Shas'o Dragonfly's Independent Codex Tau Empire

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Shas’o Dragonfly’s Independent Codex: Tau Empire Tau Weapon Systems Barrage Pods – Range 24”, Str 6, AP4, Heavy 4, No Cover Saves Burst Cannon – Range 18”, Str 5, AP 5, Assault 3, Penetrator Flamer – Range Template, Str 4, AP 5, Assault 1, No Cover Saves Fusion Blaster – Range 12”, Str 8, AP 1, Assault 1, Melta Fusion Cascade – Range 12”, Str 6, AP 1, Assault D3, Melta Heavy Flamer – Range Template, Str 5, AP 4, Assault 1, No Cover Saves Missile Pod – Range 36”, Str 7, AP 4, Assault 2 Multi-tracker – A model with this system may fire up to two weapon systems in the same turn. Phased Ion Blaster – Range 18”, Str 4, AP 4, Assault 4, Penetrator Phased Ion Gun – Range 18”, Str 5, AP 4, Assault 4, Penetrator Plasma Rifle – Range 24”, Str 6, AP 2, Rapid Fire Pulse Carbine – Range 18”, Str 5, AP 5, Assault 1. Every time a unit suffers a casualty from a Pulse Carbine it must make a Leadership test. If the Leadership test is unsuccessful, the unit must immediately Go to Ground. Pulse Pistol – Range 12”, Str 5, AP 5, Pistol Pulse Rifle – Range 30”, Str 5, AP 5, Rapid Fire. In addition, the following alternate ammo types may be available to a Pulse Rifle equipped unit: Heavy Pulse Rounds – Range 24”, Str 6, AP 6, Assault 1 Shaped Pulse Rounds – Range 30”, Str 4, AP 4, Rapid Fire Plasma Core Rounds – Range 24”, Str 4, AP 3, Rapid Fire Pulse Submunitions Gun – Range 18”, Str 4, AP 5, Assault 1, Large Blast, No Cover Saves Pulse Submunitions Rifle – Range 24”, Str 5, AP 5, Assault 1, Large Blast, No Cover Saves Smart Missile Pods – Range 24”, Str 5, AP 5, Heavy 4, No Cover Saves Tau Support Systems Bonding Knife – A model with this item grants the unit it is in the ability to regroup even if below half strength. Blacksun System – A model with this system doubles the amount rolled on the dice to see how far his unit can see in Night-Fighting conditions. The unit gains this benefit as long as the model with the Blacksun System is alive.

Transcript of Shas'o Dragonfly's Independent Codex Tau Empire

Page 1: Shas'o Dragonfly's Independent Codex Tau Empire

Shas’o Dragonfly’s Independent Codex: Tau Empire

Tau Weapon Systems

Barrage Pods – Range 24”, Str 6, AP4, Heavy 4, No Cover Saves

Burst Cannon – Range 18”, Str 5, AP 5, Assault 3, Penetrator

Flamer – Range Template, Str 4, AP 5, Assault 1, No Cover Saves

Fusion Blaster – Range 12”, Str 8, AP 1, Assault 1, Melta

Fusion Cascade – Range 12”, Str 6, AP 1, Assault D3, Melta

Heavy Flamer – Range Template, Str 5, AP 4, Assault 1, No Cover Saves

Missile Pod – Range 36”, Str 7, AP 4, Assault 2

Multi-tracker – A model with this system may fire up to two weapon systems in the same turn.

Phased Ion Blaster – Range 18”, Str 4, AP 4, Assault 4, Penetrator

Phased Ion Gun – Range 18”, Str 5, AP 4, Assault 4, Penetrator

Plasma Rifle – Range 24”, Str 6, AP 2, Rapid Fire

Pulse Carbine – Range 18”, Str 5, AP 5, A ssault 1 . Eve ry t i me a u n i t suffers a casualty from a Pulse

Carbine it must make a Leadership test. If the Leadership test is unsuccessful, the unit must immediately Go to

Ground.

Pulse Pistol – Range 12”, Str 5, AP 5, Pistol

Pulse Rifle – Range 30”, Str 5, AP 5, Rapid Fire. In addition, the following alternate ammo types may be available

to a Pulse Rifle equipped unit:

• Heavy Pulse Rounds – Range 24”, Str 6, AP 6, Assault 1

• Shaped Pulse Rounds – Range 30”, Str 4, AP 4, Rapid Fire

• Plasma Core Rounds – Range 24”, Str 4, AP 3, Rapid Fire

Pulse Submunitions Gun – Range 18”, Str 4, AP 5, Assault 1, Large Blast, No Cover Saves

Pulse Submunitions Rifle – Range 24”, Str 5, AP 5, Assault 1, Large Blast, No Cover Saves

Smart Missile Pods – Range 24”, Str 5, AP 5, Heavy 4, No Cover Saves

Tau Support Systems

Bonding Knife – A model with this item grants the unit it is in the ability to regroup even if below half strength.

Blacksun System – A model with this system doubles the amount rolled on the dice to see how far his unit can

see in Night-Fighting conditions. T h e unit gains this benefit as long as the model with the Blacksun System is

alive.

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Command and Control Node – All friendly units with a model within 12” may use the bearer’s Leadership as their

own.

Drone Controller – A model with a Drone Controller must take one or two Gun Drones, Marker Drones, or Shield

Drones, in any combination, from their options list. Some units have access to more specialized drone types.

‘Blockade’ Shield Generator – A model with this system gains a 3+ Invulnerable Save.

Ejection System – When a model with this system loses its last wound to a shooting attack that does not

cause Instant Death, replace it with a single model representing the pilot. This model has the following profile:

WS BS S T W I A Ld Sv

Battlesuit Pilot * * 3 3 1 2 * * 5+

The model’s WS and Ld are the same as before it ejected, its BS and A are one less than before, and it is

equipped with a Pulse Pistol only.

EMP Grenades – These are used when assaulting enemy vehicles, hitting in the normal manner for anti-vehicle

grenades. When determining damage, roll a D6. On a 4 or 5 they inflict a glancing hit, on a 6 they inflict a

penetrating hit.

Flechette Dischargers – When a model with this system is assaulted, every model in the enemy unit will

automatically be wounded on a 4+, Armor Saves applying as normal, before resolving any attacks. If four or

more models in a unit have this system then roll twice to wound every model in the enemy unit.

Hard-Wired Systems – The same rules apply to a system whether it is hard-wired or not and they do not count

towards the number of systems a battlesuit character can take. Only characters with access to wargear may

choose Hard-Wired Systems.

Markerlight – Range 36”, Str n/a, AP n/a, Heavy 1. Each time you hit a target unit with a Markerlight, put a

counter by that unit. The counters remain until the end of the current Tau Shooting phase or until they are

used. Counters may be expended subsequently by Tau (and non-Tau auxiliaries, as long as the unit leader is still

alive) firing at the ‘marked’ unit. Every counter expended grants the firing unit one of the following effects,

which may be combined:

• To allow a volley of Seeker Missiles or Submunitions Missiles to be fired at the marked unit. At least

one missile must be fired, but no more than 6, and no more than are actually mounted on the vehicles in

your army. Seeker missiles fired this way hit automatically. For Submunitions Missiles, roll 2 scatter dice and

2 normal dice, taking the most favorable result from each set.

• To allow a unit which fires at the target to do so at +1 to its Ballistic Skill. If the firing unit fires any

weapons with blast markers, the model firing the blast weapon does so at +2 to its Ballistic Skill. This effect

may be stacked, allowing a Ballistic Skill up to a maximum of 5 (or 6 for models firing blast weapons).

• To allow the firing unit to ignore the effects of the Night Fighting rule or enemy Stealth Field Generators

when shooting at the marked unit.

• To impose a -1 Leadership penalty on the marked unit until the end of the Tau Shooting phase.

Multiple counters may be expended to impose a cumulative modifier.

• To deny any Cover Saves the marked unit may have from the effects of the firing unit’s shooting.

• To deny the benefits of being Obscured to any marked vehicle.

• To subtract 1 inch from the marked unit’s movement in either its next Movement or Assault phase.

Which phase is to be affected must be declared when the counter is expended. Multiple counters may be

expended to impose a cumulative penalty or to affect movement in both phases.

• To call in a heavy missile barrage from a nearby Manta or an orbital strike from overhead Kor’vattra (Air

Caste space fleet) assets. Expend 3 marker counters and the target unit is struck by a Str 8, AP 3, Large Blast

attack, roll for scatter as if fired by a BS 4 unit.

