Hi!
This is the Tau army list that has been available for download at:
http://groups.yahoo.com/group/netepic/files/Non-image%20folder/New%20units%20and%20rules/
Here is the list with my commentary.
ARMY COMPOSITION
Like other armies the TAU army is limited to 5 Support Cards and one
Special Card per company level card fielded. However, you may not
combine TAU and KROOT units. Only TAU support cards may be added to TAU
company cards and vice versa.
The KROOT have a slightly different army structure. When a KROOT Support
Card is added to the company, instead of having a separate break point
the total company break point and victory points are increased. These
formations make all break tests and morale checks as a group and not
separately.
>>>Is it necessary to have kroot company cards? Can't all kroot be
support as so the fluff suggests?
TAU FIRE WARRIORS
These are the TAU core army trooper. They have the same strenght and
endurance as a IG Grunt. However their lack of depth vision and slow
reflexes makes them poorer close combat troops. The TAU prefer to keep their
enemy at an arms lenght , relying on their superior firepower to do the job.
(Minis: UNSC power armour infantry from GZG)
DRONE UPPGRADES
The Tau fire warriors rely on drones to boast their firepower or to give
them extra protection. For each Fire Warrior detachment in your army,
you may purchase one drone upgrade. Note that you may not select to give
any one detachment more than one upgrade! The Drones are counted as
support cards.
Gun Drone, if you purchase this upgrade you may fire one additional shot
for every stand in your detachment. If a stand is killed you
automatically loose the extra attack for that stand. Note that the
drones do not add to the breakpoint of the unit, however they will
increase the victory points for that detachment.
Shield Drone, if you purchase this upgrade the detachment will receive
an extra saving throw from ranged attacks. Whenever a stand is hit and
killed you may roll 1d6 on a roll of 5 or 6 the stand is saved! Note
that this saving throw is fixed.
>>>Should drones be upgrades or support cards?
TAU PATHFINDERS
These troops are the eyes and ears of the TAU army. They move onto the
battlefield in front of the main army. They are armed with Pulse
Carbines/marklights. The pathfinders can chose to either fire at an
enemy unit or to use the marklight. If they use the marklight chose a
target and fire as normal. If you score a hit place an
order marker (upside down) beside that unit. For the remainder of that
turn, any other TAU (Not Kroot) unit firing at the marked enemy unit may
add +1 to their to hit roll.
(Mminis Eldar or IG infantry or UNSC infanty from GZG)
>>>Should they have a stealth capacity like eldar scouts or deployment
ability like SM scouts?
XV8 CHRISIS BATTLESUIT
The TAU Commanders and the best Fire Warriors use this battlesuits in
combat. The suit is the TAU equivalent of the Tactical Dreadnought
Armour. The battlesuit is equippet wit several weapon systems and Jump
packs. The
TAU Jump packs are more advanced than their imperial counterparts.
XV88 BROADSIDE BATTLESUIT
These are the heavy support units of the TAU army, the Broadside is
equippet with a pair of very powerfull Rail Guns and a smart missile rack.
XV15 STEALTH BATTLEUIT
These troopers are regarded as loners and excentrics by the TAU. The
operate in small squads behind the enemy line. Stealt battlsuits are
equipped with a burst cannon or a mark light. The mark light has the
same stats as for the Pathfinders. Stealth troupers can infiltrate.
>>>No comments on these.
TAU ETHERAL
The Etherals are the ruling caste of the TAU society. They command the
utter devotion, loyalty and sacrifice of the TAU.
Powers: All TAU (Not Kroot) units within 10cm of the TAU Etheral are
completely immune to all types of moraletests, and never receive
fallback orders. All other TAU units within LOS may add +1 to their
moral rolls.
However, if the TAU Etheral is killed, all TAU units within LOS must
make an immediate morale check or go on fallback orders.
TAU COMMANDERS
VEHICLES
DEVILFISH
This is the workhorse of the TAU army Skimmer, may carry 2 stands.
HAMMERHEAD
This is the TAU MBT. Built on the sucsessfull Devilfish Consept exchanging
the cearrying capacity for more heavy Armour/weaponry.
