight with one of the following: Ion rifle[#2]... Pts/model Rail rifle[#2]... Pts/model May upgrade one Pathfinder to a Pathfinder Shas ui[#4]... Pts The Pathfinder Shas ui may take a blacksun filter... Pts The entire unit of Pathfinder models may take EMP grenades Pts/model The unit may take a TY7 Devilfish as a Transport.
8 XV25 STEALTH BATTLESUITS M WS BS S T HP I A LD F SAVE Size TYPE Stealth Shas ui Walker, Jump Stealth Walker, Jump Shas vre DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) Stealth Teams are special operations units that are the 'lone wolves' of the army, typically operating independently of the cadre. Theirs is a secretive way of war, as they infiltrate enemy lines, seeking vulnerable targets to destroy. In order to pass unseen into enemy territory, Stealth Teams use light-bending disruption technology embedded in their sleek battlesuits to camouflage themselves. Additional cloaking fields deaden sound and shield them from heat detecting sensors, allowing them to penetrate deep into hostile regions before launching precisely timed ambushes. Suddenly appearing, as if stepping out from nowhere, a Stealth Team unleashes a hail of gunfire to cripple or eliminate their selected targets. Many a foe of the Tau Empire has learned to be wary of the technologically blurred battlesuits that appear in their midst. During the Taros Campaign, roving Stealth Teams wreaked havoc within Imperial supply lines, sowing panic and confusion and sabotaging their advance before fading back into cover. 8
9 SNIPER DRONE TEAM XV9 HAZARD CLOSE SUPPORT TEAM XV89 CRISIS BATTLESUITS 9
10 TROOPS SWORN BOND OF FIRE WARRIORS Slot composition: 2 units in any combination of Strike Teams and Breacher Teams. STRIKE TEAM M WS BS S T HP I A LD F SAVE Size TYPE Fire Warrior Walker Fire Warrior Walker Shas'ui DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) MV8 Missile (Skimmer)(Flyer-4) MV36 Guardian (Skimmer)(Flyer-4) To be born into the Fire caste is to be born for battle. Bred for generations to maximise size and strength, these warriors-to-be are enrolled in Fire caste academies as soon as they can walk, institutions whose sole purpose is to produce soldiers to serve the growing Tau Empire. There they are rigorously prepared, in mind and body, to become Fire Warriors the professional infantry that forms the backbone of the Hunter Cadres of every sept. It is said with pride that behind every Fire Warrior stands thousands of years of training in the military arts and instruction in the laws of the Code of Fire: honour, obedience, duty and self-sacrifice. Tau Fire Warriors are superbly equipped for battle and a large part of their training is to acclimate themselves with the use of their high-tech gear. All Fire Warriors wear multi-layered body armour that provides defence against high velocity or explosive rounds. Thanks to their mastery of metal fusions, the armour is lightweight, especially in comparison to conventional materials such as those used by Orks or the Imperium. Whether leaping from the hatch of a hovering Devilfish or drawn up in a resolute firing line, the warriors of a Strike Team maintain a constant blizzard of shots that cuts their foes to pieces. Howling pulse rifles, pulse carbines and tactical support turrets lay down a withering carpet of suppressing fire, while EMP grenades kick out shimmering shockwaves of electromagnetic force that leave enemy vehicles as cold dead husks. Fire Warrior Pulse rifle Tau blade Photon grenades Scoring Fire Warrior Shas ui Pulse rifle Tau blade Photon grenades Scoring Character DS8 Tactical Retreat Turret Tactical Retreat Turret Missile pod MV1 Gun Two pulse carbines MV4 Shield Shield generator Guardian field MV7 Marker Markerlight MV8 Missile Missile pod Skyfire MV36 Guardian Guardian field Tactical Unit composition: 7 Fire Warriors[#1] and 3 MV36 Guardian s[#2] Pts Options: May include up to five additional Fire Warriors[#1] Pts/model Any MV36 Guardian may be upgraded to one of the following: MV1 Gun [#2]... Free MV4 Shield [#2]... Free MV7 Marker [#2]... Free May upgrade one MV36 Guardian to one of the following: MV8 Missile [#2]... 5 Pts DS8 Tactical Retreat Turret... Free Any model may replace his pulse rifle with a pulse carbine... Free May upgrade one Fire Warrior to a Fire Warrior Shas ui[#3] Pts The Fire Warrior Shas ui may take a markerlight Pts The entire unit of non-drone models may take EMP grenades Pts/model The unit may take a TY7 Devilfish as a Transport. 10