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In any case, the use of a counter must always be declared before to-hit rolls are made by the unit expending

the counter, and the counter is only removed after rolls to-hit have been made. So if the firing unit cannot see

the target unit because of the Night-Fighting rule (or any other reason) the counter is not removed. A

model may use its Markerlight to benefit its own unit, but if it is doing so, all Markerlight fire must be resolved

before any other weapons are fired. Additionally, Markerlights do not benefit from the effects of other

Markerlights.

Iridium Armor Plates – The model’s Armor Save is increased to 2+, but the additional 6” move in the Assault

phase is reduced to D6”. If any model in a unit has Iridium Armor Plates, the entire unit suffers the Assault move

reduction.

Photon Casters – A model with this system counts as having defensive grenades.

Photon Grenades – Models with these count as having defensive grenades.

Positional Relay – From the second turn onward, as long as the bearer of this system is on the table at the

beginning of the turn, a single unit that is being held in Reserve may be deployed on a D6 roll of a 2+, though no

other units in Reserve may be deployed this turn.

‘Riposte’ Drone Controller – Drones controlled by this system are fitted before battle with special programming

and flechette dischargers. This system functions exactly as a normal Drone Controller with a few additional

abilities. If the unit that the drones’ controller is in withdraws from an assault using the Hit and Run

universal special rule the following occurs: the assault withdrawal is automatically successful, all drones

controlled by this system are removed as casualties, and every model in the enemy unit being withdrawn from is

automatically wounded on a 4+ (Armor Saves apply as normal).

Shield Generator – A model with this system gains a 4+ Invulnerable Save.

Stealth Field Generator – A model with this system gains a 4+ Cover Save against any shooting attacks fired from

more than 12” distant. Any drones controlled by a model with this system will also be shielded.

Stimulant Injector – A model with this system gains the benefit of the Feel No Pain universal special rule.

Target Lock – A model with this system may target a separate enemy unit to that engaged by the rest of its

own unit. All firing in the unit must be declared before any to-hit rolls are made.

Targeting Matrix – A model with this system can grant any one model in its unit (including itself) the ability to fire

all of its weapons as if twin-linked. The model to benefit from this must be declared each Shooting phase

before any to-hit rolls are made. A unit may benefit from only one Targeting Matrix at a time and Markerlights

may not benefit from this system.

Vectored Retro-Thrusters – A model with this system benefits from the Hit and Run universal special rule. If one

model in a team has this system, then all models in the team must be similarly equipped, and if one model makes

use of the system, all must do so. The unit may still take drones.

Heavy Weapons Systems

Barrage Pods – Range 24”, Str 6, AP4, Heavy 4, No Cover Saves

Fusion Cannon – Range 24”, Str 8, AP 1, Heavy 1, Blast, Melta

Heavy Burst Cannon – Range 24”, Str 6, AP 4, Assault 3, Rending

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Ion Cannon – Range 60”, Str 7, AP 3, Heavy 4

Multi-Missile Pods – Range 36”, Str 7, AP 4, Heavy 6

Plasma Cannon – Range 36”, Str 7, AP 2, Heavy 2, Blast

Railgun – Range 72”, Str 10, AP 1, Heavy 1. Vehicular versions usually have access to Submunitions Rounds with

the following profile: Range 72”, Str 6, AP 3, Heavy 1, Large Blast

Rail Rifle – Range 36”, Str 6, AP 3, Heavy 1, Pinning, Rending

Smart Missile Pods – Range 24”, Str 5, AP 5, Heavy 4, No Cover Saves

Vehicle Wargear

Advanced Targeting Matrix – Skimmers cannot claim the Cover Save gained due to moving flat-out against shots

fired by a model with this system. Similarly, bikes cannot claim the Cover Save gained due to turbo-boosting

against shots fired by a model with this system.

Barrage Targeter – A model with this system counts as having +2 to its Ballistic Skill only for the purpose of

determining the distance scattered by any blast weapons it fires.

Disruption Pod – A vehicle with this system counts as being Obscured against any shooting attacks fired from

more than 12” distant.

Drone Stowage Rack – Units embarking on a transport vehicle with this system do not count up to 6

attached drones against the vehicle’s transport capacity. The system does not work for units consisting entirely of

drones.

Flechette Discharger – Any model assaulting a vehicle with this system will automatically be wounded on a

4+, Armor Saves applying as normal, before resolving any attacks.

Fusion Missile – Range unlimited, Str 8, AP 1, Heavy 1, single use only. Vehicles may only be equipped with a

maximum of 2 Fusion Missiles each (except for the Sky Ray tank) and they may not fire their own Fusion Missiles

unless equipped with a Markerlight. The missiles do not need a line of sight from the vehicle they are mounted

on to the target. The missile is assumed to move in a straight line between the model carrying it and the target

for the purposes of deciding whether the shot strikes the front, side, or rear of a vehicle target. A vehicle may

only be equipped with one type of missile from the vehicle wargear list.

Gun Drones – A vehicle may be equipped with 2 Gun Drones. The drones will move with the vehicle, safely

contained in specially-designed recesses. During any Tau Movement phase, the drones may disengage in the

same way as infantry dismount from a transport and form an independent unit. From then on, the drones

function as an independent Gun Drone Squadron. The drones may not rejoin the vehicle during a game, never

count as a scoring unit, and do not give up a Kill Point if destroyed. While attached to the vehicle, the Gun

Drones may always fire (regardless of how fast the vehicle has moved or how many other weapons it has fired),

using their own BS. The drones are treated as passengers if the vehicle is damaged.

Multi-tracker – A vehicle with this system may fire as if it were a Fast vehicle.

Seeker Missile – Range unlimited, Str 8, AP 3, Heavy 1, single use only. Vehicles may only be equipped with a

maximum of 2 Seeker Missiles each (except for the Sky Ray tank) and they may not fire their own Seeker Missiles

unless equipped with a Markerlight. The missiles do not need a line of sight from the vehicle they are mounted

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on to the target. The missile is assumed to move in a straight line between the model carrying it and the target

for the purposes of deciding whether the shot strikes the front, side, or rear of a vehicle target. A vehicle may

only be equipped with one type of missile from the vehicle wargear list.

Sensor Spines – A skimmer vehicle with this system may opt to enter terrain instead of floating above it,

therefore gaining the benefit of being Obscured. In addition, the Sensor Spines allow the vehicle to avoid the

effects of difficult and dangerous terrain.

Submunitions Missile – Range unlimited, Str 6, AP 3, Heavy 1, Blast, single use only. Vehicles may only be

equipped with a maximum of 2 Submunitions Missiles each (except for the Sky Ray tank) and they may not

fire their own Submunitions Missiles unless equipped with a Markerlight. The missiles do not need a line of sight

from the vehicle they are mounted on to the target. The missile is assumed to move in a straight line between

the model carrying it and the target for the purposes of deciding whether the shot strikes the front, side, or rear

of a vehicle target. A vehicle may only be equipped with one type of missile from the vehicle wargear list.

Target Lock – Each weapon on a vehicle with this system may fire at a separate target if so desired, subject to

normal line of sight restrictions.

Vector Matrix – A vehicle with this system may always fire one more weapon than would normally be permitted.

Drones A model with a Drone Controller will have in its unit entry a list of the types of drones that it has access

to. The model with the Drone Controller must purchase at least one, but no more than two, drones from this list

(these may be one drone, two different drones, or two of the same kind). Drones must maintain coherency with

the unit their controller is in. If he is an Independent Character, then the Drones and character form a unit, but

the character and Drones may still join another unit. If the model with the Drone Controller is killed then all of his

Drones are removed at the end of the Shooting or Assault phase in which he died.

Drones under the command of a Drone Controller are counted when assessing if the unit they are with

should take a Morale check for having taken 25% casualties. They are similarly counted when determining if the

unit is over half strength for any purpose. In all other respects treat controlled Drones as a normal member of

the controller’s unit.

Shield Drone 15 points per model

WS BS S T W I A Ld Sv

2 0 3 * 1 4 1 n/a *

Unit Type:

• As controller

Wargear:

• Shield Generator

Special Rules:

• Close Protection: Shield Drones always have the

same Toughness and Armor Save values as the

individual controlling them. If the unit that a

Shield Drone’s controller is in withdraws from

an assault using the Hit and Run universal special

rule, the assault withdrawal is

automatically successful and all Shield Drones in

the unit are removed as casualties.

• Invulnerable Save: The Shield Drone is equipped

with a Shield Generator and has a 4+

Invulnerable Save.

