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 sembra il nuovo codex tau!!!!!!!!!!

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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:22 pm

un mio amico di penna inglese mi ha inviato questo documento dicendomi che chi era vicino alla gw forse lo conosceva...il nuovo codex tau...
secondo me mi ha fatto uno scherzo ma è talmente verosimile da concedermi il beneficio del dubbio voi che ne pensate?
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:28 pm

cavolo è troppo lungo x essere inserito.... a chi interessasse glie lo invio tramite e-mail se gli interessa
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:31 pm

potrei provare a postarlo a pezzi........CONTENTS
Forces of the Tau Empire 3
Wargear 17
Tau Special Rules . . . . . . . . . . . . . . . . . . . 17
Weapons . . . . . . . . . . . . . . . . . . . . . . . 18
Armour and Battlesuits . . . . . . . . . . . . . . . . 20
Battlesuit Support Systems . . . . . . . . . . . . . . 21
Drones . . . . . . . . . . . . . . . . . . . . . . . . . 22
Vehicle Support Systems . . . . . . . . . . . . . . . 23
Strategic Support . . . . . . . . . . . . . . . . . . . 24
Headquarters 26
Cadre Commander . . . . . . . . . . . . . . . . . . 26
Force Commander . . . . . . . . . . . . . . . . . . 27
Bodyguard Team . . . . . . . . . . . . . . . . . . . 28
Ethereal . . . . . . . . . . . . . . . . . . . . . . . . 29
Ethereal Honour Guard . . . . . . . . . . . . . . . . 29
Commander Farsight . . . . . . . . . . . . . . . . . 30
Commander Truestrike . . . . . . . . . . . . . . . . 30
Aun’va . . . . . . . . . . . . . . . . . . . . . . . . . 31
Anghkor Prok . . . . . . . . . . . . . . . . . . . . . 31
Elites 32
XV8 Crisis Battlesuit Team . . . . . . . . . . . . . . 32
Shas’vre Brightblade . . . . . . . . . . . . . . . . . 32
XV9 Hazard Battlesuit Team . . . . . . . . . . . . . 33
Shas’vre Ironskin . . . . . . . . . . . . . . . . . . . 33
XV26 Stealth Team . . . . . . . . . . . . . . . . . . 34
Shas’vre Nightwalker . . . . . . . . . . . . . . . . . 34
Vespid Strain Queen . . . . . . . . . . . . . . . . . 35
Kroot Master Shaper . . . . . . . . . . . . . . . . . 35
Mounted Great Knarloc . . . . . . . . . . . . . . . . 35
Troops 36
Fire Warrior Team . . . . . . . . . . . . . . . . . . . 36
XV16 Tactical Battlesuit Team . . . . . . . . . . . . 36
Kroot Carnivore Squad . . . . . . . . . . . . . . . . 37
Gue’vesa Team . . . . . . . . . . . . . . . . . . . . 37
Dedicated Transports 38
Devilfish Troop Carrier . . . . . . . . . . . . . . . . 38
Lionfish Scout Carrier . . . . . . . . . . . . . . . . . 38
Fast Attack 39
Gun Drone Squadron . . . . . . . . . . . . . . . . . 39
Pathfinder Team . . . . . . . . . . . . . . . . . . . . 39
Tetra Scout Speeder Squadron . . . . . . . . . . . . 40
Piranha Light Skimmer Squadron . . . . . . . . . . 40
Vespid Stingwings . . . . . . . . . . . . . . . . . . . 41
Knarloc Riders . . . . . . . . . . . . . . . . . . . . 41
Heavy Support 42
XV88 Broadside Battlesuit Team . . . . . . . . . . . 42
Shas’vre Eagleeye . . . . . . . . . . . . . . . . . . 42
Sniper Drone Teams . . . . . . . . . . . . . . . . . 42
Hammerhead Gunship . . . . . . . . . . . . . . . . 43
Shas’vre Deathwind . . . . . . . . . . . . . . . . . . 43
Skyray Missile Defence Gunship . . . . . . . . . . . 43
Shas’vre Shatterstrike . . . . . . . . . . . . . . . . 44
Goaded Great Knarloc . . . . . . . . . . . . . . . . 44
2
FORCES OF THE TAU EMPIRE
Cadre Commander
Special Rules:
Independent Character:
unless accompanied by a
Bodyguard, the Cadre Commander is an independent
character and follows the independent character special
rules in the Warhammer 40.000 rulebook. If accompanied
by drones, he may still join other units as
independent character.
Stubborn: the Cadre Commander has steel nerves
tempered by years of service that allow him to take right
tactical decisions with a cool head even in the direst of
circumstances. The Cadre Commander benefits from
the stubborn universal special rule.
Bodyguard: the Cadre Commander may be accompanied
by a bodyguard, see the separate entry below.
The Commander and his bodyguard count as a single
HQ choice. If he chooses so he gains a bonding knife
for free.
Grand Strategy: the Cadre Commander is the main
strategist of the battle force and has direct links with
the commanders of the other castes. He may choose
up to two Tau strategic support effects.
Mastery of the Field: the Cadre Commander has extensive
action experience in his field of engagement
and thus has such an intimate knowledge of armor and
weapon systems that he can handle and coordinate
elite teams like he would do with ordinary troops. If the
Cadre commander is wearing an XV8 crisis (or variant)
you may take up to two XV8 crisis teams as a troop
choices. If the Cadre commander is wearing an XV26
stealth suit you may take up to two XV26 stealth teams
as troop choices. If the Cadre commander is wearing
an XV9 hazard battlesuit you may take up to two XV9
hazard teams as troop choices.