11 BREACHER TEAM M WS BS S T HP I A LD F SAVE Size TYPE Fire Warrior Walker Fire Warrior Walker Shas'ui DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) MV8 Missile (Skimmer)(Flyer-4) MV36 Guardian (Skimmer)(Flyer-4) Breacher Teams hit hard and fast, tearing their foes apart with massed firepower before they can react. Comprising the most aggressive and courageous Fire Warriors, the Breacher Teams marry their race s mastery of high-tech firearms with exhaustively drilled close assault protocols to great effect. Specialising in in close quarters fire fights and strong point assaults the Fire Warriors of the Breacher Teams are experts at overlapping the scattergun fire of their lethal pulse blasters, shredding their foes at point blank range before stepping over their cooling corpses in search of the next target. This close combat role is dangerous in the extreme, but most Breacher Teams place their faith in the protective abilities of an attendant Guardian, enemy fire flickering from the energised shield that envelops them. Fire Warrior Pulse blaster Tau blade Photon grenades Field amplifier relay Scoring MV4 Shield Shield generator Guardian field Fire Warrior Shas ui Pulse blaster Tau blade Photon grenades Field amplifier relay Scoring Character MV7 Marker Markerlight DS8 Tactical Retreat Turret Tactical Retreat Turret Missile pod MV8 Missile Missile pod Skyfire MV1 Gun Two pulse carbines MV36 Guardian Guardian field Tactical Unit composition: 7 Fire Warriors[#1] and 3 MV36 Guardian s[#2] Pts Options: May include up to five additional Fire Warriors[#1] Pts/model Any MV36 Guardian may be upgraded to one of the following: MV1 Gun [#2]... Free MV4 Shield [#2]... Free MV7 Marker [#2]... Free May upgrade one MV36 Guardian to one of the following: MV8 Missile [#2]... 5 Pts DS8 Tactical Retreat Turret... Free May upgrade one Fire Warrior to a Fire Warrior Shas ui[#3] Pts The Fire Warrior Shas ui may take a markerlight Pts The entire unit of non-drone models may take EMP grenades Pts/model The unit may take a TY7 Devilfish as a Transport. 11
12 KROOT CARNIVORES M WS BS S T HP I A LD F SAVE Size TYPE Kroot Walker Shaper Walker 12
13 Fast support DRONES TX4 PIRANHA AX39 SUN SHARK BOMBER AX3 RAZORSHARK STRIKE FIGHTER VESPID STINGWINGS AX-5-2 BARRACUDA REMORA DRONE STEALTH FIGHTERS PATHFINDER TETRAS TX42 PIRANHA KNARLOC RIDERS 13
14 Heavy support XV95 GHOSTKEEL BATTLESUIT M WS BS S T HP I A LD F SAVE Size TYPE XV95 Ghostkeel Battlesuit F S R F 1-5 S 1-4 R 1-0 Damage Chart HP remaining D5 Effect Reduce M by Reduce BS by Wargear, weapon or equipment destroyed Wargear, weapon or equipment destroyed 5 Wargear, weapon or equipment destroyed 2-15 (Walker)(Flyer) MV5 Stealth (Skimmer)(Flyer) Ghostkeel Battlesuits lunge from the shadows to rake their prey with lethal volleys of fire. Wreathed in stealth fields and projected by the hovering drones, the half-seen battlesuits move with terrifying speed for their size. One moment the enemy is advancing across the battlefield, the next looming killers are bounding through their midst with guns blazing. Panicked return fire flies wide, the Ghostkeels attackers unable to draw a bead on their sensor-baffled targets. Should one of their prey level especially large or deadly weapons, an XV95 pilot will trigger his countermeasure suite, sending targeting systems haywire. Amid the resultant confusion, the Ghostkeels deliver their killing shots, blasting their targets into glowing atoms before fading back into the darkness once more. XV95 Ghostkeel Battlesuit Fusion collider Ghostkeel electrowarfare suite Holophoton countermeasures Twin-linked flamer MV5 Stealth Stealth Field Unit Composition: 1 XV95 Ghostkeel Battlesuit, 1 pilot... Options: May replace the fusion collider with a cyclic ion raker... May replace the twin-linked flamer with one of the following: Twin-linked burst cannon... Twin-linked fusion blaster... May take up to two of the following: Advanced targeting system... A.I. targeting system... Counterfire defence system... Early warning override... Positional relay... Target lock... controller... Stimulant injector... Velocity tracker... Shield generator... 14
15 XV104 RIPTIDE BATTLESUIT M WS BS S T HP I A LD F SAVE Size TYPE XV104 Riptide Battlesuit F S R F 1 5 S 1 4 R 1 0 Damage Chart HP remaining D5 Effect Reduce M by Reduce BS by Wargear, weapon or equipment destroyed Wargear, weapon or equipment destroyed 5 Wargear, weapon or equipment destroyed 3 17 (Vehicle, Walker) (Vehicle, Flyer-4) MV84 Shielded Missile (Skimmer)(Flyer-4) A wonder of Earth caste engineering, the XV104 Riptide stands twice as tall as the XV8 Crisis suit, but its movements are more like those of its smaller cousins than the mechanical stiffness displayed by Imperial walkers with their crude servo-motors. While the Riptide is huge and bears a number of weapon and support systems, it is still a battlesuit worn and controlled by a lone warrior. Production of the Riptide has proven slow the