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‘Phalanx’ Shield Drone 15 points per model

WS BS S T W I A Ld Sv

2 0 3 * 1 4 1 n/a *

Unit Type:

• As controller

Wargear:

• ‘Phalanx’ Shield Generator

Special Rules:

• ‘Phalanx’ Protection System: ‘Phalanx’ Shield

Drones always have the same Toughness as the

individual controlling them. The drone’s Armor

Save is 3+, or one better than its controller,

whichever is better. In addition, the drone

grants the controller’s unit (including itself) a 4+

Cover Save against weapons fired at the unit

from more than 12” away, as long as the drone is

‘alive’. If the unit that a ‘Phalanx’ Shield

Drone’s controller is in withdraws from an assault

using the Hit and Run universal special rule,

the assault withdrawal is automatically

successful and one ‘Phalanx’ Shield Drone in the

unit is removed as a casualty.

• Invulnerable Save – The ‘Phalanx’ Shield

Drone is equipped with a ‘Blockade’ Shield

Generator and has a 3+ Invulnerable Save.

Medical Support Drone 20 points per model

WS BS S T W I A Ld Sv

2 0 3 * 1 4 1 n/a *

Unit Type:

• As controller

Wargear:

• Medical Support Gear

Special Rules:

• Close Support: A Medical Support Drone

always has the same Toughness and Armor Save

values as the individual controlling it.

• Medical Support Gear: A Medical Support

Drone grants the unit it is attached to (but

not any other attached drones) the Feel No

Pain universal special rule.

• Self-Repair Systems: The Medical Support

Drone also benefits from the Feel No Pain

universal special rule. However, when rolling

to see if a wound is ignored, any roll of a ‘6’

means that the drone has run out of spare

parts with which to repair itself and it will no

longer benefit from Feel No Pain in future

turns for the rest of the game.

Gun Drone 10 points per model

WS BS S T W I A Ld Sv

2 2 3 4 1 4 1 n/a 4+

Unit Type:

• See below

Wargear:

• Twin-Linked Pulse Carbine

Special Rules

• Relentless

• Unit Type: As controller, or Jump Infantry

(jet pack) i f independent. All Gun

Drones in a vehicle squadron must

disembark at the same time, counting as a

single unit.

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Fire Support Drone 20 points per model

WS BS S T W I A Ld Sv

2 3 3 4 1 4 1 n/a 4+

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• Burst Cannon

Special Rules:

• Relentless

Options:

• Fire Support Drones may replace their Burst

Cannon with one of the following (though all

Fire Support Drones in a unit must be armed

with the same weapon):

o Flamer, Fusion Blaster, or Missile Pod

free

o Plasma Rifle. +5 pts per model

Marker Drone 15 points per model

WS BS S T W I A Ld Sv

2 3 3 4 1 4 1 n/a 4+

Unit Type:

• Jump Infantry (jetpack)

Wargear:

• Markerlight

• Target Lock

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Tau Empire Special Rules

Battlesuits – A Tau Empire model equipped with any of the XV-series battlesuits benefit from a number

of common special rules. Each different kind of Battlesuit modifies the characteristics of its Tau wearer in

different ways. These modifications are already included in each unit’s stat-block and for game-rules purposes

represent the model’s ‘base’, unmodified, characteristics. Additionally, all XV-series battlesuits grant their

wearer the Acute Senses and Relentless universal special rules.

Infantry (jetpack) – Units of this type follow all of the rules for the “Jump Infantry (jet pack)” Unit Type, except

that they may only make a single move each turn, either in the Movement phase, or the Assault phase, but not

both. If done in the Movement phase, the movement may use the rules for jumping or walking, if done in the

Assault phase the jumping rules must be used.

‘Penetrator’ Weapons – Any weapon with the ‘Penetrator’ quality listed in its descriptions is designed such that it

has the power to potentially make a mockery of any standard infantry armor. When rolling to-wound with a

‘Penetrator’ weapon, any shot that rolls a ‘6’ is treated as AP2.

Fury of the Fire Caste – To use this special rule the unit must make a successful Leadership test at the beginning of

their Shooting phase. If the Leadership test is successful, the Fire Warrior team may fire their Pulse weapons one

more time than they normally could. That is: rapid fire Pulse weapons within 12 inches will fire 3 times instead of 2,

and all other Pulse Carbines, Pulse Pistols, and Pulse Rifles will fire 2 times instead of 1. This increased number of

shots also applies to Pulse Rifles firing alternate ammo types.

Sharpshooters – A unit with this rule may re-roll any roll of a ‘1’ to-hit in the Shooting phase.

‘Survivors to the Last’ – A unit with this rule may always attempt to regroup, regardless of any conditions that

would otherwise prevent it from doing so.

Tau Vehicles – The Tau Empire uses advanced skimmer technology for their vehicles, making them more capable

than those of other races in ways specifically suited to the Tau way of war. All Tau vehicles have a Blacksun Filter

and Landing Gear (except the Piranha Light Skimmer, which only has the Blacksun Filter):

Blacksun Filter – A vehicle with this system doubles the amount rolled on the dice to determine how far

it can see in Night-Fighting conditions.

Landing Gear – In any turn in which a vehicle with this system does not move, it may choose to no longer

count as a Skimmer until it moves again. This benefit does not apply on the first turn of the game.

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Army List

HQ

‘Crisis’ Battlesuit Commander (Tau: Shas’o or Shas’el)

Senior Commander (Shas’o) 95 points

Commander (Shas’el) 80 points WS BS S T W I A Ld Sv

Shas’o 4 6 4 5 4 3 3 10 3+

Shas’el 3 5 4 5 3 3 2 9 3+

Shas’vre 3 4 4 5 2 3 2 9 3+

Unit Composition:

• 1 Commander

Wargear:

• XV8 ‘Crisis’ Battlesuit

• Multi-tracker

• Photon Casters

Unit Type:

• Jump Infantry (jet pack)

Special Rules:

• Independent Character

• Crisis Reaction Force

• Deep Strike

Options:

• May add up to 2 Veteran Bodyguards (Shas’vre)

+55 pts per model

• Each model in an XV8 Battlesuit must choose 3

items from the following list. Weapons systems

may make up any number of the choices, but

only one support system may be chosen:

Weapon Systems:

o Burst Cannon free

o Flamer free

o Fusion Blaster free

o Missile Pod free

o Plasma Rifle +5 pts

o Phased Ion Blaster +5 pts

o Smart Missile Pods +5 pts

o Pulse Submunitions Gun +10 pts

Support Systems:

o Drone Controller free

o Blacksun System +5 pts

o Command & Control Node +10 pts

o Flechette Dischargers +10 pts

o Vectored Retro-thrusters +10 pts

o Markerlight and Target Lock +10 pts

o Targeting Matrix +15 pts

o Shield Generator +20 pts

o ‘Blockade’ Shield Generator +30 pts

• May also choose up to one each of the following:

o Bonding Knife +5 pts

o Hard-wired Drone Controller free

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

o Hard-wired Target Lock +5 pts

• May choose one of the following in addition to

other weapon and support systems:

o Ejection System +10 pts

o Stimulant Injector +10 pts

o Iridium Armor Plates +15 pts

• Each model with a Drone Controller has access to

Gun Drones, Marker Drones, Shield Drones and

‘Phalanx’ Shield Drones.

Crisis Reaction Force – If your army list includes a Shas’o in an XV8 ‘Crisis’ Battlesuit, then you may choose to use a

Force Organization Chart that is different from that of a normal Tau Empire army list. In this alternate

arrangement, XV8 ‘Crisis’ Battlesuit Teams are available as a Troops selection; Fire Warrior Teams, Human

Auxiliaries Teams, and Pathfinder Teams become Elites choices; and XV9 ‘Hazard’ Battlesuit Teams are not

available at all. This rule is exclusive with the ‘Hazard Reaction Force’ rule and other FOC-changing rules; you

may use one or the other, but not both.

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‘Hazard’ Battlesuit Commander (Tau: Shas’o or Shas’el)

Senior Commander (Shas’o) 120 points

Commander (Shas’el) 105 points

WS BS S T W I A Ld Sv Shas’o 4 6 5 5 4 4 3 10 3+ Shas’el 3 5 5 5 3 4 2 9 3+ Shas’vre 3 4 5 5 2 4 2 9 3+

Unit Composition:

• 1 Commander

Wargear:

• XV9 ‘Hazard’ Battlesuit

• Multi-tracker

• Photon Casters

• Vectored Retro-thrusters

Unit Type:

• Jump Infantry (jet pack)

Special Rules:

• Independent Character

• Hazard Reaction Force

• Deep Strike

Options:

• May add up to 2 Veteran Bodyguards (Shas’vre).