If the Cadre Commander is wearing an XV8 crisis (or variant)
battlesuit, he has the following base profile:
WS BS S T W I A Ld Sv
Shas’o 4 5 5 4 4 4 4 10 3+
If the Cadre Commander is wearing an XV9 hazard battlesuit,
he has the following base profile:
WS BS S T W I A Ld Sv
Shas’o 4 5 5 5 4 4 4 10 3+
In addition he gains the following special rules:
Sacrifice Drones: XV9 suits may have drones - when
using the vectored retro-thrusters the Cadre Commander
may decide to sacrifice his drones (or a single
stinger drone), which are then destroyed immediately,
to automatically pass the initiative test to disengage
from the enemy unit.
Photon Dischargers: XV9 suits have built-in photon
grenade dischargers. The Cadre Commander counts
as being equipped with defensive grenades.
If the Cadre Commander is wearing an XV26 stealth suit, he
has the following base profile:
WS BS S T W I A Ld Sv
Shas’o 4 5 4 3 4 4 4 10 3+
In addition he gains the following special rule:
Infiltrate: stealth suit users can exploit their equipment
to move into forward positions ahead of the main army
unseen. If the Cadre Commander (as well as his bodyguard,
if he is accompained by one) is wearing an XV26
stealth suit he may set up using the infiltrators scenario
special rule if the mission allows it. If not he must set
up with the rest of the army.
Force Commander
WS BS S T W I A Ld Sv
Shas’el 3 4 5 4 3 3 3 9 3+
Special Rules:
Independent Character:
unless accompanied by a
Bodyguard, the Force Commander is an independent
character and follows the independent character special
rules in the Warhammer 40.000 rulebook. If accompanied
by drones, he may still join other units as
independent character.
Bodyguard: the Force Commander may be accompanied
by a bodyguard, see the separate entry below. The
Commander and his bodyguard count as a single HQ
choice. If he chooses so he gains a bonding knife for
free.
Strategy: the Force Commander helps the Cadre
Commander in the strategic planning of the campaign
and has a limited access to the Cadre’s strategic assets.
He may choose a single Tau strategic support
effect.
3
Bodyguard Team
If a member of the bodyguard team is wearing an XV8 crisis
(or variant) battlesuit, he has the following base profile:
WS BS S T W I A Ld Sv
Shas’vre 3 4 5 4 2 3 2 8 3+
If a member of the bodyguard team is wearing an XV9 hazard
battlesuit, he has the following base profile:
WS BS S T W I A Ld Sv
Shas’vre 3 4 5 5 2 3 2 8 3+
In addition he gains the following special rules:
Sacrifice Drones: XV9 suits may have drones - when
using the vectored retro-thrusters the Shas’vre may decide
to sacrifice his drones (or a single stinger drone),
which are then destroyed immediately, to automatically
pass the initiative test to disengage from the enemy
unit.
Photon Dischargers: XV9 suits have built-in photon
grenade dischargers. The Shas’vre counts as being
equipped with defensive grenades.
If a member of the bodyguard team is wearing an XV26
stealth suit, he has the following base profile:
WS BS S T W I A Ld Sv
Shas’vre 3 4 4 3 2 3 2 8 3+
In addition he gains the following special rule:
Infiltrate: stealth suit users can exploit their equipment
to move into forward positions ahead of the main army
unseen. If all the members of the team are wearing an
XV26 stealth suit they may set up using the infiltrators
scenario special rule if the mission allows it. If not they
must set up with the rest of the army.
Ethereal
WS BS S T W I A Ld Sv
Ethereal 4 3 3 3 2 3 3 10 -
Special Rules:
Independent Character:
unless accompanied by a
Bodyguard, the Ethereal is an independent character
and follows the independent character special rules in
the Warhammer 40.000 rulebook. If accompanied by
drones, he may still join other units as independent
character.
Honour Guard: the Ethereal may be accompanied by
a honour guard of veteran Fire Warriors who have chosen
to forego the normal progression to battlesuit pilot
and then Commander.
Inspiring Presence: the Ethereal, its unit, and all Tau
units (not Vespid, Kroot or Gue’vesa units) within 24" of
him may reroll any morale checks, including the passed
ones, and can regroup even if they are under half of
their initial strength or there are enemies within 6". The
Ethereal and the unit he joins are fearless.
Price of Failure: if a friendly Ethereal is killed all Tau
units (not Vespid, Kroot or Gue’vesa units) that are
not locked in close combat or falling back must take a
morale check. All the units that had to take the morale
check will now benefit from the preferred enemy against
the enemy army until the end of the game.
Ethereal Honour Guard
WS BS S T W I A Ld Sv
Shas’vre 3 4 3 3 1 3 2 9 4+
Special Rules:
Overwatch:
Following the Tau doctrine of the Kauyon,
the Fire Warriors often patiently lay in ambush watching
the enemy movements and waiting for the best time
to strike. If the honour guard team remains stationary
and does not open fire in any way for the current turn,
it may decide to go in overwatch. A honour guard team
in overwatch can open fire, counting as stationary, after
the end of the movement phase of the opponent’s
following turn, before his firing phase. Seeker missiles
can be launched normally consuming a markerlight token
placed by the team. Morale and pinning tests are
rolled normally.
For The Greater Go - AARRGghh!: the honour guard
is formed by individuals that have dedicated their lives
to protecting the Aun and will uphold their oath with every
ounce of their being. Every time the Ethereal in
the squad fails to save a wound, you can move that
wound to a member of the honour guard instead. When
a member of the honour guard suffers a wound in this
way, he benefits from the feel no pain universal special
rule.