materials for the dense nanocrystaline alloy armour are difficult to obtain and the sheer volume required ensures that the XV104 is a rare commodity. The honour of wearing such a mighty battlesuit is only given to those who have nobly served their Commanders as Crisis Battlesuit Bodyguards. To assist its wearer, the Riptide bears a sophisticated AI system, complete with a multi-tracker and numerous comm-links to keep the pilot patched in to the cadre s Commander. Earlier prototypes were ponderous machines, not fit to enact the tactics of the Code of Fire, or they subjected their wearer (or the planet on which he stood) to risks beyond measure. What finally made the XV104 possible was the nova reactor, an experimental power-pack that fuses dark matter, producing energy on scales closer to small stars than conventional engines. Such devices have been used to empower the mighty fleets of the Air caste, but until recently, could not be reduced to a suitable size. Although still in the prototype stage, the nova reactor has proven largely stable, despite some problems in safely releasing the vast energies it produces. The Riptide s higher functions can draw upon this almost unlimited source of power, but not without some risk. While attempting to utilise its shield, boost its jet pack or charge any of its weapons, the XV104 Riptide can suffer dangerous power vents capable of wounding or even killing its pilot. XV104 Riptide Battlesuit Heavy burst cannon Twin-linked smart missile system Riptide shield generator Nova reactor Superior Steadfast MV84 Shielded Missile Missile pod Shield generator Unit Composition: 1 XV104 Riptide Battlesuit[#1], 1 pilot... Options: May replace the twin-linked smart missile system with one of the following: Twin-linked plasma rifle... Twin-linked fusion blaster... May replace the heavy burst cannon with an ion accelerator... May take up to two Shielded Missile s[#2]... May take up to two of the following: Advanced targeting system... A.I. targeting system... Counterfire defence system... Early warning override... Positional relay... Target lock... controller... Stimulant injector... Velocity tracker... 15
16 TX7 HAMMERHEAD GUNSHIP M WS BS S T HP I A LD F SAVE Size TYPE TX7 Hammerhead Gunship F S R F 1-5 S 1-4 R 1-0 Damage Chart 2-10 Vehicle, Skimmer HP remaining D5 Effect Immobilised Either Pilot or Commander killed Wargear, weapon or equipment destroyed 4 Wargear, weapon or equipment destroyed 5 Wargear, weapon or equipment destroyed Like a hungry predator on the prowl, the Hammerhead Gunship is a menacing sight. It skims over a planet s surface with its massive turret-mounted gun swivelling back and forth to track potential targets. The Hammerhead Gunship is the main battle tank of the Tau, and all enemies who have encountered it quickly grow to respect, if not outright fear, the might of its main armament the dreaded railgun. Some Hammerheads do not carry a railgun as their main weapon, but instead use the ion cannon a unique Tau innovation that shoots an ionic beam, which explodes upon contact with its target. Ideal for use against light vehicles and heavily armoured infantry, the ion cannon can also be overcharged; while this risks a dangerous overload, it results in a larger blast capable of destroying even more targets. Fire Warrior and Pathfinder teams often work closely with Hammerheads, mutually supporting each other and frequently using markerlights to guide the gunships powerful shots towards priority targets. Railgun with solid shot Two MV1 Gun s Unit Composition: 1 TX7 Hammerhead Gunship, 1 Pilot, 1 Commander... Options: May take submunition rounds for its railgun... May replace the railgun with an ion cannon... May take up to two seeker missiles... May replace both MV1 Gun s with one of the following: Twin-linked burst cannon... Twin-linked smart missile system... May take a blacksun filter... May take decoy launchers... May take an automated repair system... May take sensor spines... May take a flechette discharger... May take a point defence targeting relay... May take an advanced targeting system... May take a disruption pod... TX78 SKY RAY GUNSHIP 16