+95 pts per model

• Each model in an XV9 battlesuit must carry

two of the advanced systems listed below

(either one or two of any system, but no

more than 2 systems total):

o Twin-Linked Burst Cannon free

o Heavy Flamer free

o Phased Ion Gun free

o Barrage Pods +5 pts

o Fusion Cascade +5 pts

o Pulse Submunitions Rifle +10 pts

o ‘Blockade’ Shield Generator +10 pts

• Each member of the unit must also choose

one of the following support systems:

o Blacksun System +5 pts

o Target Lock +5 pts

o ‘Riposte’ Drone Controller +10 pts

o Flechette Dischargers +10 pts

o Shield Generator +20 pts

• Each model with a Drone Controller has

access to Gun Drones, Marker Drones,

Shield Drones and ‘Phalanx’ Shield Drones.

Hazard Reaction Force - If your army list includes a Shas’o in a XV9 ‘Hazard’ battlesuit then you may choose to

use a different Force Organization Chart arrangement than a normal Tau Empire army list. In this alternate

arrangement, XV 9 ‘Hazard’ Battlesuit Teams are available as a Troops selection; Fire Warrior Teams, Human

Auxiliaries Teams, and Pathfinder Teams become Elites choices; and XV8 ‘Crisis’ Battlesuit Teams are

not available at all. This rule is exclusive with the ‘Crisis Reaction Force’ rule and other FOC-changing rules, you

may use one or the other, but not both.

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Ethereal (Tau: Aun) 50 points

WS BS S T W I A Ld Sv Aun 4 3 3 3 2 4 3 10 5+ Shas’la 2 4 3 3 1 2 1 7 4+ Shas’ui 2 4 3 3 1 2 1 8 4+

Unit Composition:

• 1 Ethereal

Wargear (Ethereal):

• Rods of Faith and Unity

• Shield Generator

• Photon Grenades

Wargear (Honor Guard):

• Pulse Pistol

• Pulse Rifle

• Photon & EMP grenades

Unit Type:

• Infantry

Dedicated Transport:

If the Ethereal is accompanied by an Honor Guard,

then the entire unit may select a Devilfish or Fire

Skate.

Special Rules (Ethereal):

• Inspiring Presence

• Price of Failure

Special Rules (Honor Guard):

• Fearless (as long as the Ethereal is alive)

• ‘For the Greater Good!’

• Fury of the Fire Caste

Options (Ethereal):

• Add a unit of 6 Honor Guard, including a Shas’u

Team Leader +65 pts

• May exchange his Rods of Faith and Unity for an

Honor Blade +10 pts

• May upgrade his Shield Generator to a ‘Blockade’

Shield Generator +10 pts

• May also have up to one each of the following:

o Bonding Knife +5 pts

o Hard-wired Blacksun System +5 pts

o Hard-wired Drone Controller free

• An Ethereal with a Drone Controller has access

to Gun Drones, Shield Drones, and ‘Phalanx’

Shield Drones.

Options (Honor Guard):

• Same as a standard Fire Warrior Team (see

page 14).

Honor Blade – This counts as a pair of Rending close combat weapons. In additional, attacks made with an Honor

Blade add +2 to the wielder’s

Strength.

Rods of Faith and Unity – These count as a pair of Rending close combat

weapons.

Inspiring Presence – The Ethereal and all Tau units (not non-Tau auxiliaries or drones) with a line of sight to him

may re-roll any and all Morale checks, even successful ones. In addition all friendly units with line of sight to the

Ethereal gain the Stubborn universal special rule. Line of sight, for purposes of this rule only, is not affected by

Night-Fighting conditions. However, all other LOS- limiting rules apply.

Price of Failure – If a friendly Ethereal is killed then every unit of Tau on the table (not non-Tau auxiliaries or

drones) must take a Morale check at the start of their next turn if they are not in close combat or falling back. In

addition, every Tau unit that takes this test, regardless of success or failure, will add +1 to their Ballistic Skill until

the end of the game.

‘For the Greater Good!’ – Whenever an Ethereal with a Fire Warrior Honor Guard loses a wound roll a D6. On a

result of 4 or higher remove one of the Honor Guard as a casualty instead and the Ethereal does not lose a

wound.

Page 12: Shas'o Dragonfly's Independent Codex Tau Empire

Elites

XV8 ‘Crisis’ Battlesuit Team (Tau: Shas’ui) 55 points

WS BS S T W I A Ld Sv Shas’ui 2 4 4 5 2 2 2 8 3+ Shas’vre 3 4 4 5 2 3 2 8 3+

Unit Composition

• 1 ‘Crisis’ Shas’ui Team Leader

Wargear:

• XV8 ‘Crisis’ Battlesuit

• Multi-tracker

• Photon Casters

Unit Type:

• Jump Infantry (jet pack)

Special Rules:

• Deep Strike

Options:

• May add up to 2 ‘Crisis’ Shas’ui

+55 pts per model

• A Shas’ui Team Leader may be upgraded to a

Shas’vre, giving the model the enhanced

characteristics above and greater wargear

access. +5 pts

• Each model in an XV8 Battlesuit must choose 3

items from the following list. Weapons systems

may make up any number of the choices, but

only one support system may be chosen:

Weapon Systems:

o Burst Cannon free

o Flamer free

o Fusion Blaster free

o Missile Pod free

o Plasma Rifle +5 pts

Support Systems:

o Drone Controller free

o Blacksun System +5 pts

o Target Lock +5 pts

o Flechette Dischargers +10 pts

o Markerlight and Target Lock +10 pts

o Shield Generator +20 pts

• A Shas’ui Team Leader (or Shas’vre) may choose

up to one each of the following:

o Bonding Knife +5 pts

o Hard-wired Drone Controller free

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

o Hard-wired Target Lock +5 pts

� A Shas’vre Team Leader may choose from among

the following for his 3 required systems, again

choosing up to 3 weapon systems total, but no

more than one support system, as well as from

the first list above:

o Phased Ion Blaster +5 pts

o Smart Missile Pods +5 pts

o Pulse Submunitions Gun +10 pts

o Command & Control Node +5 pts

o Vectored Retro-thrusters +5 pts

o Targeting Matrix +10 pts

o ‘Blockade’ Shield Generator +30 pts

• A Shas’vre Team Leader may choose one of the

following in addition to other weapon and

support systems:

o Ejection System +10 pts

o Stimulant Injector +10 pts

o Iridium Armor Plates +15 pts

• A model in an XV8 Battlesuit with a Drone

Controller has access to Gun Drones, Marker

Drones, and Shield Drones.

Page 13: Shas'o Dragonfly's Independent Codex Tau Empire

XV25 Stealth Battlesuit Team (Tau: Shas’ui) 90 points

WS BS S T W I A Ld Sv Shas’ui 2 4 4 4 1 2 2 8 3+ Shas’vre 3 4 4 4 1 3 2 8 3+

Unit Composition:

• 1 Stealth Shas’ui Team Leader

• 2 Stealth Shas’ui

Wargear:

• XV25 Stealth Battlesuit

• Stealth Field Generator

• Photon Casters

• Burst Cannon

Unit Type:

• Jump Infantry (jet pack)

Special Rules:

• Deep Strike

• Infiltrate

Options:

• May add up to 3 Stealth Shas’ui

+30 pts per model

• The Shas’ui Team Leader may be upgraded to a

Shas’vre, giving the model the

enhanced characteristics above.

+5 pts

• Each team member may be equipped with one

of the following support systems. If this option

is taken, all members must do so, though each

may select a different system:

o Drone Controller free

o Blacksun System +5 pts

o Multi-tracker +5 pts

o Target Lock +5 pts

o Flechette Dischargers +10 pts

o Shield Generator +15 pts

• For every 3 models in the unit, one model may

replace his Burst Cannon with one of the

following:

o Fusion Blaster free

• A Shas’ui Team Leader (or Shas’vre) may choose

up to one each of the following:

o Bonding Knife +5 pts

o Markerlight and Target Lock +10 pts

o Hard-wired Drone Controller free

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

• A Shas’ui or Shas’vre Team Leader with a Drone

Controller has access to Gun Drones, Marker

Drones, and Shield Drones.

Page 14: Shas'o Dragonfly's Independent Codex Tau Empire

Troops

1+ Fire Warrior Team (Tau: Shas’la) 60 points

WS BS S T W I A Ld Sv Shas’la 2 3 3 3 1 2 1 7 4+ Shas’ui 2 3 3 3 1 2 1 8 4+

Unit Composition:

• 1 Shas’ui Team Leader

• 5 Shas’la

Wargear:

• Fire Warrior Drone Controller (Shas’ui only)

• Pulse Pistol

• Pulse Rifle

• Photon & EMP grenades

Unit Type:

• Infantry

Dedicated Transport:

May select a Devilfish or Fire Skate.