4
XV8 Crisis Battlesuit Team
WS BS S T W I A Ld Sv
Shas’ui 2 3 5 4 2 2 2 8 3+
Shas’vre 3 3 5 4 2 3 2 8 3+
XV9 Hazard Battlesuit Team
WS BS S T W I A Ld Sv
Shas’vre 3 3 5 5 2 3 2 8 3+
Special Rules:

Sacrifice Drones:
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:34 pm

Special Rules:
Sacrifice Drones:
XV9 suits may have drones - when
using the vectored retro-thrusters the team may decide
to sacrifice its drones (or a single stinger drone), which
are then destroyed immediately, to automatically pass
the initiative test to disengage from the enemy unit.
Photon Dischargers: XV9 suits have built-in photon
grenade dischargers. The team counts as being
equipped with defensive grenades.
Survivors To The Last:The Shas’vre assigned to pilot
the XV9 armour are all crisis battlesuit combat veterans
and survivors of deadly battles against the most savage
enemies of the Greater Good. They may always
attempt to regroup regardless of casualties.
XV26 Stealth Team
WS BS S T W I A Ld Sv
Shas’ui 2 3 4 3 1 2 2 8 3+
Shas’vre 3 3 4 3 1 3 2 8 3+
Special Rules:
Infiltrate:
stealth suit users can exploit their equipment
to move into forward positions ahead of the main army
unseen. The team may set up using the infiltrators scenario
special rule if the mission allows it. If not they
must set up with the rest of the army.
Vespid Strain Queen
WS BS S T W I A Ld Sv
Strain queen 5 3 4 4 3 5 3 10 4+
Special Rules:
Fleet of Wing:
like the other Vespid, the Strain Queen
is surprisingly agile for her size. She benefits from the
fleet universal special rule.
Skilled Flyer: the Strain Queen can reroll failed dangerous
terrain tests.
Pheromone: the presence of the Strain Queen numbs
the will of the nearby Vespid and bends their will to her
whim. The Strain Queen and the unit that accompanies
her benefit from the stubborn and feel no pain universal
special rules.
Diamond Claws: The vicious claws of the Vespid are
extremely tough and sharp. All melee attacks of the
Strain Queen are rending.
Queen of the Hive: Vespid Strain Queens never wander
around alone. You must purchase a vespid stingwing
team from the Fast Attack choices, the Strain
Queen must start the game attached to such team and
may never leave it. This team normally counts against
the Force Organization Chart limits. If the stingwing
team is wiped out and only the Strain Queen remains,
she becomes an independent character for the rest of
the game, or until she joins another stingwing team; she
may not join any other units.
5
Kroot Master Shaper
WS BS S T W I A Ld Sv
Great shaper 5 3 4 4 4 4 4 9 5+
Special Rules:
Fieldcraft:
the master shaper benefits from the move
through cover and stealth universal special rules. In addition,
while shooting out of area terrain they are standing
in, he may fire through 6" of it without granting the
target a cover save from that area terrain.
Brood Leader: the master shaper is the leader of the
whole brood, and as such he is always accompanied
by his kin. You must purchase a kroot carnivore squad
to accompany him from as a Troops choice, the master
shaper must begin the game attached to it and may
never leave the squad. If the kroot carnivore squad gets
wiped out and only the master shaper remains, he becomes
an independent character until the end of the
game or joins another kroot carnivore squad; he may
not join any other units.
Infiltrate: if the squad accompanying the master
shaper does not contain a krootox rider it (and the master
shaper with it) may infiltrate if the mission allows it.
Superior Adaptation: the master shaper’s skills are
held in high regard by his kindred, for his capacity of
rapidly adapting their evolution is unmatched. You must
choose one of the following bonuses for the master
shaper and each member in the accompanying squad,
at the cost of 3 points per model:
 Adrenaline Rush: the kroot develop a very aggressive
stance due to the increased adrenaline output by their
nervous system. The squad gains the furious charge
universal special rule.
 Genetic Knowledge: by consuming the flesh of the
fallen enemy, the squad gains knowledge of their hidden
weaknesses. The squad gains the preferred enemy
universal special rule against your current opponent.
 Nimble: the already agile kroot adapt their locomotor
system to the environment and become even faster on
their legs. The squad gains the fleet universal special
rule.
 Poisonous Secretions: the squad is now able to synthetize
a poison tailor-made against the current enemy.
Their melee attacks count as poisoned weapons (4+).
Fire Warrior Team
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 2 8 4+
Special Rules:
Overwatch:
Following the Tau doctrine of the Kauyon,
the Fire Warriors often patiently lay in ambush watching
the enemy movements and waiting for the best time
to strike. If the Fire Warrior team remains stationary
and does not open fire in any way for the current turn,
it may decide to go in overwatch. A Fire Warrior team
in overwatch can open fire, counting as stationary, after
the end of the movement phase of the opponent’s
following turn, before his firing phase. Seeker missiles
can be launched normally consuming a markerlight token
placed by the team. Morale and pinning tests are
rolled normally.
XV16 Tactical Battlesuit Team
WS BS S T W I A Ld Sv
Shas’la 2 3 4 4 1 2 1 7 3+
Shas’ui 2 3 4 4 1 2 2 8 3+
Special Rules:
Bulky:
the XV16 suit takes two spots inside a Devilfish
troop carrier.