17 XV88 BROADSIDE BATTLESUITS EARLY GENERATION M WS BS S T HP I A LD F SAVE Size TYPE Broadside Shas'ui Broadside Shas'vre F 4 6 S 4 6 R F 4 6 S 4 6 R F 2 3 S 2 3 R F 2 3 S 2 3 R 3 0 Damage Chart HP remaining D5 Effect 3 1 Reduce M by Reduce BS by Reduce BS by 1 4 Wargear, weapon or equipment destroyed 5 Wargear, weapon or equipment destroyed 2 7 Vehicle, Walker 2 7 Vehicle, Walker DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) MV8 Missile (Skimmer)(Flyer-4) The decision to combine the deadly rail-weapon technology of the Hammerhead Gunship with the most successful of Tau battlesuits - the XV8 Crisis suit - has produced the vaunted XV88 Broadside battlesuit. Designed to offer long range support, the XV88 Broadside Teams have exceeded expectations, becoming mainstays of the Hunter Cadres and tank-killers of legendary proportions. Powered by a particle accelerator, a Broadside's heavy rail rifle shot can penetrate the thickest plasteel bunkers, often doing so with enough force to punch an exit hole on the other side as well. While the weapon carried by the XV88 Broadside is not as massive as the railgun mounted on the Hammerhead, its range and destructive power are impressive nonetheless. Due to the increased weight of its weapon system, the XV8's jet pack had to be removed, meaning the XV88 Broadside would trade its mobility and manoeuvrability in favour of increased weapon power and range. In prototype production, it was quickly noticed that the new battlesuit could not avoid incoming fire, so further protective armour was added. Broadside Shas ui Two heavy rail rifles Two smart missile systems Multi-tracker Broadside Shas vre Two heavy rail rifles Two smart missile systems Multi-tracker DS8 Tactical Retreat Turret Tactical Retreat Turret Missile pod MV1 Gun Twin-linked pulse carbine MV4 Shield Shield generator Guardian field MV7 Marker Markerlight MV8 Missile Missile pod Unit Composition: 1 XV88 Broadside Shas ui[#1], 1 pilot... Options: May include two additional Broadside Shas ui[#1]*... May upgrade one Broadside Shas ui to a Broadside Shas vre[#2], 1 pilot... May include up to three of the following: MV1 Gun [#3]... MV4 Shield [#3]... MV7 Marker [#3]... MV8 Missile [#3]... 5 Pts May include one DS8 Tactical Retreat Turret... Any Broadside Shas ui or Shas vre may take a seeker missile... Any Broadside Shas ui or Shas vre may replace the two smart missile systems with a two plasmarifles... Any Broadside Shas ui or Shas vre may take up to one of the following: Advanced targeting system... A.I. targeting system... Counterfire defence system... Early warning override... Positional relay... Target lock... Velocity tracker... Stimulant injector... Shield generator... * If additional Broadsides are included, all the models in the unit have the Superior special rule. 17
18 XV88 BROADSIDE BATTLESUITS NEW GENERATION M WS BS S T HP I A LD F SAVE Size TYPE Broadside Shas'ui Broadside Shas'vre F 4 6 S 4 6 R F 4 6 S 4 6 R F 1 3 S 1 3 R F 1 3 S 1 3 R 2 0 Damage Chart HP remaining D5 Effect Reduce M by Reduce BS by Reduce BS by 1 4 Wargear, weapon or equipment destroyed 5 Wargear, weapon or equipment destroyed 2 10 Vehicle, Walker 2 10 Vehicle, Walker DS8 Tactical Platform Retreat Turret MV1 Gun (Skimmer)(Flyer-4) MV4 Shield (Skimmer)(Flyer-4) MV7 Marker (Skimmer)(Flyer-4) MV8 Missile (Skimmer)(Flyer-4) Later modifications added stabilisers and recoil units to the XV88 Broadside suit, and recent Earth caste tinkering has moved the heavy rail rifles from a shoulder mount to a hand-held position. Like all battlesuits, the XV88 Broadside is worn by a veteran, and can be upgraded with sophisticated support systems. A recent addition to the Broadside arsenal came in the Great War of Confederation, when the heavy rail rifle was replaced with a twin-linked high yield missile pod. During the initial setbacks, it was discovered that the mass of attacking Ork waves and the light nature of their vehicles meant the heavy rail rifle, although deadly, could not stem the overwhelming tide of attackers. The high yield missile pod sacrificed some range and hitting strength, but could lay down a greater barrage, and proved more than adequate to destroy the crude crap-armoured Ork vehicles. Since then, many Commanders have included this variant in their cadres, either on its own or sometimes in a formation with more traditionally-armed Broadsides. Broadside Shas ui Twin-linked heavy rail rifle Two smart missile systems Multi-tracker Broadside Shas vre Twin-linked heavy rail rifle Two smart missile systems Multi-tracker DS8 Tactical Retreat Turret Tactical Retreat Turret Missile pod MV1 Gun Twin-linked pulse carbine MV4 Shield Shield generator Guardian field MV7 Marker Markerlight MV8 Missile Missile pod Unit Composition: 1 XV88 Broadside Shas ui[#1], 1 pilot... Options: May include one additional Broadside Shas ui[#1]*... May upgrade one Broadside Shas ui to a Broadside Shas vre[#2], 1 pilot... May include up to three of the following: MV1 Gun [#3]... MV4 Shield [#3]... MV7 Marker [#3]... MV8 Missile [#3]... 5 Pts May include one DS8 Tactical Retreat Turret... Any Broadside Shas ui or Shas vre may replace the heavy rail rifle with a two high-yield missile pods... Any Broadside Shas ui or Shas vre may take a seeker missile... Any Broadside Shas ui or Shas vre may replace the two smart missile systems with a two plasmarifles... Any Broadside Shas ui or Shas vre may take up to one of the following: Advanced targeting system... A.I. targeting system... Counterfire defence system... Early warning override... Positional relay... Target lock... Velocity tracker... Stimulant injector... Shield generator... * If additional Broadsides are included, all the models in the unit have the Superior special rule. 18
