Warhammer 40,000 Fanmade: Tau Empire codex

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Codex: Tau Empire The Fifth Edition Redux Tau Special Rules For the Greater Good! Tau forces believe that even in death they will have accomplished something for the master cause. All Tau units will have this, and it gives them the Stubborn USR. Art of Mont’ka Commanders of the Tau usually utilise the Mont’ka in order to sever the command structure of an opponent and then destroy their forces. If a Sergeant or higher level model (i.e. HQ units, upgrade characters, and so forth) defeats another Sergeant or higher level model in an opponent’s unit, that unit will immediately fall back unless it is Fearless or still has another Sergeant or Higher in the same squad. The Tau until may not attempt to cut them down as they run, but may then consolidate. Art of Kauyon Sometimes Tau will believe that it is better to make a tactical retreat than to lose their lives for no reason. Units with this rule have the Hit and Run USR. However, whenever this is pulled off the unit which used Hit and Run may immediately conduct a turn’s worth of at the unit that they are running from – morale checks and such may be forced by such shooting. Only one unit may pull off the Art of Kauyon in a single combat at a time so if multiple units used Hit and Run, only one can subsequently shoot at the unit they were previously in combat with. Ta’lissera Bond Certain members of Tau society undertake the Ta’lissera, and become even greater comrades than before. Units with this special rule gain Relentless if their squad is under 50% strength and Furious Charge if they are under 25% Strength. Tau Weapon Special Rules Overwatch: Automated technology is widespread in Tau forces. Guns with the Overwatch special rule will fire in the enemy’s movement phase, and must fire at the first enemy unit within line of sight which chooses to move. Heavy Fire : Weapons with this special rule reduce their target’s Cover Save by 1, to a minimum of 6+ (unless noted) Variable Fire: There are a number of guns in the Tau armoury which use different rates of fire for procedures such as Rapid Fire. These will be noted in a specific ‘notes’ section of the weapon summary list. Tau Weapons and Art of Kauyon : Weapons with a variable rate of fire (see above) do NOT get this when the Art of Kauyon is used. Units count as moving for Art of Kauyon, but may not Rapid Fire for this. The unit which has Art of Kauyon used on it may take a 5+ Cover Save against any shooting excluding that which ignores cover. Blast Weaponry may not be used in Art of Kauyon Rail Guns : Do not count as Ordnance on Tau Battlesuits. New Tau Weaponry The following weapons are new, of course: Deathshroud Frag Projector Defence Gatling Gun Fusion Cannon Knarloc Gun Light Railgun Overburst Cannon Pulse Lancer A number of weapons have also had their profile changed, even before you factor in the weapon notes. All players should read through the weapon summary before advancing any further in this Redux.

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Herald of Nurgle's current edition of the work in progress 'Codex: Tau Empire'Part 1 - Codex

Transcript of Warhammer 40,000 Fanmade: Tau Empire codex

Page 1: Warhammer 40,000 Fanmade: Tau Empire codex

Codex: Tau Empire

The Fifth Edition Redux

Tau Special Rules

For the Greater Good!

Tau forces believe that even in death they will have accomplished something for

the master cause. All Tau units will have this, and it gives them the Stubborn USR.

Art of Mont’ka

Commanders of the Tau usually utilise the Mont’ka in order to sever the command

structure of an opponent and then destroy their forces. If a Sergeant or higher level

model (i.e. HQ units, upgrade characters, and so forth) defeats another Sergeant or

higher level model in an opponent’s unit, that unit will immediately fall back unless

it is Fearless or still has another Sergeant or Higher in the same squad. The Tau until

may not attempt to cut them down as they run, but may then consolidate.

Art of Kauyon

Sometimes Tau will believe that it is better to make a tactical retreat than to lose

their lives for no reason. Units with this rule have the Hit and Run USR. However,

whenever this is pulled off the unit which used Hit and Run may immediately

conduct a turn’s worth of at the unit that they are running from – morale checks

and such may be forced by such shooting. Only one unit may pull off the Art of

Kauyon in a single combat at a time – so if multiple units used Hit and Run, only one

can subsequently shoot at the unit they were previously in combat with.

Ta’lissera Bond

Certain members of Tau society undertake the Ta’lissera, and become even greater

comrades than before. Units with this special rule gain Relentless if their squad is

under 50% strength and Furious Charge if they are under 25% Strength.

Tau Weapon Special Rules

Overwatch: Automated technology is widespread in Tau forces. Guns with the

Overwatch special rule will fire in the enemy’s movement phase, and must fire at

the first enemy unit within line of sight which chooses to move.

Heavy Fire: Weapons with this special rule reduce their target’s Cover Save

by 1, to a minimum of 6+ (unless noted)

Variable Fire: There are a number of guns in the Tau armoury which use different

rates of fire for procedures such as Rapid Fire. These will be noted in a specific

‘notes’ section of the weapon summary list.

Tau Weapons and Art of Kauyon: Weapons with a variable rate of fire (see

above) do NOT get this when the Art of Kauyon is used. Units count as moving for

Art of Kauyon, but may not Rapid Fire for this. The unit which has Art of Kauyon

used on it may take a 5+ Cover Save against any shooting excluding that which

ignores cover. Blast Weaponry may not be used in Art of Kauyon

Rail Guns: Do not count as Ordnance on Tau Battlesuits.

New Tau Weaponry

The following weapons are new, of course:

Deathshroud Frag Projector

Defence Gatling Gun

Fusion Cannon

Knarloc Gun

Light Railgun

Overburst Cannon

Pulse Lancer

A number of weapons have also had their profile changed, even before you factor

in the weapon notes. All players should read through the weapon summary before

advancing any further in this Redux.

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Tau Armoury – Battlesuit Technology

Advanced Tracking System

This is a full suite of technology which gives the bearer an unparalleled perception

of the field. Models with this double their line of sight during Night Fighting

missions, and may also fire one more weapon than usually allowed each turn.

Failsafe Systems

Certain more ‘cowardly’ members of the Fire Caste employ complex safety systems

in order to escape bad situations. Models with this are replaced by a single Fire

Warrior Shas’ui when they are killed either in close combat or shooting by a model

which does not cause Instant Death. This model may then immediately make a ‘Hit

and Run’ movement.

Heavy Crisis Battlesuit

A more powerful version of the standard battlesuit, this experimental suit of

armour is currently being tested by the Fire Caste. The bearer of this suit gains a 2+

Armour Save and a 4+ Invulnerable Save. In addition, it gains the Slow and

Purposeful special rule. In addition, it gains a 5+ ‘Feel No Pain’ save, as described in

the Warhammer 40k Rulebook.

Tactical Hologram Generator

Included in this commander’s suit is a vast array of communication tech... Allowing

the leader to control his army from upon the field. All Reserve rolls made by the

controller of this wargear are made as if it were one turn further in the game (in

Turn 2, this means a 3+, on Turn 3 a 2+ and so on). No Reserves may be brought

onto the board by this effect in the First Turn.

Networked Markerlight

Formed of multiple markerlights, this single powerful one allows for a vast amount

of firepower to be levelled at the foe. At the beginning of every friendly Shooting

Phase, the model controlling this Markerlight may immediately place d3+2

Markerlight tokens onto any units within line of sight.