Recent Development: since XV16 are a very new addition
to the Tau arsenal they are seen in few numbers.
You may never have more XV16 teams than Fire Warrior
teams in your army.
6
Kroot Carnivore Squad
WS BS S T W I A Ld Sv
Kroot 4 3 4 3 1 3 1 7 -
Shaper 4 3 4 3 3 3 3 8 6+
Kroot Hound 4 0 4 3 1 5 2 7 -
Krootox Rider 4 3 6 3 3 3 3 7 -
Special Rules:
Fieldcraft:
the kroot benefit from the move through
cover and stealth universal special rules. In addition,
while shooting out of area terrain they are standing in,
they may fire through 6" of it without granting the target
a cover save from that area terrain.
Infiltrate: if the squad does not contain a krootox rider
it may infiltrate if the mission allows it.
Adaptation: if the squad includes a shaper, all members
may improve their armour save to 5+ at a cost of 2
points per model.
Gue’Vesa Team
WS BS S T W I A Ld Sv
Gue’vesa’la 3 3 3 3 1 3 1 7 4+
Gue’vesa’ui 3 3 3 3 1 3 2 8 4+
Special Rules:
Traitors:
Gue’vesa are traitors of the Imperium. As
such, each model of any imperial army (all loyalist
Space Marine chapters, Imperial Guard, Daemon
Hunters and Sisters of Battle) counts as having the preferred
enemy universal special rule against them.
Fire Teams: Gue’vesa teams operate independently
on the battlefield. You may purchase 1-3 teams as a
single troops choice. Each team is a different unit.
Devilfish Troop Carrier
p Armour q
BS F S R
Devilfish 3 12 11 10
Transport:
A Devilfish has a transport capacity of 12 models. It cannot
carry models wearing any kind of battlesuit, with the exception
of the XV16.
Fire Points: None.
Access Points: A Devilfish has one access point at
the rear and one on each side.
Special Rules:
Rocket Boosters:
if one of your Commanders has
the
Production Priority Tau strategic support effect, the
Devilfish may move as a fast vehicle once per game.
Lionfish Scout Carrier
p Armour q
BS F S R
Lionfish 3 11 10 10
Transport:
A Lionfish has a transport capacity of 4 models.
Special Rules:
Stable Firing Platform:
if the Lionfish moves at combat
or cruising speed, the embarked models can fire
their weapons as they were stationary during the movement
phase.
7
Command Drone
WS BS S T W I A Ld Sv
Command
drone
2 2 3 3 1 4 1 7 4+
Special Rules:
Command Link:
any Tau unit (including Vespid units
with a Strain Leader or Queen, Kroot units with a
shaper or Great Shaper or Gue’vesa units with a
Gue’vesa’el) within 18" of the drone may use the drone
owner’s base leadership for any morale or pinning test.
Chain of Command: if an unit containing a command
drone is within 18" of the command drone of another
unit, it may relay the other drone owner’s leadership
value instead of its own, if it is higher.
Disruptor Drone
WS BS S T W I A Ld Sv
Disruptor
drone
2 2 3 3 1 4 1 7 4+
Special Rules:
Disruptor Field:
disruptor drones carry a powerful
ECM transmitter that scrambles and confuses enemy
communications. If an enemy unit deep strikes within
12" of the unit containing the disruptor drone it will scatter
by an additional D6", and you may ask your opponent
to reroll the scatter dice. If, after scattering, the
deep striking units has at least one model within 12" of
the unit containing the disruptor drone, the unit counts
as having landed on dangerous terrain.
Gun Drone
WS BS S T W I A Ld Sv
Gun drone 2 2 3 3 1 4 1 7 4+
Gun Drone, Heavy
WS BS S T W I A Ld Sv
H. gun drone 2 3 4 4 1 4 1 7 4+
Special Rules:
Advanced AI:
the increased size of the heavy gun
drone allows for more sophisticated control systems to
be integrated in it. Heavy gun drones do not need a
character using a drone controller to be fielded, but are
normally taken as squad members.
Bulky: heavy gun drones are a stable firing platform,
thus they benefit from the relentless universal special
rule. Due to their increased size, they take 2 spots inside
transport vehicles.
Marker Drone
WS BS S T W I A Ld Sv
Marker drone 2 2(3) 3 3 1 4 1 7 4+
Shield Drone
WS BS S T W I A Ld Sv
Shield drone 2 2 3 X 1 4 1 7 X
Special Rules:
Close Protection:
shield drones always have the same
toughness and armor save values as the individual they
accompany.
Shield Generator: the shield drone is fitted with powerful
energy shields. It benefits from a 4+ invulnerable
save.
8
Sniper Drone
WS BS S T W I A Ld Sv
Sniper drone 2 2(3) 3 3 1 4 1 7 4+
Stinger Drone
WS BS S T W I A Ld Sv
Stinger drone 2 2 3 3 1 4 1 7 4+
Special Rules:
Self Destruct:
you may decide to sacrifice a stinger
drone when the model controlling it (or the unit he is in)
is assaulted, when using the hit and run move granted
by vectored retro thrusters, or when falling back from a
melee after failing a morale check. If sacrificed during
an enemy assault, before the opponent performs his
assault move you must place the stinger drone in base
contact with any model of the assaulting unit, then place
the large blast template over it: all models touched by
the blast suffer a wound on a roll of 4+, with all saves allowed.
Afterwards the assault proceeds as normal, and
the wounds inflicted by the drone count towards the result
of the combat. If sacrificed during a hit and run
move, the initiative check is automatically passed, the
drone is left behind in base contact with any model of
the enemy unit and it explodes like described above.