19 KV128 STORMSURGE M WS BS S T HP I A LD F SAVE Size TYPE KV128 Stormsurge F 3-5 S R F 1-5 S 1-4 R 1-0 Damage Chart 4-20 Vehicle, Walker HP remaining D5 Effect Reduce M by Reduce BS by Driver or Gunner killed or wargear, weapon or equipment destroyed Wargear, weapon or equipment destroyed Wargear, weapon or equipment destroyed The earth shakes with the approach of the towering KV128 Stormsurge. Mag-lifted into battle by modified Manta Missile Destroyers, these titanic walking tanks serve as mobile strongpoints with enough firepower to obliterate entire formations of the foe. Once he has the enemy in his sights, the Stormsurge s pilot fires stabilising anchors, locking the enormous ballistic suit to the ground while the gunner diverts all power to its apocalyptic arsenal of weaponry. The Fire Warriors about its feet duck and brace while the foe recoils with desperate cries of terror. Then, with a roar that bursts eardrums and cracks armaglass, the Stormsurge opens fire, pounding its target area with salvo upon salvo of pulse waves, rockets and blasts until nothing remains but flaming, wreckage-strewn devastation. Super-heavy tanks and cyclopean Titans explode, their inches-thick armour torn apart like parchment and their weak spots punched open by destroyer missiles, while entire battalions of enemy infantry die screaming amid an endless storm of rippling detonations and surging fire. Pulse blastcannon Twin-linked smart missile system Cluster rocket system Four destroyer missiles Twin-linked flamer Stabilising Anchors Superior Steadfast Lumbering Unit Composition: 1 KV128 Stormsurge, 1 Driver, 1 Gunner... Options: May replace the twin-linked flamer with one of the following: Twin-linked burst cannon... Twin-linked airbursting fragmentation projector... May replace the pulse blastcannon with a pulse driver cannon... May take up to three of the following: Advanced targeting system... A.I. targeting system... Counterfire defence system... Early warning override... Positional relay... Target lock... Velocity tracker... Shield generator... XV107 R VARNA BATTLESUIT XV109 Y VAHRA BATTLESUIT GOADED GREAT KNARLOC MOUNTED GREAT KNARLOC 19
20 Super Heavy Support ORCA MANTA KX139 TA UNAR SUPREMACY ARMOUR Size 4 20
21 Transports TY7 DEVILFISH M WS BS S T HP I A LD F SAVE Size TYPE TY7 DEVILFISH F 5-5 S 5-5 R F 1-5 S 1-3 R 1-1 Damage Chart HP remaining D5 Effect Reduce M by Reduce M by Wargear, weapon or equipment destroyed 4 Passenger hit 5 Passenger hit 2-10 Skimmer The Devilfish armoured troop carrier is the workhorse of the Tau ground forces, granting the Fire caste infantry much-needed speed and tactical mobility. It can transport up to twelve fully armed and armoured Fire Warriors or Pathfinders into battle in relative safety and then provide mobile fire support once they disembark. The highly mechanised Hunter Cadres rely on Devilfish to ensure that their Fire Warriors can travel and deploy quickly to wherever their gunlines are most required. Mobility is essential for any Commander and the Devilfish allows the infantry to keep pace with the armoured gunships. Whether manoeuvring troops to deliver the killer offensive of a Mont ka, or rushing them into ideal firing positions to ensure a Kauyon ambush is properly set, the Devilfish is often key to victory. But the Devilfish is not used merely to ferry troops to the battle lines. In addition to the fire of its burst cannon, the Devilfish is on hand to quickly extract troops should enemy formations penetrate too closely. Given the Tau s loathing of close combat, a common tactic is to redeploy their gunlines when enemy units approach too closely, whisking their troops out of harm s way to set up new firing perimeters elsewhere on the battlefield. This re-embarking and relocating tactic allows Pathfinders to escape encirclement and helps Fire Warriors to keep their foe at arm s length, better enabling them to whittle down the enemy with repeated volleys of pulse fire. Burst cannon Two MV1 Gun Dedicated Transport Transport 12 1 Unit composition: 1 TY7 Devilfish, 1 Pilot... Pts Options: May replace both MV1 Gun s with a twin-linked smart missile system... Pts May take up to two seeker missiles... Pts/missile May take a blacksun filter... May take decoy launchers... May take an automated repair system... May take sensor spines... May take a flechette discharger... May take a point defence targeting relay... May take an advanced targeting system... May take a disruption pod... 21