SUPER HEAVY/PREATORIANS
KILLER WHALE
What it is unit, where does function does the vehicle called "tiger
shark" have?
MANTIS CRUISER
These are actually Space ships, may times the size of a Thunderhawk. It
is armed with extremely long range Rail Gun and use ion Cannon
batteries for medium range attacks. It is a pretorian size skimmer, and
may carry a full
company of TAU Fire warriors and their Devilfish transports.
THE KROOT
SPECIAL RULES
These barbaric, cannibalistic, aliens, are the TAU empires closest ally.
They are used as assault troops by the TAU commanders.
All KROOT are basically different evolutions of the same species, some
(THE KROOT CARNIVORES) are more successful than others (KROTOX and KROOT
HOUNDS).
The KROOT have the special ability of selective mutation. They eat their
enemies and assimilate the part of the enemies DNA that will make them
evolve faster. Which part of their enemies they should devour and
assimilate, are defined by the KROOT Shapers (Elders). Strange, barbaric
and terrifying opponents, all KROOT may
add 1d6 to their close combat when fighting in woods.
(Minis: Kra'Vakinfantry from GZG)
KROOT COMMAND RULE
KROOTS are by nature very unruly and stubborn creatures and they need a
strong presence to order them properly, this presence is exemplified by
the KROOT SHAPER (Elder). In order for a KROOT formation to receive
orders, it must be within 10cm of a SHAPER at the beginning of the
orders phase.
When KROOT formations are outside the command radius (10cm) they revert
to their instinctive behaviour, and will not shoot, but move towards the
nearest enemy at up to their normal rate and will fight close combat
normally.
>>>No comments.
These are the stats and points cost. All comments welcome.
*Name*
*Contents*
*Break Point*
*Morale*
*Victory Points*
*Cost*
Fire Warrior Cadre
1 Detachment TAU Commanders (4 stands)
3 Detachments (6 Fire Warrior stands per detachment)
9
3
5
600
Devil-Fish Cadre
3 Detachments (3 Devilfish per detachment)
5
3
5
450
Mech Fire Warrior Cadre
1 Detachment TAU Commanders ( 4 stands)
3 Detachments (6 Fire Warrior stands, 3 Devilfish per detachment)
14
3
9
950
Hammerhead Cadre
3 Detachments (3 Hammerhead per detachment may be any combination of MKI
and MKII detachments)
5
3
6
600
Killer Whale Cadre
2 Detachments (3 Whales per detachment)
3
3
9
900
Kroot Carnivore Horde
Shaper Mob (4 Shaper Stands)
Warrior Mob (15 Warrior Stands)
10
4
5
500
*Name*
*Contents*
*Break Point*
*Morale*
*Victory Points*
*Cost*
*Infantry*
Fire Warrior Detachment
6 Fire Warriors Stands
3
3
2
150
Shield Drone Upgrade
Upgrade to Fire Warriors only
+1
100
Gun Drone Upgrade
Upgrade to Fire Warriors only
+1
100
Mech Fire Warrior Detachment
6 Fire Warriors, 3 Hammerhead
5
3
3
300
Pathfinder Detachment
6 Pathfinders, 3 Hammerhead
5
3
3
250
*Kroot*
Kroot Carnivore Kindred
4 Kroot Carnivores
+2
4
+1
100
Kroot Vulture Kindred
4 Kroot Vultures
+2
4
+2
150
Kroot Hunter Kindred
4 Kroot Hunters
+2
4
+2
150
Kroot Stalker Kindred
4 Kroot Stalkers
+2
4
+2
150
Kroot Hounds
4 Kroot Hounds