If sacrificed after failing morale check in melee, the
stinger drone counts as being equipped with a failsafe
detonator, with the exception that the blast follows the
rules above. In any case, the drone is obviously removed
as a casualty after exploding.
Pathfinder Team
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 2 8 4+
Special Rules:
Scouts:
pathfinders benefit from the scouts universal
special rule.
Infiltrate: if the team does not take a dedicated transport
it may infiltrate if the mission allows it.
Marker Beacon: if the team takes a dedicated transport,
it is equipped with enhanced optical processors
and long-ranged communication systems. Tau units deploying
via deep strike to a point visible to the vehicle
may reroll the scatter dice. Note that the vehicle must
be already on the table at the start of the turn for the
marker beacon to be used.
Tetra Scout Speeder Squadron
p Armour q
BS F S R
Tetra 3 10 10 10
Special Rules:
Forward Scouts:
as tetra speeders are used as forward
scouting units, they benefit from the scout universal
special rule. In addition, in missions where the players
are asked to field only a limited amount of units at
the beginning of the game, tetra teams may choose to
be fielded anyway independently of the mission rules.
Piranha Light Skimmer Squadron
p Armour q
BS F S R
Piranha 3 11 10 10
Special Rules:
Scouts:
piranhas benefit from the scouts universal
special rule.

9
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:35 pm

Piranha TX-42 Squadron
p Armour q
BS F S R
Piranha TX-42 3(4) 11 11 10
Special Rules:
Scouts:
piranha TX-42s benefit from the scouts universal
special rule.
Vespid Stingwings
WS BS S T W I A Ld Sv
Stingwing 3 3 3 4 1 5 1 6 5+
Strain Leader 3 3 3 4 1 5 2 9 5+
Special Rules:
Fleet of Wing:
the Vespid surprisingly agile for their
size. They benefit from the fleet universal special rule.
Skilled Flyer: the Vespid can reroll failed dangerous
terrain tests.
Diamond Claws: The vicious claws of the Vespid are
extremely tough and sharp. All their melee attacks are
rending.
XV88 Broadside Battlesuit Team
WS BS S T W I A Ld Sv
Shas’ui 2 3 5 4 2 2 2 8 2+
Shas’vre 3 3 5 4 2 3 2 8 2+
Sniper Drone Teams
WS BS S T W I A Ld Sv
Spotter 2 3(4) 3 3 1 2 1 8 4+
Sniper drone 2 2(3) 3 3 1 4 1 7 4+
Special Rules:
Infiltrate:
each sniper drone team may infiltrate, if the
mission allows it.
Fire Teams: sniper drone teams operate independently
on the battlefield. You may purchase 1-3 teams
as a single heavy support choice. Each team is a different
unit.
Hammerhead Gunship
p Armour q
BS F S R
Hammerhead 3(4) 13 12 10
Special Rules:
Tank Column:
if one of the Commanders in the army
has the
Production Priority tau strategic support effect,
you may purchase squadrons of 1-3 Hammerheads as
a single heavy support choice.
10
Skyray Missile Defence Gunship
p Armour q
BS F S R
Skyray 3 13 12 10
Special Rules:
Air Defence:
any seeker missile fired from the Sky Ray
(no matter who placed the markerlight token) ignores
cover bonuses given by vehicles moving flat-out or units
using the turbo boost special rule.
Alpha Strike: if it is consuming one of its own markerlight
tokens, the Sky Ray can fire up to three of its
own seeker missiles while consuming only one markerlight
token.
Reloading: if one of the Commanders in the army has
the
Production Priority Tau strategic support effect, the
Sky Ray regenerates D3 seeker missiles per turn (up
to the number of missiles it had when entering play). If
you roll a 1 the supply of seeker missiles is depleted,
you don’t get the extra seeker missile and cannot regenerate
them anymore for the rest of the game.
Commander Farsight (Shas’o’shovah)
WS BS S T W I A Ld Sv
o’shovah 5 4 5(7) 4 4 5 4 10 3+
Special Rules:
Eternal Warrior
Cadre Commander:
Shas’o’shovah is a cadre commander,
as such he fills the 0-1 limitation imposed by
the codex for cadre commanders.
Independent Character: unless accompanied by a
Bodyguard, o’shovah is an independent character and
follows the independent character special rules in the
Warhammer 40.000 rulebook. If accompanied by
drones, he may still join other units as independent
character.
Bodyguard: o’shovah may be accompanied by a bodyguard
as specified by the Cadre Commander entry in
the codex, with the difference that the squad size for
his bodyguard is 1-7.
Blood Brothers: each model in an army led by
o’shovah that has access to the bonding knife can get
one for free.
Dawn Blade: the Dawn Blade is an alien artefact that
o’shovah gained on the dead world of Arthas Moloch.
Its sculpted surface flickers with unknown energies that
paint glittering arcs of destruction as it is swung. It is a
power weapon that confers a bonus of +2 to o’shovah’s
strength, and it rolls 2D6+7 when rolling to penetrate
the armour of a vehicle.
Ork Fighter: o’shovah’s fame was won battling against
orks and he has denounced the normal Tau philosophy
of using ranged combat almost to the exclusion of all
else. Fire caste warriors of the Farsight Enclave train
heavily in hand to hand combat: any Tau model in an
army led by o’shovah benefits from the Preferred Enemy
universal special rule against orks, in addition to
a +1 bonus to his weapon skill and initiative values (already
included in o’shovah’s profile). Any model in the
army that is wearing an XV8 Crisis battlesuit may carry
a power weapon at the cost of 5 points each, in addition
to all other equipment.