Tau Armoury –Infantry Technology

EMP Grenades

These are specially made to destroy enemy tanks. They are grenades which deal a

single AP 1 Glancing Hit on a 4 or 5, or a single AP 1 Penetrating Hit on a 6 when

determining damage against the tank.

Photon Grenades

These are specially made to halt enemy infantry. They are defensive grenades,

which mean that the opponent will never gain bonus attacks for charging. In

addition to this, models with special close combat attacks will not be able to use

them in the first turn of combat.

Markerlight

This is the pinnacle of Tau weaponry – allowing for vast amounts of co-ordinated

firepower to be levelled at the foe. At the beginning of every friendly Shooting

phase, the model controlling this Markerlight may immediately roll a single d6. On

a 4+, a single Markerlight token may be placed on any unit within line of sight. On a

6, TWO tokens may be placed on the same unit within line of sight.

Drone Controller

The technology within this allows for the control of drones – small robotic servants

of the more powerful Tau figures. For each Drone Controller in a unit, up to 2 Battle

Drones may be purchased for it for points costs defined in that unit’s area of the

Army List. Drones do not count towards the maximum models transported in a

transport vehicle, and are immediately removed when their controller(s) is as well.

Target Lock

This small pendant is usually un-noted by opponents. A model with this may fire at

a different unit to the remainder of its squad.

Honour Blade

Commonly deployed by high ranking members of the Fire Caste, these large staffs

bear a strong blade at its height. A Honour Blade is a Power Weapon that gives the

bearer +1 Strength, and a 5+ Invulnerable Save if they are an Ethereal.

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Tau Armoury –Vehicle Technology

Disruption Launchers

This is a complex set of illusionary based weaponry, allowing for the controller to

defend itself against enemy assaults. The user of this tech always bears a 4+ Cover

Save. In addition to this, any enemy units which charge a Tau vehicle with these

launchers each take a single Poisoned Attacks (3+) hit which counts as a Strength of

6 immediately before they make their attacks. Any saves against this are reduced

by 1 (4+ to 5+ and so on).

Sensor Array

A vehicle upgraded with this ignores the effects of Dangerous Terrain, as well as

gaining an additional point of BS.

Advanced Recoil System

A vehicle upgraded with this counts its gun as a Heavy 2 weapon for the purposes

of scatter – not as Ordnance 1. In addition to this, the player may choose to roll

only 1d6 for scatter, but is not allowed to remove the Ballistic Skill of the firing tank

from the total scatter roll.

Seeker Missile

This is a single Defensive Weapon, which may be fired once per game. It counts as a

single Strength 9, AP 2, Heavy 1 attack which ignores Cover Saves if fired at a unit

carrying a Markerlight token.

Skilled Pilot

A vehicle upgraded with this counts as moving 6” less for the purposes of firing

weaponry, and may also count his vehicle as Fast.

Improved Skimmer Tech

A vehicle equipped with this gains a 2+ Cover Save when Moving Fast as a Skimmer.

In addition to this, the vehicle may use its Landing Gear – on any turn that the pilot

only moves up to 6”, the vehicle loses the Skimmer special rule and may fire its

main weapon as Heavy 3, rather than the standard template.

The Markerlight Tokens

The Markerlight token is a key part of the Tau arsenal, and thus takes a key role in

any battles involving the Tau Empire. This section explains how it works.

Each time a Tau unit conducts shooting against a unit which has a ‘Markerlight

Token’ allocated against it, they may remove a token to use an effect from this list:

Count the unit’s BS as being +1 to the standard (3 -> 4, and so on)

Reduce the Cover Save of the target unit by 1, and also stop the unit from

Going to Ground that turn

Decrease the AP of a single type of weapon fired at the target unit (a

Pulse Rifle goes from 5 to 4, for example)

By expending three tokens, the target unit may be classed as NOT

Fearless for that unit’s shooting. By expending two tokens, the target may

be classed as NOT Stubborn for that turn’s shooting

In addition, a Tau unit may use the tokens to level a number of additional effects

against the target unit for that game turn:

A single Artillery Strike (Heavy 1, Twin Linked, and Strength 7 AP 2) may

be fired at the target unit using a BS of 3.

The target unit may have 1 Leadership deducted for a single leadership

based test (e.g. Psychic Test, Morale Test).

Finally, there is a reason why the Tau player may choose to allocate Markerlights to

simply ‘a’ unit rather than an enemy unit – you may choose to fire at any units with

a token allocated to them, rather than just your opponent’s.

Markerlight Tokens are expended at the end of a unit’s shooting, or directly after

its effects are used. For example, if an effect would change the target of shooting

to a unit without a Markerlight token then the original target retains the token, but

if an effect causes the shooting to end before an effect can begin to affect the

target the token is still expended.

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OPTIONS – Drones

Type Pts WS BS S T W I A Ld Sv Gun 7 2 4 3 2 1 2 1 10 5+

Shield 10 2 2 3 2 1 2 1 10 4+

Stealth 15 2 3 3 2 1 2 1 10 5+

Marker 15 2 3 3 2 1 2 1 10 5+

Unit Type: Drones move as the same type as their attached unit

Army List Composition: All Sergeants and HQs – except Prok, and also

including any models specifically noted as such – may take 0-5 Drones each

Wargear:

All Drones carry a Twin Linked Pulse Rifle.

Shield Drones also have a Shield Generator.

Stealth Drones also have a Stealth Projector.

Marker Drones also have a Markerlight

Special Rules

Fearless, Acute Senses

Shield Generator: Units which contain at least 1 Shield Drone have a 5+

Invulnerable Save, or +1 to their existing Invulnerable Save. This does not

affect characters which join the Drone’s unit, and the effects do not stack.

Stealth Projector: Sniper Drones are fitted with shadow generator, making

it difficult for the foe to see them. The whole unit gains the Stealth and

Move through Cover special rules, as well as a 6+ Cover Save.

Drone Controller: When the model who purchased the Drone is killed, the

Drone is also removed.

Options:

Any Gun Drone may replace their Pulse Rifle with a Twin Linked Pulse

Carbine for no additional cost, or for a Twin Linked Burst Cannon for

+10pts.

Marker Drones may exchange their Markerlight for a Networked

Markerlight for +20pts per model.

OPTIONS – Bodyguard

Type Pts WS BS S T W I A Ld Sv Tau’al 20 4 4 3 3 1 3 2 10 4+

Tau’rie 30 2 3 3 3 1 3 2 10 4+

Tau’nul 30 2 2 2 3 1 2 1 7 4+

Unit Type: Infantry (the Bodyguard moves at the same rate as the

character they are attached to)

Army List Composition: Any HQ choice in the Tau army list, except Prok or

non-Tau characters, may take up to five Bodyguards. Up to three

Bodyguards of the same type may be taken by the same character.

Wargear:

All Bodyguards bear a Pulse Pistol and Close Combat Weapon, as well as

Photon Grenades and EMP Grenades.

Special Rules

Stubborn, Acute Senses

Life Partner: A Bodyguard is attached to his master for life. A Bodyguard is

removed when the model he was purchased for is killed.

Intercept Attack: Tau’al must have wounds allocated to them before the

character they are purchased for may themselves have wounds allocated.

In addition, up to a single failed save per turn may instead be placed on a

Bodyguard – this could be a heroic dive from the guide or mere poor luck!