Special Rules

• Fury of the Fire Caste

Options:

• May add up to 6 additional Shas’la

+10 pts per model

• The entire team may replace their Pulse

Rifles with Pulse Carbines for free (every

model in the unit must be armed with the

same weapon).

• A Pulse Rifle equipped team may take one of

the following alternate ammunition types:

o Heavy Pulse Rounds +1 pts per model

o Shaped Pulse Rounds +2 pts per model

o Plasma Core Rounds +3 pts per model

• The Shas’ui Team Leader may choose up to

one each of the following:

o Bonding Knife +5 pts

o Markerlight and Target Lock +10 pts

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

Fire Warrior Drone Controller – For every 6 models in the unit, the Shas’ui Team Leader m a y c h o o s e a d rone

f r o m t h e f o l l o w i n g l i s t : Gun Drone, Fire Support Drone, Marker Drone, Medical Support Drone, and Shield

Drone.

Page 15: Shas'o Dragonfly's Independent Codex Tau Empire

Pathfinder Team (Tau: Shas’la) 48 points

You may select up to one Pathfinder Team for each Fire Warrior Team in your army list.

WS BS S T W I A Ld Sv Shas’la 2 3 3 3 1 2 1 7 4+ Shas’ui 2 3 3 3 1 2 1 8 4+

Unit Composition:

• 1 Shas’ui Team Leader

• 3 Shas’la

Unit Type:

• Infantry

Wargear:

• Pulse Carbine

• Markerlight

• Target Lock

• Photon & EMP grenades

Special Rules:

• Infiltrate

• Fury of the Fire Caste

• Scouts

• Sharpshooters

• Marker Beacon

Dedicated Transport:

May select a Devilfish or Fire Skate.

Options:

• Add up to 4 Shas’la +12 pts per model

• Up to 4 models may replace their Pulse

Carbine and Markerlight with a Rail Rifle

+5 pts per model

• The Shas’ui Team Leader may choose up to

one each of the following:

o Bonding Knife +5 pts

o Hard-wired Drone Controller free

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

• A Path f in d er with a Drone Controller has

access to Gun Drones, Marker Drones, Medical

Support Drones, and Shield Drones.

Marker Beacon – The unit with this rule is equipped with an array of sensor beacons designed to guide Deep

Striking units to their deployment areas. Tau units deploying by means of the Deep Strike rule to a point visible

to a model in this unit scatter only half as far as would otherwise be indicated, rounding odd numbers down.

Demiurg Brotherhood Guard (Tau: Bentu’sin) 60 points

WS BS S T W I A Ld Sv Brotherhood Guard 4 4 3 4 [5] 1 3 1 7 4+ Brotherhood Captain 4 4 3 4 [5] 1 3 2 8 4+

Unit Composition:

• 1 Brotherhood Captain

• 4 Brotherhood Guard

Wargear:

• Ion Pistol

• Brotherhood Axe

• Brotherhood Guard Armor

• Photon & EMP grenades

Unit Type:

• Infantry

Dedicated Transport:

May select a Fire Skate.

Special Rules:

• Slow and Purposeful

• Grim and Stoic

Options:

• May add up to 5 additional Brotherhood Guard

+12 pts per model

• Up to two models may replace their Brotherhood

Axe with a Heavy Ion Rifle +5 pts per model

Ion Pistol – Range 12”, S4, AP4, Penetrator, Pistol

Brotherhood Axe – A close combat weapon incorporating an Ion Rifle into its haft:

Page 16: Shas'o Dragonfly's Independent Codex Tau Empire

Ion Rifle: Range 24”, S4, AP4, Penetrator, Rapid Fire.

Brotherhood Guard Armor – The Brotherhood Guard wear a heavily reinforced version of infantry carapace

armor. This grants them the Armor Save in the profile above and the enhancement to Toughness in

parentheses.

Heavy Ion Rifle – Range 24”, S4, AP4, Penetrator, Heavy 3

Grim and Stoic – The Brotherhood Guard benefit from the Stubborn and Feel No Pain universal special rules,

with the exception that models only ignore a wound on a roll of 5 or 6.

XV12 ‘Jeopardy’ Battlesuit Team 60 points

You may select up to one ‘Jeopardy’ Battlesuit Team for each Fire Warrior Team in your army list.

WS BS S T W I A Ld Sv Shas’ui 2 3 3 4 1 3 1 7 3+ Shas’ui Team Leader 2 3 3 4 1 3 1 8 3+

Unit Composition:

• 1 Shas’ui Team Leader

• 3 Shas’ui

Wargear

• XV12 ‘Jeopardy’ battlesuit

• Twin-Linked Pulse Rifle

• Photon & EMP Grenades

Unit Type:

• Infantry (jet pack)

Dedicated Transport:

May select a Devilfish or Fire Skate. Each XV12-

equipped model counts as two models for purposes

of transport capacity.

Special Rules:

• Fury of the Fire Caste

Options:

• Add up to 4 Shas’ui +15 pts per model

• For every four models in the team, one

model may replace its Pulse Blaster with one of

the following:

o Twin-Linked Flamer +5 pts

o Burst Cannon +10 pts

o Fusion Blaster +10 pts

o Plasma Rifle +15 pts

• The Shas’ui Team Leader may choose up to

one each of the following:

o Bonding Knife +5 pts

o Markerlight and Target Lock +10 pts

o Hard-wired Blacksun System +5 pts

o Hard-wired Drone Controller free

o Hard-wired Multi-tracker +5 pts

• A Shas’ui Team Leader with a Drone Controller

has access to Gun Drones, Fire Support Drones,

Marker Drones, and Shield Drones.

Page 17: Shas'o Dragonfly's Independent Codex Tau Empire

Human Auxiliary Team (Tau: Gue’vesa) 30 points WS BS S T W I A Ld Sv

Gue’vesa’la 3 3 3 3 1 3 1 7 5+

Gue’vesa’ui 3 3 3 3 1 3 2 8 5+

Unit Composition:

• 1 Gue’vesa’ui

• 5 Gue’vesa’la

Wargear:

• ‘Dal’yth’-pattern Lasgun

• Photon grenades

Unit Type:

• Infantry

Special Rules:

• Death to Traitors!

Options:

• May add up to 6 additional Gue’vesa’la

+5 pts per model

• The entire team may be given EMP grenades

+1 pt per model

• The Gue’vesa’ui may be equipped with a

Markerlight +10 pts

• Up to 2 models may replace their lasgun with

one of the following:

o Pulse Rifle or Pulse Carbine +3 pts

o Grenade Launcher or Flamer +5 pts

‘Dal’yth’-pattern Lasgun – For the most part Human Auxiliaries produce their own weapons and equipment based

on Imperial designs. However, units working closely with a Fire Caste Cadre are commonly issued an upgrade kit

for their lasguns utilizing more advanced Tau technology. The Human Auxiliaries refer to weapons altered in this

way as ‘Dal’yth’-pattern lasguns, after the sept world where the Damocles Gulf Crusade failed and they were

abandoned by the Imperium. Range 24”, Str 4, AP 6, Rapid Fire.

Grenade Launcher – (Frag) Range 24”, Str 4, AP 6, Assault 1, Blast. (Krak) Range 24”, Str 7, AP 4, Assault 1.

‘Death to Traitors!’ – Units of the Imperium (Imperial Guard, Space Marines, etc.) always hit models of a Human

Auxiliaries Team on a 3+ in close combat, regardless of relative Weapon Skill.

Page 18: Shas'o Dragonfly's Independent Codex Tau Empire

Kroot Carnivore Squad 60 points

WS BS S T W I A Ld Sv Kroot Carnivore 4 3 4 3 1 3 1 7 6+ Kroot Shaper 4 3 4 3 2 4 2 8 6+ Kroot Hound 4 0 4 3 1 5 2 7 6+

Unit Composition:

• 1 Shaper

• 9 Kroot

Wargear (Kroot & Shaper):

• Kroot Rifle

• Frag grenades

Unit Type:

• Infantry

Special Rules:

• Fieldcraft

• Infiltrate

• Stealth

Options:

• May add up to 10 Kroot +6 pts per model

• May add up to 12 Kroot Hounds

+6 pts per model

• The Shaper and all Kroot in the unit (but not

Kroot Hounds) may be given EMP grenades

+1 pt per model

Frag grenades – Models with these count as having assault grenades.