Breakaway Faction: o’shovah and his followers have
chosen to separate themselves from the Tau Empire
and they have altered the composition of their fighting
forces to better represent this. A Tau army led by
o’shovah may not include ethereals, alien auxiliaries of
any kind, other special characters and cannot use Tau
Strategic Support effects. It cannot field XV8 variants,
XV9 Hazard and XV16 Tactical battlesuits. Teams of Piranha
Light Skimmers, Tetra Scout Speeders, Pathfinders,
Hammerhead Gunships, Skyray Missile Defence
Gunships and XV26 Stealth suits all have a 0-1 limitation.
Fire Warrior teams lose their 1+ requirement: it
is applied to XV8 Crisis teams instead, which may be
purchased also as Troops choice. All teams composed
by XV8 Crisis battlesuits of your army can control objectives.
11
Commander Truestrike (Shas’o’kais)
WS BS S T W I A Ld Sv
o’kais 4 5 5 4 4 4 4 10 3+
Special Rules:
Eternal Warrior
XV22 Experimental Battlesuit:
o’kais is wearing an
experimental battlesuit specifically designed for his
needs. It confers him a 3+ armor save and the acute
senses universal special rule. He may enter the game
via deep strike. The XV-22 incorporates a shield generator,
a stealth field generator and vectored retro
thrusters in addition to the normal equipment.
Cadre Commander: Shas’o’kais is a cadre commander,
as such he fills the 0-1 limitation imposed by the
codex for cadre commanders. It benefits from all the
special rules described in the Cadre Commander entry
of the codex, with the exception that he may not be followed
by a bodyguard. Regarding the Mastery of the
Field special rule, he counts as being equipped with
all three kinds of armor, so you may choose up to two
teams of XV8, XV9 or XV26 (in any combination) to be
fielded as Troops choice.
Independent Character: o’kais is an independent
character and follows the independent character special
rules in the Warhammer 40.000 rulebook. If accompanied
by drones, he may still join other units as
independent character.
Supreme Strategy: o’kais is renowned for being Puretide’s
brightest student, and many dare say that he as
exceeded even his mentor’s strategic abilities. O’kais
may choose up to three Tau Strategic Support effects.
Merciful: o’kais isn’t only a strategic genius, he is also
a wise commander that treats his soldiers with respect
and never underestimates his opponents. He always
favours the course of action that brings the greatest reward
with the lowest casualties on both sides. His utmost
respect for all beings is an inspiration for the warriors
that follow him. All Tau models in an army led by
o’kais are stubborn.
Mont’ka: o’kais always tries to maximize the performance
of his troops by throughly applying all Tau war
doctrines. At the beginning of each turn, if o’kais is on
the field, you may nominate a Tau unit of your army to
perform the Deadly Strike: that unit will be able to re-roll
all failed to hit rolls until the end of the opponent’s next
turn.
Kauyon: o’kais always tries to maximize the performance
of his troops by throughly applying all Tau war
doctrines. At the beginning of the game choose one of
your Fire Warrior or Kroot Carnivore teams: it will be
the “lure” of the Kauyon. This team gains the Stealth
universal special rule and must be fielded at the beginning
of the game, even if the mission rules do not allow
it, fully inside cover (if your deployment zone does not
have any piece of scenario that provides cover, or if the
cover is too small to hold the full team, you may not use
this special rule). If it is possible, this team must be
fielded inside an element of cover that holds an objective,
holding it. This team may not voluntarly move from
its initial position; if it is somehow forced to fall back, it
will go to ground instead. If the team is target of an enemy
assault or tank shock, instead of the normal procedure
do the following: before moving the assaulting (or
tank shocking) enemy unit, your team may immediately
move up to 6" in any direction to avoid being assaulted
or tank shocked (this movement is not modified by difficult
terrain). After this movement the assault (or tank
shock) takes place normally (your team does not count
as being assaulted in cover anymore). After your team
has performed this move, it loses all benefits gained by
this special rule and behaves normally for the rest of
the game.
12
Aun’va, master of the undying spirit
WS BS S T W I A Ld Sv
Aun’va 1 3 2 5 4 1 1 10 4+
Guard 4 4(5) 3(5) 5 2 3 3 10 4+
Special Rules:
Independent Character:
Aun’va is always followed by
his bodyguards and cannot leave them. If all bodyguards
are killed, Aun’va behaves like an an independent
character and follows the independent character
special rules in the Warhammer 40.000 rulebook.
The Paradox of Duality: Aun’va bears a ceremonial
staff, within which is housed an artefact of incalculable
power - power only an Ethereal can wield. The Paradox
of Duality grants to Aun’va and his bodyguards an
increased toughness base value of 5; in addition Aun’va
and his bodyguards can repeat any failed dice roll. In
melee, the Paradox of Duality is a power weapon that
always hits and wounds on a roll of 2+. A model that
suffers an unsaved wound from the Paradox of Duality
is removed as a casualty.
Fearless: Aun’va and his bodyguad benefit from the
Fearless universal special rule.
Devoted Defenders: the guards benefit from the
counter-attack and feel no pain universal special rules.
In addition they follow all the special rules of Ethereal
Honour Guards.
Supremely Inspiring Presence: every Tau team (not
kroot, vespid or gue’vesa) within 36" of Aun’va’s team
(or transport vehicle, if he is inside one) can choose the
result (the value of the dice roll) of any discipline based
test they have to take. In addition, they may regroup
independently of losses and enemy proximity.