Learned Scholar: Any character which has a Tau’rie purchased for them

may choose to either re-roll all failed rolls to hit or all failed rolls to wound

during the shooting phase of their turn. The selection is made at the

beginning of that phase.

Psychic Null: Tau’nul bear the Pariah gene. All Psykers within 18” of a

Tau’nul have a leadership of 6 and may not benefit from the Stubborn or

Fearless special rules. In addition, any psychic abilities tested for within 30”

of a Tau’nul may be ‘dispelled’ on a successful roll on a d6 of 5+ - this roll is

increased by 1 for each Tau’nul purchased by that character. If a Tau’nul is

killed in Close Combat, all Tau’nul within 6” must take an Armour Save.

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HQ - Crisis Commander

Type Pts WS BS S T W I A Ld Sv Shas’o 100 5 5(6) 4(5) 4 3(4) 4 3(4) 9 3+

Unit Type: Jet Infantry, Sergeant, Independent Character

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Acute Senses, Fleet.

Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.

An army containing at least one may take a single squad of either Crisis

Suits or Broadside Suits as a Troops Choice.

Force Field Generator: All Crisis Battlesuits are highly respected pieces of

Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable

Save against all attacks.

Wargear:

All Crisis Commanders begin with a pair of Burst Cannons – these are not

Twin Linked. They may purchase options from the list to the right.

Options:

Crisis Commanders may purchase Drones from the list further down. They

may also purchase options from the Crisis Battlesuit entry below. In

addition they may take any of the following:

Heavy Crisis Battlesuit 40pts

Tactical Hologram Generator 25pts

A Shas’o may choose to replace either of their Burst Cannons with one of

the weapons below:

Deathshroud Frag Projector 15pts

Honour Blade 10pts

Cyclic Ion Blaster 10pts

Pulse Lancer 15pts

Overburst Cannon 10pts

Fusion Cannon 10pts

HQ – Stealth Commander

Type Pts WS BS S T W I A Ld Sv Shas’o 100 5 5 4 4 3 4(5) 3 9 3+

Unit Type: Jet Infantry, Sergeant, Independent Character

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Scouts, Infiltrate, Hit and Run (2 x Roll), Perfect Shadow

Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.

An army containing at least one may take a single squad of either Stealth

Suits or Pathfinders as a Troops Choice.

Nightshroud: Stealth Commanders are fitted with an even greater stealth

field than standard suits. All Night Fighting rolls are made on 1d6 against a

unit containing a Stealth Commander.

Wargear:

All Stealth Commanders begin with a Fusion Cannon – this is Twin Linked.

They also have EMP Grenades and Photon Grenades.

Options:

Stealth Commanders may purchase Drones from the list further down.

They may also purchase options from the Stealth Battlesuit entry below. In

addition they may take any of the following:

Marker Beacon (see Pathfinders) 40pts

Tactical Hologram Generator 25pts

A Shas’o may choose to replace either their Fusion Cannon with one of the

weapons below:

Airburst Frag Projector 10pts

Overburst Cannon 5pts

Cyclic Ion Blaster 5pts

Deathshroud Frag Projector 20pts

Honour Blade 5pts

Burst Cannon (with Assassins rule) FREE

Page 6: Warhammer 40,000 Fanmade: Tau Empire codex

HQ– Ethereal Detachments

Type Pts WS BS S T W I A Ld Sv Ethereal 150 4 4 4 4 3 4 3 10 5+

Guards - 4 4 4 4 2 3 2 10 4+

Unit Type: Independent Character, and Infantry. The unit is composed of

an Ethereal and four Guards, which altogether count as a single

Independent Character. For the purposes of combat, the Ethereal may not

be targeted while any of his Guards also remain in the unit.

Wargear:

All of the unit have Honour Blades (bonuses included in profiles)

Special Rules

For the Greater Good, Ta’lissera Bond, Acute Senses, 6+ Invulnerable

Save

Inspiring Presence: All friendly units with line of sight to an Ethereal may

make any Leadership Tests on Ld9 unless their Ld is normally higher. This is

in addition to any Caste based abilities purchased below.

The Price of Failure: If the Ethereal should fall, all models in the army must

take a Morale Check. Those who fail gain Rage and Fleet.

Ethereal Detachment Options Up to five additional Guards may be purchased for +20pts per model.

The Ethereal may choose to purchase any Blade Techniques from the list to

the right for +10pts per technique. Up to ten techniques may be

purchased. Up to 1 technique of each type may be used each turn.

The Ethereal may be upgraded to one of the following:

Water Caste (Inspiring Presence = Stubborn) 40pts

Fire Caste (Inspiring Presence = Furious Charge) 40pts

Earth Caste (Inspiring Presence = +1 to Cover Sv) 40pts

Air Caste (Inspiring Presence = Relentless) 40pts

Ethereal Blade Techniques A popular pastime of all Ethereals is that of the duel – which allows

all sorts of disputes to be settled. Some ethereal choose to

specialise in certain techniques, which may be used in all sorts of

battle situation.

Movement Phase Techniques:

Double Passé: The Ethereal and his unit may move d6 further inches.

Dance of Rage: The Ethereal and his unit gain Fleet and Rage for this turn.

Tempered Step: The Ethereal’s unit gains Relentless for this turn, but may

not have a Cover Save next turn.

Feather of Phoenix: The Ethereal and his unit will automatically regroup

when falling back, regardless of modifiers or other special rules.

Shooting Phase Techniques:

Patient Hunter: The Ethereal’s unit Goes to Ground, but gains +3 to their

Cover Save

Killing Blow: The Ethereal’s unit adds +1 to all shots fired this turn, but may

not fire in the next game turn.

Fire’s Grasp: The Ethereal’s unit rolls d6x2 for running this turn.

Practiced Power: The Ethereal and his unit may choose to fire and then go

to ground this turn.

Assault Phase Techniques:

Jumping Kick: The Ethereal gains +1 Initiative, but loses 1 Toughness

Spiral Punch: The Ethereal gains +1 Strength, but loses 1 Weapon Skill

Meditative Blow: The Ethereal gains +1 Toughness, but loses 1 Initiative

Feinted Blow: The Ethereal gains +2 Attacks, but loses 2 Weapon Skill

Glance of Death: The Ethereal has attacks equal to his opponents, but has

no Power Weapon.

Twirling Doom: The Ethereal has Poisoned Attacks (3+), but loses 1

Toughness and 1 to his Sv.

Many Blocks: The Ethereal gains a 4+ Invulnerable Save, but loses 2

Attacks on his profile.

Page 7: Warhammer 40,000 Fanmade: Tau Empire codex

ELITES - Crisis Battlesuits

Type Pts WS BS S T W I A Ld Sv Shas’el 55 4 4(5) 4 4 3 3 3 8 3+

Shas’vre 45 4 4(5) 4 4 2 3 2 8 3+

Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level, Shas’o is a

HQ.

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Acute Senses, Fleet.

Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.

An army containing at least one may take a single squad of either Crisis

Suits, Stealth Suits, or Broadside Suits as a Troops Choice.

Force Field Generator: All Crisis Battlesuits are highly respected pieces of

Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable

Save against all attacks.

Wargear:

All Crisis Battlesuits begin with a pair of Burst Cannons – these are not

Twin Linked. They may purchase options from the list to the right.