+2
4
+2
150
Krootox
4 Krootox
+2
4
+2
200
Kroot Shaper Detachment
4 Kroot Shapers
+2
4
+3
250
*Battlesuit infantry*
Crisis Battlesuit team
4 Crisis battlesuits
3
2
3
250
Stealth Battlesuit team
4 Stealth battlesuits
3
2
3
200
Broadside Battlesuit team
4 Broadside battlesuits
3
2
4
300
*Vehicles*
Devil Fish Squad
3 Devil Fish
2
3
2
150
Hammerhead Squad (MK I/MK II)
3 Hammerhead
2
3
3
250
*Super Heavies*
Killer Whale
3 Killer Whale Superheavy tanks
2
3
5
500
*Flyers*
Barracuda Superiority Fighter
3 Barracudas
2
3
3
250
*Name*
*Contents*
*Break Point*
*Morale*
*Victory Points*
*Cost*
Etheral
Tau Etheral, Hammerhead
Stand
-
1
150
TAU Commanders
4 TAU Commanders
2
-
4
350
Mantis Missile Cruiser
1 Mantis missile cruiser
-
5
500
DIR="LTR">
*Troop Type*
*Move*
*Saving Throw*
*CAF*
*Weapons*
*Range*
*Attack Dice*
*Roll to Hit*
*TSM*
*Notes*
*Infantry*
Fire Warrior
10
-
-1
Pulse Rifle
50
1
5+
0
Gun Drone
Pulse rifle
50
*
5+
0
1 attack per remaining stand in the detachment
Shield Drone
Fixed savingthrow of 5+ on any ranged attack
Pathfinder
10
-
-1
Pulse Carabine
35
1
4+
0
Marklight, Infiltrate
*Kroot*
Kroot Carnivore
10
-
+2
Kroot Rifle
50
1
5+
0
Infiltrate, Special Rules
Kroot Vulture
15
-
+3
Kroot Karbine
25
1
5+
0
Infiltrate, Jump packs, Special rules
Kroot Stalker
10
-
+2
Kroot Rifle
50
1
5+
0
Infiltrate, Special rules
Kroot Hunter
10
-
+ 1
Kroot Hunting Rifle
50
1
4+
0
Infiltrate, special Rules
Kroot Hounds
20
-
+ 4
Infiltrate, special rules
Krootox
15
6+
+3
Hvy Wpns
50
2
5+
-1
Infiltrate, special rules
Kroot Shaper
10
6+
+4
Kroot Rifle
50
1
5+
0
Infiltrate, commander, special Rules
*Battlesuits*
Crisis Battlesuit
20
5+*
+2
Plasma Rifle
Burst Cannon
50
35
1
3
4+
5+
-2
-
Jump packs, Elite
Stealth Battlesuit
15
5+*
+3
Burst Cannon
Marklight
35
35
3
1
5+
5+
-
-
Jump Packs, infiltrate, may not be targeted at range>25cm, Marklight, Elite
Broadside Battlesuit
15
5+*
+1
Rail Gun
Smart Missiles
75
25 radius
2
1
4+
5+
-2
-
Jump packs, +2 to dmg vs template, Elite
No LOS needed
*Special Units*
Etheral
10
-
+2
Pulse pistole
25
2
5+
0
+1 to morale Commander
Kroot Master Shaper
10
6+
+4
Kroot Rifle
50
1
5+
0
Commander, psycher
Crisis Battlesuit, Commander
20
4+ Fixed
+4
Twin linked Plasma Rifle
Smart missiles
50
25 radius
2
1
4+
5+
-2
-
Jump packs, Commander, Shield Generator
*Vehicle*
Devil Fish
20
4+
0
Burst Cannon
35
3
5+
-
Skimmer, carries 2 stands
Hammerhead MKI
20
3+
+2
Ion Cannon
75
2
5+
-2
Skimmer, turret
Hammerhead MKII
20
3+
+2
Rail Gun
75
1
4+
-2
Skimmer, turret, +2 to dmg vs template.
*Flyer*
Barracuda Fighter bomber
Special
3+
+2
Burst Cannon
Twin Ion bombs
35
50
3
4BP
5+
5+
-
-2
Thruster, does not combine barrages
*Superheavy/*
*Pretorian*
Killer Whale
15
1+
+4
Hvy Ion Cannon
Burst Cannon
100
35
2
3
4+
5+
3
-
Skimmer,
Ion Cannon Turret
Mantis missile cruiser
20
Template
+8
Hvy Railgun
Ion Cannon battery
Defensive burst batteries
100
75
35
4
6
9
3+
5+
5+
-2
-2
-
Target must save D6 times. May fire barrage. +2 dmg vs template.
Skimmer
Peter
Received on Fri Jan 02 2004 - 22:00:27 UTC