Ultimate Price of Failure: if Aun’va is removed as a
casualty, all Tau teams (not kroot, vespid or gue’vesa)
that are not falling back and are not locked in close
combat must immediately take a morale check with a
-1 modifier to their leadership value. All teams that
had to take this check benefit from the Preferred Enemy
against the current opponent, Fleet and Furious Charge
universal special rules until the end of the game. Aun’va
and his bodyguard team are worth 3 kill points.
Transport: Aun’va and his bodyguards can be
mounted on a modified Devilfish Troop Carrier. This
Devilfish is equipped with all the available support systems,
smart missile system and has all the armour values
increased by one point. It may only carry Aun’va
and his bodyguards.
Shas’vre Ironskin (Shas’vre’elan’fio’oni)
WS BS S T W I A Ld Sv
Ironskin 3 3 5 5 2 3 2 8 3+
Special Rules:
Flechette Dischargers:
All the suits in Ironskin’s team
are equipped with flechette dischargers not unlike the
one used by Shas’o’rmyr during the Taros Campaign.
Any enemy unit that assaults Ironskin’s team suffers a
wound on a roll of 4+ for each model that can attack
it during the assault, resolved before the normal attack
sequence (has no effect against opponents with an armour
value). These wounds count against the result of
the assault. In addition, Ironskin’s team always counts
as being assaulted while in cover.
Close Quarters: Ironskin and his team are experts
of close quarters fighting with their Hazard suits. All
the team counts as being equipped with a Point-blank
Shooting System.
Shas’vre Brightblade (Shas’vre’ol’nan)
WS BS S T W I A Ld Sv
Brightblade 3 4 5 4 2 3 2 9 3+
Special Rules:
Stubborn:
Brightblade is a promising young officer; he
and his team benefit from the Stubborn universal special
rule.
Versatile: The XV8 Crisis battlesuit teams are the
backbone of Tau armies; Brightblade pushes to the
extreme the concept of versatility these suits are built
upon. All models in BrightbladeŠs team may choose
one of the following (all models of the team must have
the same):
 Scouts (3 points per model)
 Infiltrate (6 points per model)
 Stealth and Move Through Cover (4 points per model)
 Tank Hunters (3 points per model)

13
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master chief
Utente
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:38 pm

Shas’vre Nightwalker (Shas’vre’da’ray)
WS BS S T W I A Ld Sv
Nightwalker 3 3 4 3 1 3 2 8 3+
Special Rules:
Stealth Drones:
Nightwalker is testing this two experimental
drones by request of the Earth caste. They
greatly improve the performance of the stealth field generators
integrated in the XV26 Stealth suits, making
them almost impossible to spot. While at least one
of the two drones is alive, the opponents that wish to
shoot at Nightwalker’s team must halve the sight distance
rolled with the night fighting rules. In addition,
the team loses the ability to deploy as inflitrators at the
beginning of the game, but must always be kept in reserve
even if the mission rules do not allow it. When
Nightwalker’s team comes into play it can be fielded
anywhere on the battlefield, outside of impassable terrain
and at least 1" away from enemy models; it may
then move, shoot and assault normally. Unfortunately
the drones have a limited capability, and Nightwalker’s
team may not include more than three Shas’ui.
Shas’vre Eagleeye (Shas’vre’savon)
WS BS S T W I A Ld Sv
Eagleeye 3 4(5) 5 4 2 3 2 8 3+
Special Rules:
Networked Targeting Array:
This special piece of
equipment is used by Eagleeye to direct his team’s fire
more effectively. All the team is considered as being
equipped with a targeting array and a blacksun filter
(these effects are not cumulable with the standard targeting
array and blacksun filter).
Tank Hunters: Eagleeye and his team are experienced
tank hunters: they benefit from the Tank Hunters universal
special rule.
Shas’vre Deathwind (Shas’vre’korst’sha’is)
Special Rules:
Tank Commander:
Deathwind must be deployed inside
one of your Hammerhead Gunships and cannot
leave it for any reason. If his Hammerhead is destroyed,
Deathwind is removed as a casualty.
Gunnery Expert: Deathwind is one of the most successful
Tau tank commanders that the Empire has ever
seen. The base Ballistic Skill value of the Hammerhead
Gunship carrying him is increased to 4 (then enhanced
to 5 by the targeting array). The Hammerhead
Gunship carrying Deathwind (and all those in
the same squadron) can choose to shoot using the
night fighting rules (you can choose separately for each
weapon of each vehicle, and must test separately for
each weapon): if the weapon can see the target, all
the inflicted wounds ignore cover saves. When using
this ability the Hammerheads cannot use the benefits of
blacksun filters, but may normally consume markerlight
hits to automatically pass the night fighting check. This
ability cannot be used if the night fighting rules are already
applied.
14
Shas’vre Shatterstrike (Shas’vre’cova’ka)
WS BS S T W I A Ld Sv
Shatterstrike 3 3(4) 5 5 2 3 2 9 3+
Special Rules:
XV92 Experimental Battlesuit:
This suit is an experimental
variant of the new XV9 Hazard battlesuit. Some
Earth caste scientists decided to apply the traditional
tenets of Tau warfare to a suit originally designed for
close support; they stripped the original design of all
the devices that give it an edge in short range fighting
and used its extremely sturdy frame as a stable but extremely
mobile platform for the heaviest weapons they
could fit. The XV92 follows all the base rules of the XV9
Hazard battlesuit, but it is not equipped with photon dischargers
and vectored retro thrusters.