If two of the same weapon option are taken, the whole weapon counts as

a single twin linked weapon with otherwise the same statline.

Army List Selection:

Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams

contain a single Shas’el and 1-5 Shas’vre suits.

Crisis Battlesuit Options Any suit may choose to replace either of their Burst Cannons with one of

the weapons below:

Twin Linked Burst Cannon 10pts

Fusion Blaster 5pts

Missile Pod 5pts

Twin Linked Plasma Rifle 7pts

Twin Linked Flamer 3pts

Any suit may choose to replace both of their Burst Cannons with one of the

following PAIRS of weapons below:

Fighting (Lightning) Claws 20pts

Missile Pods 30pts

Any suit may choose to take any of the following options:

Advanced Tracking System 25pts

Failsafe System 30pts

Networked Markerlight 35pts

Markerlight 20pts

Any Crisis Battlesuit may purchase a single Drone from the list further

down below.

Page 8: Warhammer 40,000 Fanmade: Tau Empire codex

ELITES - Stealth Battlesuits

Type Pts WS BS S T W I A Ld Sv Shas’el 60 5 4 4 3 2 4 3 9 3+

Shas’vre 50 5 4 4 3 1 4 2 9 3+

Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level.

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Scouts, Infiltrate, Hit and Run (2 x Roll).

Perfect Shadow: Many an outpost has fallen due to not being able to see

this enemy. All shooting conducted against Stealth Battlesuits uses the

Night Fighting special rules. If the battle is actually in Night Fighting

anyway, all distances that are rolled against Stealth Suits are halved.

Assassins: Stealth Suits are skilled in finishing off enemies for the Greater

Good. Their Burst Cannons are Twin Linked, and may re-roll any rolls-to-

wound.

Wargear:

All Stealth Battlesuits begin with a Burst Cannon – this is Twin Linked. They

may purchase options from the list to the right.

Shas’el Battlesuits begin with a Drone Controller, and may also select

additional options to those listed to the right, indicated in a second set of

choices.

Army List Selection:

Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams

contain a single Shas’el and 1-8 Shas’vre suits.

Stealth Battlesuit Options Any suit may choose to replace their Burst Cannons with one of the

weapons below:

Twin Linked Cyclic Ion Blaster 25pts

Twin Linked Fusion Blaster 12pts

Twin Linked Plasma Rifle 15pts

Twin Linked Flamer 5pts

Two Twin Linked Pulse Rifles 5pts (fired at once)

One suit may choose to replace their Burst Cannons with one of the

following sets of weapons below:

Honour Blade and Pulse Pistol 10pts

Smart Missile System 20pts

Any suit may choose to take any of the following options:

Advanced Tracking System 25pts

Markerlight 20pts

Any Stealth Battlesuit may purchase a single Drone from the list further

down below.

Page 9: Warhammer 40,000 Fanmade: Tau Empire codex

ELITES – Demiurg Trenchers

Type Pts WS BS S T W I A Ld Sv Stout One

60 4 3 4(8) 4 2 2 2 8 2+

Demiurg 30 4 3 5 4 1 2 1 7 2+

Unit Type: Infantry.

Special Rules

Stubborn, Slow and Purposeful, Move Through Cover

Gunner’s Pride: Demiurg which are manning a Weapon Platform gain +2

Leadership.

Jobs a Good’un: Demiurg are often used by Tau due to their mechanical

ability. If a Stout One is in base contact with a damaged vehicle during the

Shooting phase, he and his squad can attempt to repair it instead of firing

weaponry. Roll a d6 – on a 6, the vehicle may remove one Immobilised or

Weapon Destroyed result. Add +1 to this roll for each Trencher in the unit.

Wargear:

Demiurg are equipped with Exo Armour, as well as a Breaching Drill (Chain

Fist and Melta Bombs) and a single Blast with Chain each. The Stout One

also has a Thunder Hammer – note that this replaces his Breaching Drill

Army List Selection:

Demiurg Trenchers are composed of 1 Stout One and 4-9 Trenchers.

Options:

Demiurg Trenchers may man a Weapon Platform for +5pts, changing their

unit type to Artillery. The Weapon Platform may be equipped with one of

the following:

Bolt Cannon 15pts

Overburst Cannon 15pts

Pulse Lancer 15pts

Cyclic Ion Blaster 10pts

Defense Gatling Gun 30pts

ELITES – Vespid Fly Marshalls

Type Pts WS BS S T W I A Ld Sv Flight Master

37 4 4 4 4 2 6 3 8 5+

Strain Leader

24 4 3 3 4 2 5 2 8 5+

Unit Type: Jump Infantry.

Special Rules

For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless

Flight Co-ordinators: All Vespid Stingwings within 6 inches of a member of

the Fly Marshalls unit will gain +1 Leadership.

Death Defying: Fly Marshalls have the Deep Strike special rule. In addition,

they may charge on the turn they charge – the opponent counts as

occupying cover.

Harmonic Spectrum:Fly Marshalls may choose to add or subtract one from

the roll to see the statline of their Neutron Blaster.

Wargear:

All Vespid Fly Marshalls bear a Neutron Blaster.

Army List Selection:

Vespid Fly Marshalls contain a single Flight Master and 4-9 Strain

Leaders. You must have at least 1 unit of Vespid Stingwings in

your army before you can purchase Fly Marhalls.

Page 10: Warhammer 40,000 Fanmade: Tau Empire codex

TROOPS – Fire Warriors

Type Pts WS BS S T W I A Ld Sv Shas’ui 15 2 3 3 3 1 3 2 8 4+

Shas’la 11 2 3 3 3 1 3 1 7 4+

Unit Type: Infantry. Shas’ui is Sergeant.

Special Rules

For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond.

Fire Control: Fire Warriors are skilled at firing in concentrated volleys,

denying their foes any refuge from the firepower. Enemy units lose 1 from

their Cover Save against Fire Warriors, and also gain no benefit from Going

to Ground.

Hardened Veterans: There are some favoured warriors in every cadre who

have fought for many years under a single commander. For each Shas’o in

the army, one unit may be upgraded to Hardened Veterans. These soldiers

gain +1 BS and +1 I, but cost +2pts per model.

Wargear:

All Fire Warriors begin with a Pulse Rifle, EMP Grenades, and Photon

Grenades. They may be upgraded with the options below.

Army List Selection:

Fire Warrior squads have 1 Shas’ui and 4-14 Shas’la each.

Options:

Any Shas’la may exchange their Pulse Rifle for a Pulse Carbine for no

additional point cost. In addition, up to 1 Shas’la for each 5 in the squad

may replace their Rifle with a different weapon from below:

Rail Rifle 15pts

Twin Linked Flamer 5pts

Twin Linked Pulse Rifle 5pts

The Shas’ui may have an Honour Blade and Pulse Pistol for +10pts.

The unit may take a Devilfish transport if under 10 models. See right.

TRANSPORT – Devilfish Troop Carrier ARMOUR VALUES

BS Front Side Rear Points

Devilfish 4 12 11 11 93

Vehicle Type: Skimmer, Tank.

Fire Points: 0

Capacity: The Devilfish may transport up to 12 models, and may not

transport Battlesuits or special Drones other than Gun Drones or Shield

Drones. If the two gun drones included in weaponry are detached, two

special drones (such as Sniper Drones) may ‘embark’ on the Devilfish.