22 WEAPONS RANGED WEAPONS BURST WEAPONS Range Strength Fear Armour Save Modifier Special rules Burst cannon Basic 3 5 High output burst cannon Basic 5 7 Heavy burst cannon Standard Heavy 7 9 Nova-charge Heavy 10 14, Gets Hot EXPERIMENTAL WEAPONS Airbursting fragmentation projector Range Strength Fear Armour Save Modifier Special rules Basic 1 1, Barrage, Blast D10 FLAMER WEAPONS FUSION WEAPONS Range Strength Fear Armour Save Modifier Special rules Fusion blaster Assault 1 1, Fatigue Fusion collider Basic 1 1, Fatigue, Blast 3 GRENADES Range Strength Fear Armour Save Modifier Special rules EMP grenade Assault 1 1 Photon grenade Assault 1 1, Frag 6 ION WEAPONS Range Strength Fear Armour Save Modifier Special rules Cyclic ion blaster Standard Assault 2 3 Overcharge Ungainly 1 1, Blast 3, Gets Hot Cyclic ion raker Standard Basic 4 6 Overcharge Heavy 1 1, Blast 6, Gets Hot Ion rifle Standard Ungainly 1 2 Overcharge Heavy 1 1, Blast 2, Gets Hot Quad ion turret Standard Ungainly 2 4 Overcharge Light Ordnance 1 1, Blast 5, Gets Hot Ion cannon Standard Heavy 2 3 Overcharge Light Ordnance 1 1, Blast 3, Gets Hots Ion accelerator Standard Heavy 2 3 Overcharge Light Ordnance 1 1, Blast 2 Nova-charge Ordnance 1 1, Blast 2 KROOT WEAPONS Range Strength Fear Armour Save Modifier Special rules Kroot rifle Pulse round Basic 1 2 Sniper round Heavy 1 1, Sniper Kroot gun Ungainly 1 2 MARKERLIGHT Range Strength Fear Armour Save Modifier Special rules Markerlight Heavy 1 1, Target Acquired 22
23 PULSE WEAPONS Range Strength Fear Armour Save Modifier Special rules Pulse pistol Pistol 1 1 Pulse blaster Assault 1 2, Fatigue Pulse blastcannon Light Ordnance 1 2, Fatigue, Blast D10 Pulse carbine Basic 1 2 Pulse rifle Ungainly 1 2 Longshot pulse rifle Heavy 1 1, Sniper Pulse bomb Blast 6, One Use Only Pulse driver cannon Ordnance 1 1, Blast D5 PLASMA WEAPONS Range Strength Fear Armour Save Modifier Special rules Plasma rifle Ungainly 1 2 RAIL WEAPONS Range Strength Fear Armour Save Modifier Special rules Rail rifle Ungainly 1 2 Heavy rail rifle Heavy 1 1 Twin-linked heavy rail rifle Light Ordnance 1 1 Railgun Solid shot Ordnance 1 1 Submunition Ordnance 1 1, Blast 4 ROCKET AND MISSILE WEAPONS Range Strength Fear Armour Save Modifier Special rules Cluster rocket system Heavy 7+D10 13+D10 Destroyer missile Heavy 1 1, One Use Only Missile pod Assault 2 2 High-yield missile pod Heavy 4 4 Seeker missile Heavy 1 1, Guided, One Use Only Smart missile system Heavy 4 4 STINGWING WEAPONS Range Strength Fear Armour Save Modifier Special rules Neutron blaster Assault
24 CLOSE COMBAT WEAPONS Strength Armour Save Modifier Special rules Tau blade User 0 BATTLESUIT CLOSE COMBAT WEAPONS Strength Armour Save Modifier Special rules Battlesuit fist User 1 Onager Gauntlet 10 9 Unique, Armourbane, Unwieldy 5, One Hit 24
25 OTHER WARGEAR OTHER WARGEAR-UNITS ADVANCED TARGETING SYSTEM Pulse, Plasma and Rail weapons, on a model with this wargear, also have the Sniper special rule. A.I. TARGETING SYSTEM Each A.I. Targeting System counts as a Gunner crew member with a Ballistic characteristic with a value of 6. COMMAND AND CONTROL NODE If a model with this wargear does not shoot in the Shooting phase, you may declare that any unit from the same detachment as this model, which have not shot this turn, are shooting as a single unit only regarding Degrees of Pinning. This wargear has the Unique special rule. COUNTERFIRE DEFENCE SYSTEM A model with this wargear may use the value of the Ballistic characteristic instead of the Initiative characteristic when firing overwatch. DRONE The Independent Character special rule A model with the Independent Character special rule, which have taken drones through the model s own options to be part of the model s unit, may still join and leave other units, in which case both the model and the drones join and leave the unit. When joining a unit, the drones either gain the same group number as the drones already in the unit or, if none exist, gain a new group number. Attached drones Some models include Attached drones, which are treated as embarked models, although they do not count against a models transport capacity. While attached, each drone counts as a piece of wargear of the transporting model. Detaching drones Attached drones may detach as if the transporting model has the Open-topped special rule. All drones attached to every model in a unit detach at the same time and form a single new unit; these drones cannot re-attach to any model but they can embark a model with the Transport X Y