Kroot Rifle – Range 24”, Str 4, AP 6, Rapid Fire. Also counts as an additional close combat weapon, so a model

equipped with a Kroot Rifle counts as having two close combat weapons.

Fieldcraft – A unit with this special rule moving through Difficult Terrain do not have to roll to see how far they

can move, they may always move up to 6”. Any enemy unit claiming a Cover Save against the effects of shooting

from a unit with this rule has its Cover Save reduced by one (i.e. a 4+ Cover Save becomes a 5+, and so forth).

Also, a unit with this rule is so skilled at finding cover in even the barest terrain that they have at least a 6+ Cover

Save at all times, even standing completely in ‘open’ terrain (however a Cover Save gained this way is not affected

by the Stealth universal special rule).

Krootox Rider Squad 30 points

You may have up to one Krootox Rider Squad for each Kroot Carnivore Squad in your army list. Krootox Rider

Squads do not count against FOC limitations and they never count as a scoring unit.

WS BS S T W I A Ld Sv Krootox Rider 4 3 6 3[5] 3 3 3 7 6+

Unit Composition:

• 1 Krootox Rider

Wargear:

• Kroot Gun

Unit Type:

• Infantry

Special Rules:

• Fieldcraft

• Infiltrate

• Stealth

Options:

• May add up to 2 additional Krootox Riders

+30 pts per model

Kroot Gun – Range 48”, Str 7, AP 4, Rapid Fire.

Page 19: Shas'o Dragonfly's Independent Codex Tau Empire

Gun Drone Squadron (Tau: Kor’vesa) 40 points

Gun Drone Squadrons are a 0-3 choice for a Tau Empire army. However, these squadrons do not count against

Force Organization Chart unit limitations, and they never count as a scoring unit.

WS BS S T W I A Ld Sv Gun Drone 2 2 3 4 1 4 1 7 4+

Unit Composition:

• 4 Gun Drones

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• Twin-Linked Pulse Carbine

Special Rules:

• Deep Strike

• Fleet

• Stubborn

Dedicated Transport:

May select a Devilfish or Fire Skate transport.

However, if a transport is selected, the unit loses

the ability to deploy by Deep Strike.

Options:

• May add up to 4 additional Gun Drones

+10 pts per model

Interdiction Swarm (Tau: Cal’vesa) 40 points

Interdiction Swarms count against the same 0-3 limit as Gun Drone Squadrons, so your army list may only contain a

total of 0-3 units between the two types. These units do not count against Force Organization Chart unit limitations,

and they never count as a scoring unit.

WS BS S T W I A Ld Sv Interdiction Swarm 2 0 3 4 3 4 3 7 4+

Unit Composition:

• 2 Interdiction Swarms

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• none

Special Rules:

• Deep Strike

• Fleet

• Stubborn

• Swarms

Options:

• May add up to 4 additional Interdiction Swarms

+20 pts per base

Page 20: Shas'o Dragonfly's Independent Codex Tau Empire

Dedicated Transports

Devilfish 55 points

Armor

BS Front Sides Rear

Devilfish 4 12 12 12

Composition:

• 1 Devilfish

Unit Type:

• Vehicle (Tank, Skimmer)

Wargear:

• Heavy Burst Cannon

• Drone Stowage Rack

Transport Capacity:

• Twelve models

Options:

• Must choose one of the following:

o Pair of Gun Drones +10 pts

o Smart Missile Pods +10 pts

• May take any of the following:

o Target Lock +5 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

o Seeker Missile +5 pts each

o Fusion Missile +8 pts each

o Submunitions Missile +10 pts each

Fire Skate 45 points Armor

BS Front Sides Rear

Fire Skate 4 12 12 12

Composition:

• 1 Fire Skate

Unit Type:

• Vehicle (Tank, Open-Topped, Skimmer)

Wargear:

• 2 Heavy Burst Cannon

Transport Capacity:

• Twelve models

Options:

• May replace the 2 Heavy Burst Cannon with

Smart Missile Pods: free

• May take any of the following:

o Target Lock +5 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

o Seeker Missile +5 pts each

o Fusion Missile +8 pts each

o Submunitions Missile +10 pts each

Page 21: Shas'o Dragonfly's Independent Codex Tau Empire

Fast Attack

Fire Support Drone Squadron (Tau: Nan’kor) 60 points

Up to 3 Fire Support Drone Squadrons may be taken as a single Fast Attack choice, but only one such choice may

be made per army. In addition, the squadron never counts as a scoring unit.

WS BS S T W I A Ld Sv Fire Support Drone 2 3 3 4 1 4 1 8 4+

Unit Composition:

• 3 Fire Support Drones

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• Burst cannon

Special Rules:

• Deep Strike

• Relentless

• Stubborn

Options:

• Add up to 3 Fire Support Drones

+20 pts per model

• The entire unit may replace their Burst Cannon

with one of the following (every model in the

unit must be armed with the same weapon):

o Flamer, Fusion Blaster, or Missile Pod

free

o Plasma Rifle +5 pts per model

Sniper Drone Squadron (Tau: Or’mon’kor) 75 points

Up to 3 Sniper Drone Squadrons may be taken as a single Fast Attack choice, but only one such choice may be

made per army. In addition, the squadron never counts as a scoring unit.

WS BS S T W I A Ld Sv Sniper Drone 2 3 3 4 1 4 1 8 4+

Unit Composition:

• 3 Sniper Drones

Unit Type:

• Infantry (jet pack)

Wargear:

• Rail Rifle

• Stealth Field Generator

Special Rules:

• Relentless

• Stubborn

Page 22: Shas'o Dragonfly's Independent Codex Tau Empire

Vespid Stingwings Strain (Tau: Mal’kor) 60 points

WS BS S T W I A Ld Sv Stingwing 3 3 3 4 1 5 1 6 4+ Strain Leader 3 3 3 4 1 5 1 9 4+

Unit Composition:

• 1 Strain Leader

• 3 Stingwings

Wargear:

• Vespid Neutron Blaster

Unit Type:

• Jump Infantry

Special Rules:

• Death on the Wing

• Skilled Flyers

Options:

• Add up to 6 Stingwings +15 pts per model

• The Strain Leader may upgrade his Neutron

Blaster to a Neutron Disruptor. +10 pts

Vespid Neutron Blaster – Range 12”, Str 5, AP 3, Assault 2

Vespid Neutron Disruptor – Range Template, Str 5, AP 3, Assault 1, No Cover Saves

Death on the Wing – A unit with this special rule may fire Assault weapons in the same turn in which it has run and

it only rolls a single D6 if it scatters when Deep Striking.

Skilled Flyers – A unit with this special rule may re-roll failed Dangerous Terrain tests.

‘Hazard’ Battlesuit Team (Tau: Shas’vre) 95 points per model

WS BS S T W I A Ld Sv Shas’vre 3 4 5 5 2 4 2 8 3+

Unit Composition:

• 1 – 3 ‘Hazard’ Shas’vre

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• XV9 ‘Hazard’ Battlesuit

• Multi-tracker

• Photon Casters

• Vectored Retro-thrusters

Special Rules:

• Deep Strike

Options:

• Each model in an XV9 battlesuit must carry

two of the advanced systems listed below

(either one or two of any system, but no

more than 2 systems total):

o Twin-Linked Burst Cannon free

o Heavy Flamer free

o Phased Ion Gun free

o Barrage Pods +5 pts

o Fusion Cascade +5 pts

o Pulse Submunitions Rifle +10 pts

o ‘Blockade’ Shield Generator +10 pts

• Each member of the unit must also choose

one of the following support systems:

o Blacksun System +5 pts

o Target Lock +5 pts

o ‘Riposte’ Drone Controller +10 pts

o Flechette Dischargers +10 pts

o Shield Generator +20 pts

• Each model with a Drone Controller has

access to Gun Drones, Marker Drones, Shield

Drones and ‘Phalanx’ Shield Drones.

Page 23: Shas'o Dragonfly's Independent Codex Tau Empire

Piranha Light Skimmer Team 50 points per model

Armor

BS Front Sides Rear

Piranha 4 11 10 10

Composition:

• 1 – 5 Piranhas

Unit Type:

• Vehicle (Fast, Skimmer)

Wargear:

• Heavy Burst Cannon

Options:

• Each Piranha must choose one of the

following:

o Pair of Gun Drones +10 pts

o Smart Missile Pods +10 pts

• May take any of the following:

o Target Lock +5 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

o Seeker Missile +5 pts each

o Fusion Missile +8 pts each

o Submunitions Missile +10 pts each

Mako Tactical Dropship 140 points

Up to 3 Mako Tactical Dropships may be taken as a single Fast Attack choice, but only one such choice may be

made per army. They do not form a squadron, and never count as a scoring unit unless a scoring unit is embarked.