Access Points: As modelled on the vehicle. Note: models in the Devilfish

may not make an emergency disembarkation.

Special Rules

Flechette Dischargers: On the turn that a Fire Warrior squad disembarks

from a Devilfish, they gain a 5+ Cover Save

Target Lock: The Gun Drones on a Devil Fish have Target Locks. They may

fire at a separate target to the tank’s main gun while still attached to the

vehicle.

Weaponry: The Devilfish bears a single Twin Linked Burst Cannon, as well

as a pair of Gun Drones equipped with Twin Linked Pulse Rifles – these may

be detached from the tank and in this respect count as 2 models in a

separate transport.

Options:

The Gun Drones attached on the Devilfish may be replaced with a Smart

Missile System for +15pts.

A Devilfish may take a single Markerlight for +10pts.

A Devilfish may take Disruption Launchers for +15pts.

A Devilfish may take a Skilled Pilot for +15pts.

A Devilfish may take Improved Skimmer Tech for +20pts.

A Devilfish may take a Sensor Array for +15pts.

Page 11: Warhammer 40,000 Fanmade: Tau Empire codex

TROOPS – Kroot Carnivores

Type Pts WS BS S T W I A Ld Sv Shaper 46 5 4 3 4 3 5 3 8 4+

Hound 13 5 0 4 4 1 4 2 7 6+

Krootox 44 4 2 5 5 3 2 2 7 4+

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

Unit Type: Infantry. Shaper is Sergeant.

Special Rules

Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute

Senses, Stealth (in woodland terrain), Rending (Shaper only)

The Hunter’s Pride: Units of Kroot gain the Rage and Furious Charge

special rules when they deal their first enemy casualty in close combat. In

addition, all Kroot Rifles give their bearers +1 Attack.

Krootox Charge: Krootox have Initiative 10 when they charge a target in

cover.

Wargear:

All Kroot begin with a Kroot Rifle and their fierce demeanour. Krootox have

a Twin Linked Kroot Gun, and Shapers have a Honour Blade and Pulse

Pistol. Hounds only have a single Close Combat Weapon.

Army List Selection:

Kroot Carnivore squads have 5-20 Kroot, up to 1 Hound for each 2 Kroot,

up to 1 Krootox, and up to 1 Shaper.

Options:

Any unit of Kroot may take any of these upgrades (Vulturekin may not have

Hounds or Krootox):

Vulturekin (become Jump Infantry) 50pts per unit

Cobrakin (gain +1 I and +1 S) 50pts per unit

Bearkin (gain Eternal Warrior and +1 Sv) 55pts per unit

Units of Kroot containing a Shaper may buy a 5+ Sv for +2 pts per model

TROOPS – Vespid Stingwings

Type Pts WS BS S T W I A Ld Sv Strain Leader

23 4 3 3 4 2 5 2 8 5+

Vespid 18 4 3 3 4 1 5 1 7 5+

Unit Type: Jump Infantry.

Special Rules

For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless.

Neutron Blaster: At the beginning of every turn, roll 1d6. This will

determine the statline of the Blaster used from below:

D6 Roll Range Str AP Additional Rules

1 24” 3 3 Assault 3, Pinning

2 24” 4 3 Assault 3, Pinning

3 18” 5 4 Assault 2, Pinning

4 18” 6 4 Assault 2, Pinning

5 12” 7 5 Assault 2, Rending

6 18” 3 1 Assault 3, Pinning, Melta

Harmonic Vibrations: If a Psyker attempts to use a Power within 6” of a

Vespid Stingwing, they suffer -1 leadership to their test. Note that this

increases if multiple different Stingwing units are within 6”.

Wargear:

All Vespid Stingwings have a Neutron Blaster.

Army List Selection:

Vespid Stingwing squad have 1 Strain Leader and 4-14 Stingwings

in them. You may not have more Stingwing units than you have

Fire Warriors.

Page 12: Warhammer 40,000 Fanmade: Tau Empire codex

FAST ATTACK – Pathfinder Tactical Liaison Squads

Type Pts WS BS S T W I A Ld Sv Path Shas’ui

23 3 4 3 3 1 3 2 8 4+

Path Shas’la

15 3 4 3 3 1 2 1 7 4+

Unit Type: Infantry. Shas’ui is Sergeant.

Special Rules

For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond.

Silent Kill: Pathfinders set up for weeks before the battle begins in order to

increase their final kill count. Pathfinders deploy by Infiltrate, but may be

as near to the opponent as they desire.

Marker Beacon: Units which Deep Strike within 12” of a Pathfinder Shas’ui

will only roll 1d6 for scatter, and may re-roll the directional scatter dice.

Wargear:

All Pathfinders begin with a Rail Rifle Pulse Pistol, Photon Grenades, and

EMP Grenades. The Shas’ui also bears a Pulse Pistol and Close Combat

Weapon.

Army List Selection:

Pathfinder squads have 1 Shas’ui and 1-11 Shas’la in them. They may

choose to take a Devilfish (see Troops section)

Options:

Any Shas’la may exchange their Rail Rifle with a Pulse Rifle for no

additional point cost. In addition, up to 1 Shas’la for each 4 in the squad

may replace their Rifle with a different weapon from below:

Rail Rifle with Target Lock 10pts

Light Rail Gun 30pts

Stealth Rail Rifle (ignores Cover) 30pts

A Pathfinder unit may take Shas’vre Truesight instead of a Shas’ui for

+50pts.

NAMED CHARACTER– Path Shas’vre Truesight

Type Pts WS BS S T W I A Ld Sv Shas’vre Truesight

+50 4 5 4 3 2 5 3 9 4+

Unit Type: Infantry (Upgrade Sergeant)

Wargear:

Path Shas’vre Truesight bears the Rail Rifle ‘Kais Mont’yr’, as well as EMP

Grenades and Photon Grenades.

Special Rules

For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond,

Silent Kill, Marker Beacon

The Stalking Death: Truesight is a stalking terror to his foes, and this is

continued by his squad. All members of a unit containing Truesight are

Stubborn and have the Stealth special rule. Truesight himself remains

Fearless in the face of danger, and has the Furious Charge and Counter

Attack special rules.

The Kais Mont’yr: This large Rail Rifle has served this Shas’vre well over the

years. With the Kais Mont’yr, Truesight has a Light Rail Gun that – upon

passing a successful leadership check – can target individual models in an

enemy unit.

The Valkyries Mark: Over the course of many battles fought against

Truesight, the Imperium has come to know the Markerlight as the sign of a

‘Valkyrie’. Each time Truesight’s unit shoots at the same target that he

himself is shooting at, the enemy counts as if affected by 1 Markerlight for

each 5 members of the unit firing at them.

Page 13: Warhammer 40,000 Fanmade: Tau Empire codex

FAST ATTACK – Great Knarloc Pack

Type Pts WS BS S T W I A Ld Sv Knarloc Shaper

125 3 4 6 6 4 2 4 7 4+

Knarloc Rider

105 3 3 6 6 4 2 3 6 4+

Unit Type: Beasts/Cavalry.

Army List Composition: A combination of any five Knarloc types from

above

Wargear:

All Knarlocs have a single Poisoned Close Combat Weapon (3+), as well as a

Knarloc Gun.