special rule as normal. DRONE CONTROLLER All drones in the same unit as a model with this wargear may use the value of the bearer s Ballistic characteristic instead of their own. EARLY WARNING OVERRIDE FAILSAFE DETONATOR If a model with this wargear is destroyed, units take one hit for each of their models which are within 3 of this model. These hits have the following profile: Range Strength Fear Armour Save Modifier Special rules Remove the model afterwards. This wargear has the Unique special rule. FIELD AMPLIFIER RELAY If a model with this wargear is part of a unit, which contains at least one model with the Guardian field wargear, the model counts as being part of a unit which contains an additional model with the Guardian Field wargear. GUARDIAN FIELD All the models in a unit have a Barrier save according to the amount of models in the unit with this wargear: 1 model Barrier save models Barrier save or more models Barrier save
26 MULTI.SPECTRUM SENSOR SUITE If a model with this wargear does not shoot in the Shooting phase, the value of the General Size characteristic of terrain is reduced by 1 regarding cover against Shooting attacks made by other models in this model s unit. This wargear has the Unique special rule. MULTI-TRACKER Each multi-tracker allows the model to fire one additional weapon. NEUROWEB SYSTEM JAMMER This wargear may be used as a ranged weapon with a range of 12 ; only a single to hit roll is made for this weapon, no save of any kind can be used against it. If the to hit roll is successful, the values of the Ballistic Skill characteristic of models in the target unit are reduced to 5. Ballistic Skill characteristics with a value of 5 or lower are not affected. This wargear has the Unique special rule. POSITIONAL RELAY Whilst the bearer of this wargear is within 5 of a board edge, any unit, from the same detachment as this model, that arrive from reserve, can choose to move on from that board edge. PURETIDE ENGRAM NEUROCHIP A model, with this special rule, adds two additional command points to be spent on command cards. A model, with this special rule, may not choose two or more of the same wargear and has the values of its Initiative and Attack characteristics reduced to 2. A model, with this special rule, must choose two MV4 Shield s and must join a unit of XV8 Crisis Battlesuit Bodyguards, which consists of at least 4 non-drone models; the model cannot leave this unit. REPULSOR IMPACT FIELD If the bearer of this wargear is successfully charged by one or more enemy units, this wargear deals D5 close combat attacks to each of those units. Each attack hit automatically with the following profile: Strength Armour Save Modifier Special rules 4 0 The attacks are resolved as if they are dealt by a charging model with an Initiative characteristic with a value equal to the highest value (including all bonuses and penalties) of that of the charging enemy models. This wargear has the Unique special rule. SHIELD GENERATOR A model with this wargear has a Barrier save STABILISING ANCHORS In the Shooting phase, in addition to firing normally, a model with this wargear can begin deploying its anchors; from then on the model cannot move under any circumstances. From the next Shooting phase, and in each subsequent Shooting phase, the model gain the Unyielding special rule and has +1 to the value of its Defensive Fear characteristic. Furthermore, the model has +1 to the value of its General Size characteristic when working out how many weapons the model can fire bonuses to To Hit rolls against the model the change to weapon types because of the Steadfast special rule The model can retract its anchors in the Movement phase, and can then act normally. STIMULANT INJECTOR Add 3 to the Hit Point save rolls of models with this wargear. TACTICAL RETREAT TURRET A model with this wargear does not deploy as normal, instead it may be deployed in any player or detachment movement phase of the detachment, to which the model belongs. At least one non-drone model must be left of the unit in order for a model with this wargear to deploy. Deploy the model within 2 of any non-drone model in the unit. Once deployed it forms a unit of its own. Weapons on a model with this wargear may only be shot once in a game. 26