Armor

Mako BS 4

Front 12

Sides 12

Rear 10

Composition:

• 1 Mako

Unit Type:

• Vehicle (Fast, Skimmer)

Wargear:

• Drone Stowage Rack

• Ion Cannon

• 2 Twin-Linked Heavy Burst Cannon

• Target Lock

Special Rules:

• Deep Strike

• Tactical Drop

Transport Capacity:

• Up to 12 Fire Warriors, or

• Up to 6 XV12 or XV25 battlesuits, or

• Up to 3 XV8 battlesuits.

Options:

• May exchange the 2 Twin-Linked Heavy

Burst Cannon for one of the following:

o 2 Twin-Linked Plasma Rifles +5 pts

o 2 Barrage Pods or 2 Twin-Linked Missile

Pods free

• May exchange the Ion Cannon for one of

the following:

o Railgun with Submunition Rounds +30 pts

o Twin-Linked Plasma Cannon +10 pts

o Twin-Linked Heavy Burst Cannon,

Twin- Linked Fusion Cannon, Twin-Linked

Barrage Pods, or Multi-Missile Pod free

• May take any of the following:

o Barrage Targeter +10 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

o Vector Matrix +15 pts

o Seeker Missile +5 pts each

o Fusion Missile +8 pts each

o Submunitions Missile +10 pts each

Page 24: Shas'o Dragonfly's Independent Codex Tau Empire

Tactical Drop – If a transport vehicle with this rule has moved so far that it would not normally be allowed to

disembark its passengers (such as a Fast vehicle moving Flat Out), they may still disembark, but they must do so as

follows. Nominate any point over which vehicle moved and deploy the passenger unit as if it were Deep Striking onto

that point. If the unit scatters, every model must immediately take a Dangerous Terrain test. Models with jump packs

(or jet packs) can make a more controlled disembarkation, thus they do not take Dangerous Terrain tests (unless they

do land in Dangerous Terrain). If any of the models cannot be deployed, the unit is destroyed as described in the

1-2 result on the Deep Strike Mishap table. Note that models that disembark in this manner cannot launch an Assault

on the turn they do so, and units with the Redeployment Drill special rule still do not count as having moved after

making such a disembarkation.

Heavy Support

XV88 ‘Broadside’ Battlesuit Team (Tau: Shas’ui) 75 points

WS BS S T W I A Ld Sv Shas’ui 2 4 5 5 2 3 2 8 2+ Shas’vre 3 4 5 5 2 3 2 9 2+

Unit Composition:

• 1 Shas’ui Team Leader

Wargear:

• XV88 ‘Broadside’ Battlesuit

• Twin-linked Ion Cannon

• Smart Missile Pods

• Grav Stabilizers

• Photon Casters

Unit Type:

• Infantry

Options:

• Add up to 2 additional XV88 Shas’ui

+70 pts per model

• Each model may replace their Twin-Linked Ion

Cannon with a Twin-Linked Railgun +10 pts

• Each model may replace their Smart Missile Pods

with one of the following:

o Twin-Linked Plasma Rifles +5 pts

o Barrage Pods +10 pts

• The Shas’ui Team Leader may be upgraded to a

Shas’vre, granting the enhanced statline

above and greater wargear access. +5 pts

• Each model must choose one of the following

support systems:

o Drone Controller free

o Blacksun System +5 pts

o Multi-tracker +5 pts

o Target Lock +5 pts

o Shield Generator +20 pts

• A Shas’vre Team Leader may choose one of

the following advanced support systems

instead of one from the list above:

o ‘Blockade’ Shield Generator +30 pts

• A Shas’ui Team Leader (or Shas’vre) may

choose up to one each of the following:

o Bonding Knife +5 pts

o Hard-wired Drone Controller free

o Hard-wired Blacksun System +5 pts

o Hard-wired Multi-tracker +5 pts

o Hard-wired Target Lock +5 pts

• A Shas’ui Team Leader with a Drone

Controller has access to Gun Drones, Marker

Drones, and Shield Drones.

• A Shas’vre Team Leader with a Drone

Controller has access to ‘Phalanx’ Shield

Drones as well as those listed above.

Grav Stabilizers – A model equipped with this system may choose to use the Slow and Purposeful universal special

rule for the duration of its Movement phase, instead of it normal movement mode. Drones attached to the unit

gain this benefit as well.

Page 25: Shas'o Dragonfly's Independent Codex Tau Empire

Hammerhead Gunship 90 points

Armor

BS Front Sides Rear

Hammerhead 4 13 12 10

Composition:

• 1 Hammerhead

Unit Type:

• Vehicle (Tank, Skimmer)

Wargear:

• Ion Cannon

Options:

• Must choose one of the following:

o Pair of Gun Drones +10 pts

o Smart Missile Pods +10 pts

o 2 Heavy Burst Cannon +15 pts

o Barrage Pods +15 pts

• May exchange the Ion Cannon for one of the

following:

o Twin-Linked Heavy Burst Cannon, Twin-

Linked Fusion Cannon, Barrage Pod, or

Multi-Missile Pod free

o Twin-Linked Plasma Cannon +10 pts

o Railgun with Submunition Rounds +30 pts

• May take any of the following:

o Target Lock +5 pts

o Barrage Targeter +10 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

o Seeker Missile +5 pts each

o Fusion Missile +8 pts each

o Submunitions Missile +10 pts each

Sky Ray Missile Gunship 115 points

Armor

BS Front Sides Rear

Sky Ray 4 13 12 10

Composition:

• 1 Sky Ray

Unit Type:

• Vehicle (Tank, Skimmer)

Wargear:

• 2 Markerlights

• Skyray Missile Launcher with Seeker Missiles

• Target Lock

Options:

• Must choose one of the following:

o Pair of Gun Drones +10 pts

o Smart Missile Pods +10 pts

o 2 Heavy Burst Cannon +15 pts

o Barrage Pods +15 pts

• May exchange its Seeker Missiles for one of

the following:

o Fusion Missiles +10 pts

o Submunitions Missiles +15 pts

• May take any of the following:

o Advanced Targeting Matrix +10 pts

o Barrage Targeter +10 pts

o Sensor Spines +10 pts

o Multi-tracker +10 pts

o Flechette Discharger +10 pts

o Disruption Pod +15 pts

Skyray Missile Launcher – The Skyray acts as a carrier for Markerlight-activated missile systems. Unlike other

vehicles carrying these missiles, the Skyray carries a large supply of reloads and therefore has an effectively

unlimited number to fire in one battle. However, the Skyray may not fire more than 6 missiles in any one Shooting

phase.

Page 26: Shas'o Dragonfly's Independent Codex Tau Empire

Special Characters

Commander Dragonfly (Shas’o Kais Savon Shas’mal’kor) 220 points + bodyguards

WS BS S T W I A Ld Sv Dragonfly 4 6 5 5 4 4 4 10 3+

Composition:

• 1 (Unique)

Unit Type:

• Jump Infantry (jet pack)

Wargear:

• XV85 Battlesuit

• Fusion Missile Pod

• Advanced Plasma Rifle

• ‘Glory of the Aun’ Shield Array

• Hard-wired Blacksun System

• Hard-wired Drone Controller

• Hard-wired Multi-tracker

• Hard-wired Target Lock

• 2 ‘Phalanx’ Shield Drones

• 1 Command & Control Drone

Special Rules:

• Independent Character

• Acute Senses

• Bodyguard

• Deep Strike

• Relentless

Fusion Missile Pod – Range 36”, Str 7, AP 1, Assault 2

Advanced Plasma Rifle – Range 36”, Str 7, AP 2, Rapid Fire

‘Glory of the Aun’ Shield Array – This system integrates a ‘Blockade’-class shield generator, a disruption pod,

and an active counter-measures package. The shield generator grants a 3+ Invulnerable Save. The disruption pod

confers a 4+ Cover Save against shooting attacks fired from more than 12” away to both Commander Dragonfly

and any unit he joins. The active counter-measures package applies a -1 penalty to the Ballistic Skill of any unit

making a shooting attack against Commander Dragonfly and any unit he joins. This last penalty is applied

immediately after an enemy unit declares its targets for shooting, before to-hit rolls are made.