Special Rules

Stubborn, Fleet, Infiltrate, Move Through Cover, Scouts, Acute Senses,

Furious Charge, Counter Attack, Rage, Acute Senses, Berserk Charge

Knarloc Charge: Greater Knarloc riders are feared for the devastating

charge they can lead against an opponent. They gain +3 Strength for

Furious Charge, and of course gain +2 Attacks for Berserk Charge as well.

This does not apply to when Counter Attack is also used – you need some

momentum!

Batter Down: Knarlocs ignore Initiative bonuses given by terrain.

Blood Fury: For each casualty that the Great Knarloc deals in the previous

turn of combat, they will gain +1 WS OR +1 A in the next turn of combat.

Stupid Creatures: Great Knarloc packs use the following table to decide

rolls to hit for or against them (Kharn still hits on a 2+ etc, though)

Knarloc’s WS Knarloc Roll to Hit Opponent Roll to Hit

3 or 4 5+ 3+

5 5+ 4+

6 or 7 4+ 4+

8 4+ 5+

9 or 10 2+ 5+

FAST ATTACK – Piranha Assisted Expansion Cadres ARMOUR VALUES

BS Front Side Rear Points

Piranha mk.1

3 10 10 10 55

Piranha mk.2

4 11 10 10 60

Vehicle Type: Skimmer, Fast, Open Topped.

Unit Size: 1-5 Piranhas of any type above.

Special Rules

Jink: When moving Fast, Piranhas gain +1 to any Cover Saves they may

gain, and may dodge any Ramming on a 3+.

Target Lock: The Gun Drones on a Piranha have Target Locks. They may fire

at a separate target to the vehicle’s main gun while still attached to the

vehicle.

Weaponry: All Piranhas have a single Burst Cannon, as well as two Gun

Drones with Twin Linked Pulse Rifles.

Options:

The Gun Drones attached on any Piranha may be replaced with a Smart

Missile System for +15pts.

Any Piranha may take a Networked Markerlight for +20pts.

Any Piranha may take a Skilled Pilot for +10pts.

Any Piranha may take a Sensor Array for +10pts.

Piranhas may also replace their Burst Cannon with any of the following:

Smart Missile System 5pts

Twin Linked Fusion Blaster 10pts

Twin Linked Plasma Rifle 10pts

Fusion Cannon 15pts

Light Rail Gun 15pts

Page 14: Warhammer 40,000 Fanmade: Tau Empire codex

FAST ATTACK – Demiurg Glory Boys

Type Pts WS BS S T W I A Ld Sv Stout One

45 4 3(4) 4(8) 4(5) 2 2 2 8 3+

Demiurg 30 4 3(4) 5 4(5) 1 2 1 7 3+

Unit Type: Bikers

Special Rules

Stubborn, Jobs a Good’un

Gunner’s Pride: Demiurg which include a Glory Trike gain +2 Leadership

Wargear:

Glory Boys are all on Bikes – which have Breaching Drills (Melta Bombs).

The Stout One has a Thunder Hammer. Each Glory Boy also has a single

Blast with Chain

Army List Selection:

Demiurg Glory Boys are composed of 1 Stout One and 4-9 Glory Boys.

Options:

A single Glory Boy may upgrade their Bike to a Glory Trike – this gives him

+1 W and +1 A. The Glory Trike must be equipped with one of the weapons

listed below (this replaces the Pulse Rifle):

Bolt Cannon 25pts

Overburst Cannon 25pts

Pulse Lancer 25pts

Cyclic Ion Blaster 20pts

Fusion Cannon 20pts

The Stout One may also upgrade his Bike to a Glory Trike. The same points

costs above are used.

FAST ATTACK – Vespid Razorwings

Type Pts WS BS S T W I A Ld Sv Razorwing 18 5 0 4 4 2 3 2 8 4+

Unit Type: Jump Infantry.

Army List Composition: Squads of Vespid Razorwings are composed of 5-

15 Razorwings.

Wargear:

Razorwings have a single Close Combat Weapon and Spinebanks.

Special Rules

Stubborn, Fleet, Hit and Run

Spinebanks: Built into their armour plates, these are harsh biological

weapons. Spinebanks force 1 armour save – on a roll of a 3+ - to any model

which wounds a Razorwing in close combat.

Reckless Charge: On any turn that Razorwings charge, they count their

weapons as Rending Power Weapons. However, they will count as having a

6+ Armour Save.

Flight of Locusts: Any piece of woodland based terrain which a Razorwing

unit of 10 or more models passes over is removed on a 2d3 roll of 6.

Page 15: Warhammer 40,000 Fanmade: Tau Empire codex

FAST ATTACK – Gun Drone Support Squadron

Type Pts WS BS S T W I A Ld Sv Gun Drone

7 2 3 3 2 1 2 1 10 5+

Unit Type: Jetbikes.

Army List Composition: Each squadron is composed of 3-12 Gun Drones.

You may have up to 1 Squadron for each squad of Fire Warriors in your

army.

Wargear:

All Gun Drones bear a single Twin Linked Pulse Rifle.

Special Rules

Fearless, Acute Senses, Relentless

Drone Swarm: True Line of Sight is not used when shooting through a

squad of drones. Count the base as part of the model, as if there was a

solid block there. However, the Cover Save given from shooting through

Drones is a 5+.

Defensive Programming: Drones must pass a leadership check to shoot at

any unit which is not the closest to them – this is done at Ld 5.

Options:

All Gun Drones may be upgraded to Stealth Drones for +3pts per model.

This means that the whole unit gains the Stealth and Scouts special rules.

FAST ATTACK – Heavy Gun Drone Defence Squadron

Type Pts WS BS S T W I A Ld Sv Heavy Drone

25 2 4 4 3 2 3 2 10 4+

Unit Type: Jetbikes.

Army List Composition: Each squadron is composed of 1-5 Heavy Gun

Drones. You may have up to 1 Squadron for each squad of Fire Warriors in

your army.

Wargear:

All Heavy Gun Drones bear a single Twin Linked Burst Cannon and EMP

Grenades.

Special Rules

Fearless, Acute Senses, Relentless, Drone Swarm, Defensive Programming

Brute Charge: Heavy Gun Drones gain +1 Strength in the first turn of any

combat. This represents their size and the durability of their metallic

bodies.

Explosive: When a Heavy Gun Drone is destroyed in combat, place a single

Small Blast Marker over where it was. All models under this blast will take

a single Strength 5, AP 6 hit.

Options:

Any Heavy Gun Drone may upgrade themselves to not be Explosive for

+4pts per model.

Any Heavy Gun Drone may upgrade their Explosives to a Strength 6, AP 4

hit for +5pts per model.

All Heavy Gun Drones may be upgraded to Heavy Stealth Drones for +4pts

per model. This means that the whole unit gains the Stealth and Scouts

special rules.

Page 16: Warhammer 40,000 Fanmade: Tau Empire codex

HEAVY SUPPORT – Broadside Battlesuits

Type Pts WS BS S T W I A Ld Sv Shas’el 85 4 6 4 4(5) 3 4 3 8 3+

Shas’vre 70 4 5 4 4(5) 2 3 3 8 3+

Unit Type: Jet Infantry. Sergeant is Shas’el

Army List Composition: Each team is composed of 1 Shas’el and 1-4

Shas’vre.