27 If an enemy model is within 3 of a model with this wargear in a player or detachment shooting phase of the detachment, to which this model belongs, roll a D10 if the result is 7 or more, the model with this wargear self-destructs: If this model self-destructs or otherwise gets destroyed, units take one hit for each of their models which are within 3 of this model. These hits have the following profile: Range Strength Fear Armour Save Modifier Special rules Remove the model afterwards. TARGET LOCK Burst, Missile and Rail weapons, on a model with this wargear, also have the Skyfire special rule. VECTORED THRUSTERS A model with this wargear has a Break Off move of 7 + D5 inches. VELOCITY TRACKER A model with this wargear do not get a penalty to its to Hit rolls for targets moving 10 or farther. XV8 CRISIS BATTLESUIT The turn restrictions for Flyers stated in the movement table do not apply to a model with this wargear. A model with this wargear may move slower than Combat speed, which will count as moving at Combat speed regarding the shooting table. XV81 CRISIS BATTLESUIT XV84 CRISIS BATTLESUIT XV89 COLDSTAR BATTLESUIT 27
28 Special Rules Special Rules Units BARRIER SAVE If a model has the Barrier Save special rule, the model may take an additional save against shooting attacks; this save works exactly as a normal Armour Save and has the values stated next to the special rule. CHARACTER A model with the Character special rule may choose to allocate any number of close combat attacks to specific models, to which it is in base contact with. COMMANDER X If a model with this special rule is taken in an army, the owning player may spend an additional X amount of Command points on Command cards. COORDINATOR OF DEVASTATION Once per battle, if a detachment, which includes a model with this special rule, has seized initiative for the shooting phase (and the enemy has not seized it back) you may declare that another detachment from the same army, which has not tried to seize initiative this turn, also has seized the initiative for the shooting phase. The model, which utilizes this special rule, may not make any shooting attacks the turn in which this special rule is utilized. A detachment which includes a model with this special rule has -1 to its Seize Initiative rolls for the movement phase. DEDICATED TRANSPORT A model with this special rule may leave the table from turn 4 and onwards. If it does so, the controlling player may gain the amount of its base points cost of the model back. These points, together with points gained the same way from other models, can be spend on new units which have the option to take a transport with this special rule. These units arrive from the Ongoing Reserves and from the subsequent turn the models, which the points came from, left the table. The new units count towards the maximum amount of units on the Force Organisation chart but not the minimum. Instead of gaining points back for a transport, the transport may be chosen for a new unit; this is the only way a new unit can choose a transport. Such a transport has the same amount of Hit Points left as it had, when it left the table, though all Degrees of Pinning are gone. EXEMPLAR OF THE SELFLESS CAUSE Any unit in the same army as a model with this special rule may use the value of its Leadership characteristic instead of its own, if it has at least one model within 10 of the model with this special rule. Any model from the same detachment as a model with this special rule, which does not have the and/or Tactical Retreat Turret wargear and/or the Vehicle supertype, has +1 to the value of its Defensive Fear characteristic. If a unit, which include a model with this special rule, is Shaken and does not pass its Regroup check, the model no longer confers the two bonuses stated above. Cover tests taken for Groups, which include a model with this special rule, has -2 to the roll. GHOST WARRIOR A model with this special rule may, while being a Flyer, declare in its detachment and/or player movement phase, that it is using another value of its Altitude characteristic than 4; if so chosen, a value in the interval of 2-8 must be chosen. If a model with this special rule has joined a unit which consists entirely of flyers, these also change the value of the Altitude characteristic. A model with this special rule also has the Jink special rule. A model with this special rule no longer has the Walker type. INDEPENDENT CHARACTER A model with the Independent Character special rule also has the Character special rule. A model with the Independent Character special rule can join other units which consist entirely of models with the same super type as itself. A model with the Independent Character special rule can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in reserve, by you informing your opponent of which unit it has joined. In order to join a unit, a model with the Independent Character special rule simply has to move so that it is within the 2" unit coherency distance of a friendly unit at the end of their Player or Detachment Movement phase along with the player declaring that it is doing so. 28
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