Command and Control Drone – Any Tau unit (or Human or Vespid unit, as long their Gue’vesa’ui or Strain Leader

are alive, but not Kroot or drones) with a model within 18” of this drone may use Commander Dragonfly’s Ld

characteristic as their own for any purpose as long as this drone is ‘alive’.

Bodyguard – Commander Dragonfly may take 0–2 Shas’vre Veteran Bodyguards as normal for a ‘Crisis’ Battlesuit

Commander.

Page 27: Shas'o Dragonfly's Independent Codex Tau Empire

Commander Shadowsun (Shas’o Shaserra) 175 points + bodyguards

WS BS S T W I A Ld Sv Shadowsun 4 6 4 4 3 4 4 10 3+ Bodyguard 3 4 4 4 2 3 2 9 3+

Composition:

• 1 (Unique)

Unit Type:

• Jump Infantry (jet pack)

Wargear (Shadowsun):

• XV42 Battlesuit

• Variable Missile Pod

• Flechette Coilgun

• Multi-tracker

• Hard-wired Blacksun System

• Hard-wired Drone Controller

• Hard-wired Target Lock

• 2 Shield Drones

Wargear (Bodyguards):

• XV42 Battlesuit

• Multi-tracker

Special Rules (Shadowsun):

• Independent Character

• Acute Senses

• Bodyguard

• Deep Strike

• Relentless

Special Rules (Bodyguard):

• Acute Senses

• Deep Strike

• Relentless

Options (Bodyguards):

• May add up to 2 XV42 Bodyguards

+30 pts per model

• Each XV42 Bodyguard must take two

different weapon systems from the following

list:

o Variable Missile Pod +20 pts

o Flechette Coilgun +18 pts

o Burst Cannon +14 pts

o Micro-Fusion Gun +12 pts

Flechette Coilgun – Range 24”, Str 5, AP 4, Assault 2, Penetrator

Micro-Fusion Gun – Range 18”, Str 4, AP 1, Assault D3

Variable Missile Pod – Range 36”, Str 7, AP 4, Assault 2 or Range 36”, Str 4, AP 3, Assault 2 or Range 24”, Str 5, AP

5, Assault 2, Blast, No Cover Saves

Bodyguard – Commander Shadowsun may take 0–2 XV42 Bodyguards.

Page 28: Shas'o Dragonfly's Independent Codex Tau Empire

Devilfish 4 12 12 10 Fire Skate 4 12 12 10 Piranha 4 11 10 10 Mako 4 12 12 10 Hammerhead 4 13 12 10 Sky Ray 4 13 12 10

Summary

Unit Name WS BS S T W I A Ld Sv

Battlesuit Pilot * * 3 3 1 2 * * 5+

Gun Drone 2 2 3 4 1 4 1 7 4+

Fire Support Drone 2 3 3 4 1 4 1 8 4+

Interdiction Drone Swarm 2 0 3 4 3 4 3 7 4+

Marker Drone 2 3 3 4 1 4 1 n/a 4+

Shield Drone 2 0 3 * 1 4 1 n/a *

‘Phalanx’ Shield Drone 2 0 3 * 1 4 1 n/a *

Medical Support Drone 2 0 3 * 1 4 1 n/a *

Sniper Drone 2 3 3 4 1 4 1 8 4+

‘Crisis’ Shas’o 4 6 4 5 4 3 3 10 3+

‘Crisis’ Shas’el 3 5 4 5 3 3 2 9 3+

‘Crisis’ Shas’vre 3 4 4 5 2 3 2 8 3+

‘Crisis’ Shas’ui 2 4 4 5 2 2 2 8 3+

‘Hazard’ Shas’o 4 6 5 5 4 4 3 10 3+

‘Hazard’ Shas’el 3 4 5 5 3 4 2 9 3+

‘Hazard’ Shas’vre 3 4 5 5 2 4 2 9 3+

Ethereal 4 3 3 3 2 4 3 10 5+

Stealth Shas’vre 3 4 4 4 1 3 2 8 3+

Stealth Shas’ui 2 4 4 4 1 2 2 8 3+

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

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

‘Jeopardy’ Team Leader 2 4 3 4 1 3 1 8 3+

‘Jeopardy’ Shas’ui 2 4 3 4 1 3 1 7 3+

Gue’vesa’ui 3 3 3 3 1 3 2 8 5+

Gue’vesa’la 3 3 3 3 1 3 1 7 5+

Brotherhood Guard Captain 4 4 3 4[5] 1 3 2 8 4+

Brotherhood Guard 4 4 3 4[5] 1 3 1 7 4+

Kroot Shaper 4 3 4 3 2 4 2 8 6+

Kroot Carnivore 4 3 4 3 1 3 1 7 6+

Kroot Hound 4 0 4 3 1 5 2 7 6+

Krootox Rider 4 3 6 3[5] 3 3 3 7 6+

Pathfinder Shas’ui 2 3 3 3 1 2 1 8 4+

Pathfinder Shas’la 2 3 3 3 1 2 1 7 4+

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

Vespid Stingwing 3 3 3 4 1 5 1 6 4+

‘Broadside’ Shas’vre 3 4 5 5 2 3 2 8 2+

‘Broadside’ Shas’ui 2 3 5 5 2 3 2 7 2+

Commander Dragonfly 4 6 5 5 4 4 4 10 3+

Commander Shadowsun 4 6 4 4 3 4 4 10 3+

XV42 Bodyguard 3 4 4 4 2 3 2 9 3+

Vehicles Armor

Vehicle Name BS Front Sides Rear

Page 29: Shas'o Dragonfly's Independent Codex Tau Empire

Summary

Weapon Range Str. AP Type Barrage Pods 24” 6 4 Heavy 4, No cover saves Burst Cannon 18” 5 5 Assault 3, Penetrator Flamer Template 4 5 Assault 1, No cover saves Fusion Blaster 12” 8 1 Assault 1, Melta Fusion Cascade 12” 6 1 Assault D3, Melta Heavy Flamer Template 5 4 Assault 1, No cover saves Markerlight 36” n/a n/a Heavy 1, see page 3 for effects Missile Pod 36” 7 4 Assault 2 Phased Ion Blaster 18” 4 4 Assault 4, Penetrator Phased Ion Gun 18” 5 4 Assault 4, Penetrator Plasma Rifle 24” 6 2 Rapid Fire Pulse Submunitions Gun 18” 4 5 Heavy 1, Large Blast, No cover saves Pulse Submunitions Rifle 24” 5 5 Heavy 1, Large Blast, No cover saves Smart Missile Pods 24” 5 5 Heavy 4, No cover saves Kroot Gun 48” 7 4 Rapid Fire Kroot Rifle 24” 4 6 Rapid Fire, Counts as a pair of close combat weapons ‘Dal’yth’-pattern Lasgun 24” 4 6 Rapid Fire Pulse Carbine 18” 5 5 Assault 2, Penetrator, see page 3 for additional rules. Pulse Pistol 12” 5 5 Pistol Pulse Rifle (normal) 30” 5 5 Rapid Fire

Heavy Pulse Rounds 24” 6 6 Assault 1 Shaped Pulse Rounds 30” 4 4 Rapid Fire Plasma Core Rounds 24” 4 3 Rapid Fire

Vespid Neutron Blaster 12” 5 3 Assault 2 Vespid Neutron Disruptor Template 5 3 Assault 1, No cover saves Fusion Cannon 24” 8 1 Heavy 1, Blast, Melta Heavy Burst Cannon 24” 6 4 Assault 3, Rending Ion Cannon 60” 7 3 Heavy 4 Multi-Missile Pods 36” 7 4 Heavy 6 Plasma Cannon 36” 7 2 Heavy 2, Blast Railgun (solid slug) 72” 10 1 Heavy 1 Railgun (submunitions) 72” 6 3 Heavy 1, Large Blast Rail Rifle 36” 6 3 Heavy 1, Pinning, Rending Seeker Missile Unlimited 8 3 Heavy 1, Single-use, See page 7 for additional rules. Fusion Missile Unlimited 8 1 Heavy 1, Single-use, See page 7 for additional rules. Submunitions Missile Unlimited 6 3 Heavy 1, Blast, Single-use, See page 7 for additional rules. Fusion Missile Pod 36” 7 1 Assault 2 Advanced Plasma Rifle 36” 7 2 Rapid Fire Flechette Coilgun 24” 5 4 Assault 2, Penetrator Micro-Fusion Gun 18” 4 1 Assault D3 Variable Missile Pod, Mode 1

36” 7 4 Assault 2 VMP, Mode 2 36” 4 3 Assault 2 VMP, Mode 3 24” 5 5 Assault 2, Blast, No cover saves