Wargear:

All Broadside team members have a single Twin Linked Heavy Rail Gun –

this may only fire solid rounds.

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Acute Senses, Slow and Purposeful.

Force Field Generator: All Broadside Battlesuits are highly respected pieces

of Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable

Save against all attacks.

Heavy Crisis Battlesuits: All members of a Broadside Battlesuit team have

this upgrade, which has been included in their points cost.

Target Locks: The Broadside Team members have Target Locks. They may

fire at a separate target to each other upon making a successful leadership

check for each model which targets separately.

Options:

Broadside Battlesuits may replace their Heavy Rail Guns with either a

Defence Gatling Gun or Overburst Cannon for no additional cost.

Each Broadside Battlesuit may purchase Missile Pods for +10pts per model

– these may be fired alongside their main gun, but must be fired at the

same unit as the main gun.

HEAVY SUPPORT – Sniper Drone Squadrons

Type Pts WS BS S T W I A Ld Sv Sniper Team

85 3 5 3 4 3 3 =W 9 4+

Unit Type: Infantry.

Army List Composition: Each squadron is composed of 1-5 Sniper Teams.

Each Sniper Team is modelled as a single spotter and 2 Sniper Drones upon

a single base.

Wargear:

Each Sniper Team has 2 sniper Drones – each with a single Twin Linked

Sniper Rifle. The spotter is armed with a Target Lock and Rail Rifle.

Special Rules

For the Greater Good, Art of Kauyon, Ta’lissera Bond, Infiltrate, Scouts

Sniper Teams: Each Sniper Team is essentially 3 models on a single base.

The first and second wounds dealt to the model will each remove a single

Sniper Drone. The third wound dealt will kill the spotter. The Team gets a

single attack for each wound remaining.

Stealth Projector: Sniper Drones are fitted with shadow generator, making

it difficult for the foe to see them. The whole unit gains the Stealth and

Move through Cover special rules, as well as a 5+ Invulnerable Save.

Spotter: All Line of Sights for the Sniper Teams are measured from the

Spotter, unless there is a Master Control in the unit.

Options:

The Sniper Drones may be fitted with a Master Control for +5pts per team.

This means that the Spotter may be removed as the first casualty, and also

that all Line of Sights are measured from individual models.

The Teams may all be Entrenched for +10pts per team. This means that

they always have a 6+ Cover Save, in addition to Stealth bonuses or other

terrain.

Page 17: Warhammer 40,000 Fanmade: Tau Empire codex

HEAVY SUPPORT – Hammerhead ARMOUR VALUES

BS Front Side Rear Points

Piranha mk.2

4 13 11 10 160

Vehicle Type: Tank, Skimmer.

Unit Size: 1 Hammerhead tank

Special Rules

Target Lock: The Gun Drones on a Hammerhead have Target Locks. They

may fire at a separate target to the vehicle’s main gun while still attached

to the vehicle.

Heavy Recoil: The size of a Hammerhead makes it fairly hard to move and

fire their weapon. Hammerheads do not benefit from Moving Fast as a

Skimmer.

Weaponry: Hammerheads are equipped with a single Twin Linked Heavy

Rail Gun, which may fire both Solid and Submunition Rounds. They also

have two Gun Drones with Rail Rifles attached.

Options:

The Hammerhead’s Heavy Rail Gun may be replaced with a Twin Linked Ion

Cannon for no additional cost.

The Gun Drones attached may be replaced with two Seeker Missiles for

+15pts.

The Hammerhead may take a Advanced Recoil System for +10pts.

The Hammerhead may take a Skilled Pilot for +20pts.

The Hammerhead may take a Networked Markerlight for +20pts.

The Hammerhead may take Disruption Launchers for +20pts.

Heavy Support - Sky Ray ARMOUR VALUES

BS Front Side Rear Points

Piranha mk.1

4 13 12 11 180

Vehicle Type: Tank, Skimmer

Unit Size: 1 Sky Ray tank

Special Rules

Target Lock: The Gun Drones on a Sky Ray have Target Locks. They may fire

at a separate target to the vehicle’s main gun while still attached to the

vehicle.

Tactical Missiles: Sky Rays may choose to ignore the Indirect Fire rule

when firing at units with Markerlight Tokens on them.

Weaponry: Sky Rays are equipped with a pair of Smart Missile Systems.

They also have a pair of Seeker Missiles. They also have two Gun Drones

with Burst Cannons attached.

Options:

The pair of Smart Missile Systems that a Sky Ray comes with normally may

be replaced with a Twin Linked Ion Cannon for +10pts.

The Gun Drones attached may be replaced with two Smart Missile Systems

for +15pts.

The Sky Ray may take a Networked Markerlight for +20pts.

The Sky Ray may take a Skilled Pilot for +10pts.

The Sky Ray may take a Sensor Array for +10pts.

The Sky Ray may take Disruption Launchers for +20pts.

Page 18: Warhammer 40,000 Fanmade: Tau Empire codex

HQ NAMED CHARACTER– Commander Puretide

Type Pts WS BS S T W I A Ld Sv Farsight 250 6 5 5 5 4 5 4 10 3+

Unit Type: Independent Character, and Jet Infantry (also moves as Jump

Infantry in Movement Phase)

Wargear:

Puretide bears the Blade of Aspects, as well as an Experimental Warp

Drive, Tactical Hologram Generator, and Networked Markerlight. He also

has a Twin Linked Cyclic Ion Blaster.

Special Rules

For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,

Acute Senses, Fleet, Hit and Run, Force Field Generator

Blade of Aspects: This sword shimmers with a diabolic light. It is a Power

Weapon which allows the bearer to either re-roll all failed rolls to hit or re-

roll all failed rolls to wound in the assault phase of each turn.

Experimental Warp Drive: This is a special unit within Puretide’s armour.

Once per friendly Movement Phase, Puretide and the unit he is with may

place themselves back into reserve – this may be done in close combat, but

first you and your opponent must roll-off. If the opponent equals or beats

your roll, each model in the unit must personally take an armour save.

The First Expansion: An army which contains Puretide may have any

number of EITHER Crisis Teams or Stealth Teams as Troop Choices. In

addition to this, Pathfinders count as Scoring Units.

Before your Time: An army with Puretide in may not take any other special

characters other than Master Aun’va or Commander Farsight. Farsight

does not bear his Dawn Blade but does instead have a normal power

weapon instead.

Mentor: Any Tau model – other than unique characters – in the force may

be Mentored by Puretide. The benefit of this is to give that model +1 WS

and +1 Ld.

HQ NAMED CHARACTER– Commander Farsight

Type Pts WS BS S T W I A Ld Sv Farsight 220 6 5 5 5 4 5 4 10 3+

Unit Type: Independent Character, and Jet Infantry (also moves as Jump

Infantry in Movement Phase)

Wargear:

Farsight bears the Dawn Blade, as well as a Twin Linked Plasma Rifle and

Target Lock. He also has a Tactical Hologram Generator and Networked

Markerlight

Special Rules

For the Greater Good, Art of Mont’ka, Ta’lissera Bond, Acute Senses,

Fleet, Force Field Generator

The Dawn Blade: This is an ancient artefact which predates man. The

Dawn Blade is a Power Weapon which ignores all saves, and also rolls

2d6+5 for Armour Penetration.

Tactical Mastery: An army which contains Farsight may be comprised

entirely of Hardened Veteran Fire Warrior squads. In addition, Stealth Suits

are moved to Fast Attack and Great Knarlocs become Heavy Support.

Bonded by Blood: All models in an army containing Farsight gain the

Preferred Enemy (Orks) special rule. In addition, if Farsight loses a wound

all models in the force gain Furious Charge and Counter Attack.

Breakaway Faction: No Ethereals or other named characters – aside from

Path Shas’vre Truesight or Master Aun’shi – may be taken in an army led

by Farsight.

Page 19: Warhammer 40,000 Fanmade: Tau Empire codex

HQ NAMED CHARACTER– Commander Shadowsun

Type Pts WS BS S T W I A Ld Sv Shadowsun 210 5 6 4 4 3 5 4 10 3+

Unit Type: Independent Character, and Jet Infantry.

Wargear:

Shadowsun bears a pair of Twin Linked Fusion Cannons, as well as a Target

Lock. She also has a Tactical Hologram Generator and an Advanced

Tracking System.

Special Rules

For the Greater Good, Art of Kauyon, Ta’lissera Bond, Acute Senses,

Scouts, Infiltrate, Hit and Run (3 x Roll), Fleet, Perfect Shadow, Assassins.

XV22 Battlesuit: This advanced Stealth Battlesuit gives Shadowsun a 4+

Invulnerable Save, as well as the Stealth special rule.

Tactical Mastery: An army which contains Shadowsun may have 2 times

the standard Hardened Veteran Fire Warrior squads. In addition, Crisis

Battlesuits are moved to Fast Attack and Piranhas become Heavy Support.

Command Link Drone: With this drone, all Tau units within 18” of

Shadowsun may use her Leadership for the purposes of leadership based

tests.

Experimental Weaponry: The Fusion Cannons that Shadowsun bears are

experimental, and prone to breakdown. If both cannons break down in the

same turn, or if the same one breaks down in two consecutive turns, then

a single Cannon is immediately destroyed.

Future of the Tau: Any unit which Shadowsun joins gain the Fleet and

Scouts special rules. In addition, the whole unit is Stubborn.

HQ NAMED CHARACTER– Anghkor Prok

Type Pts WS BS S T W I A Ld Sv Farsight 180 7 4 5 5 3 6 4 10 4+

Unit Type: Infantry

Wargear:

Prok has a Kroot Rifle (attack included in profile) and his Split Stave.

Special Rules

Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute

Senses, Stealth (in woodland terrain), Rending, The Hunter’s Pride

The Great Uniter: Prok is a legend amongst the Kroot. An army including

Prok may take units of Kroot Hounds as Fast Attack (at their usual cost, 5-

20 models per unit), and units of Krootox as Heavy Support (at usual cost,

3-5 per unit). Great Knarloc Packs also become Elite choices. Prok himself is

a Scoring Unit.

First amongst Equals: Prok is at the pinnacle of Evolution. He must be

purchased with a unit of Kroot Carnivores – these form a Retinue with

Prok. Prok benefits from any upgrades they purchase. The unit counts as a

SINGLE Kill Point.

Split Stave: Prok’s staff is twinned with an incredible volatile poisonous

dart mechanism. On any turn that he and his retinue charges, Prok will deal

3 additional attacks at Initiative 10 – these use Prok’s profile, but are also

Poisoned Attacks (2+). The Staff is also a Power Weapon for Prok’s

standard attacks.

Hyperactive Genome: Prok ignores benefits which the enemy gains from

cover – he will always strike in Initiative. If his unit does not have similar

abilities, they will count as Initiative 2.

Page 20: Warhammer 40,000 Fanmade: Tau Empire codex

HQ NAMED ETHEREAL– Master Aun’va

Type Pts WS BS S T W I A Ld Inv Aun’va 220 2 4 3(9) 5 4 1 1 10 3+

Honoured Guards

- 4 4 6 5 2 4 3 10 3+

Unit Type: Independent Character, and Infantry (also moves as Jump

Infantry in Movement Phase). The unit is composed of Aun’va and four

Guards, which altogether count as a single Independent Character.

Wargear:

Aun’va bears the Paradox of Duality (stat increases included in profile). His

guards each bear a single Honour Blade – these give them +2 Strength

instead of +1.

Special Rules

For the Greater Good, Ta’lissera Bond, Acute Senses, 3+ Armour Save

The Paradox of Duality: As well as altering the stats of the Master and his

guards, this is a Witchblade – as described in the 40,000 rulebook. It also

gives the whole unit which Aun’va is joined to a 4+ Cover Save which may

always be taken.

Guards of the Undying Spirit: Each of the Master’s Guards must be killed

before any attacks may be allocated to Aun’va. In addition, each Guard has

the Counter Attack, Berserk Charge, and Furious Charge special rules.

Masterful Inspiring Presence: All friendly units with line of sight to Aun’va

gain the Stubborn special rule and Ld 10. All enemy units with line of sight

to Aun’va lose the Stubborn special rule and downgrade their Fearless rule

to Stubborn.

Ultimate Price of Failure: If Aun’va should fall, all models in the army must

take a Morale Check. Those that fail gain Rage, Furious Charge, Berserk

Charge, and Fleet. The unit which killed Aun’va is also worth d3 extra Kill

Points, as is Aun’va himself if that unit is not killed by the end of that game.

HQ NAMED ETHEREAL– Master Aun’shi

Type Pts WS BS S T W I A Ld Inv Aun’shi 210 4 4 4 4 3 5 3 10 4+

Guards - 4 4 4 4 2 4 2 10 4+

Unit Type: Independent Character, and Infantry. The unit is composed of

Aun’shi and four Guards, which altogether count as a single Independent

Character.

Wargear:

Aun’shi and his Guards each bear an Honour Blade – this bonus is included

in their profiles.

Special Rules

For the Greater Good, Ta’lissera Bond, Acute Senses, 4+ Armour Save

Hardened Brawler: Aun’shi is known and feared as a deadly Ethereal. If the

Tau win a combat involving Aun’shi, then the enemy unit must

immediately make a Morale Check against Ld2 or fall back.

Assault Phase Blade Techniques: At the beginning of each turn of combat,

Aun’shi may choose a different Blade Technique from the list below.

Inspiring Presence: All friendly units with line of sight to Aun’shi gain the

Stubborn special rule and Ld 9.

The Price of Failure: If Aun’shi should fall, all models in the army must take

a Morale Check. Those that pass gain Rage, Furious Charge, and Fleet. The

unit which killed Aun’va is also worth 1 extra Kill Point.

Blade Techniques:

Strike Uncalled: Aun’shi loses an attack, but gains +2 Initiative for this turn.

Mirror the Foe: Aun’shi and the opponent each only have 3 attacks this

turn – this may only decrease the foe’s attacks, not increase them.

Swiftness of the Dead: Aun’shi loses 1 T and 1 I, but gains +1 A and 1 S.

Duellist Stance: Aun’shi loses his Invulnerable Save, but his opponent loses

their Invulnerable Save too.

Split Stave: Aun’shi loses his Honour Blade, but gains +2 A this turn. His

opponent also loses any Special Close Combat Weapons for this turn.