Advanced Multitracker: The standard multitracker
built in the frame of the XV92 is fitted with additional
sensors and allows this battlesuit to shoot its two
weapon systems at two different targets in the same
shooting phase.
“Setting stabilizers!” : If Shatterstrike remains stationary
in the movement phase, one of his weapon systems
(at your choice) doubles its rate of fire.
Heavy Airbursting Fragmentation Projector
Range Strength AP Type
36" 5 4 Assault 1, Large
Blast, Ignores
cover, Barrage
Anghkor Prok
WS BS S T W I A Ld Sv
Anghkor Prok 5 3 4 4 4 4 4 10 5+
Special Rules:
Infiltrate:
if the squad accompanying Anghkor Prok
does not contain a krootox rider it (and Anghkor Prok
with it) may infiltrate if the mission allows it.
Fieldcraft: Anghkor Prok benefits from the move
through cover and stealth universal special rules. In
addition, while shooting out of area terrain he is standing
in, he may fire through 6" of it without granting the
target a cover save from that area terrain.
Friend of the Tau: Anghkor Prok is the only alien
leader that the Tau accept as a commander. He is
an independent character and follows the independent
character special rules in the Warhammer 40.000 rulebook.
He can join any team of your army, not only
kroot teams. Angkhor Prok can claim objectives, and
this ability is extended to any team he joins.
Supreme Adaptation: Anghkor Prok is probably the
mot famous Shaper and hero in kroot history, and his
adaptation abilities are superior even to those of his fellow
Master Shapers. This special rule works like the
Superior Adaptation rule of the Master Shaper entry of
the codex, but the effects apply to every kroot model
in your army, at no additional cost. Teams that are led
by a Master Shaper must have a second adaptation as
described by its rules.
Bodyguard: Anghkor Prok may enter the game accompained
by a bodyguard team, formed by a kroot
carnivore squad. Unlike the Master Shaper’s teams this
one does not count as a Troops choice, but is a retinue.
Leader of the Kroot: Anghkor Prok is the kroot’s chosen
leader, and he may count on the support of all kroot
warriors, not only common mercenaries. An army that
includes anghkor Prok loses its 1+ requirement on Fire
Warriors, but has it on kroot carnivore squads. In addition,
it can field teams of knarloc riders, goaded great
knarlocs and mounted great knarlocs.
15
Mounted Great Knarloc
WS BS S T W I A Ld Sv
Great Knarloc 4 3 6 5 5 3 4 7 6+
Special Rules:
Monstrous Creature
Fearless
Fieldcraft:
mounted great knarlocs benefit from the
move through cover and stealth universal special rules.
In addition, while shooting out of area terrain they are
standing in, they may fire through 6" of it without granting
the target a cover save from that area terrain.
Knarloc Riders
WS BS S T W I A Ld Sv
Knarloc Rider 4 3 5 4 3 3 2 8 6+
Special Rules:
Fleet
Fieldcraft:
knarloc riders benefit from the move
through cover and stealth universal special rules. In addition,
while shooting out of area terrain they are standing
in, they may fire through 6" of it without granting the
target a cover save from that area terrain.
Eaters of the Dead: both the kroot rider and knarloc
are voracious carnivores and will often llet a defeated
enemy escape whilst they feast on the flesh of the
fallen. The knarloc rider must pass a leadership test
in order to pursue a foe defeated in close combat. If the
test is failed the team must consolidate.
Goaded Great Knarloc
WS BS S T W I A Ld Sv
Great Knarloc 4 - 6 5 5 3 4 7 6+
Kroot Goad 4 3 4 3 1 3 1 7 -
Shaper 4 3 4 3 3 3 3 8 6+
Special Rules:
Fleet
Fieldcraft:
goaded great knarlocs and their goads benefit
from the move through cover and stealth universal
special rules. In addition, while shooting out of area terrain
they are standing in, they may fire through 6" of it
without granting the target a cover save from that area
terrain.
Wild: the goaded great knarloc is an unbroken wild
beast that barely obeys to the goads’ spears. The
goaded great knarloc it is a monstrous creature. Whenever
the goaded great knarloc rolls a 1 to hit in closecombat,
one of his goads suffers a wound. If the unit
falls back for any reason the knarloc remains in place,
forming a team on its own (this also happens if all the
goads are killed); from now on he will benefit from the
fearless and rage universal special rules.
16
WARGEAR
TAU SPECIAL RULES
Tau Battlesuit Mobility
To represent the superior mobility of Tau units, all Jump Infantry
(jet pack) units in the Tau army can run in the shooting
phase and still shoot normally. You can choose to shoot either
before or after running.
Twin Linked Battlesuit Weapon Systems
Whenever a weapon is given two points values, the first is the
price for the normal single mounted version, and the second
is for two weapons (counting as a twin-linked weapon of that
type, unless you also have an advanced fire control support
system). A single mounted weapon counts as a single battlesuit
weapon system, and a twin-linked weapon counts as
two; this is to the ends of the quantity of weapon systems that
can be equipped - a twin linked weapon still counts as a single
weapon when shooting. No model can carry three of the
same weapon system.
Death From Above
This special rule is used by some of the Tau weapon systems.
It represents weapons, usually missiles, climbing straight up
in the atmosphere right after launch and then coming back
down from above once they have identified their target, or that
are shot down from flyers. The weapons that benefit from this
rule ignore cover conferred by intervening models or scenario
(even though an unit will still benefit from cover given by area
terrain it is standing in, if it is entitled to it), always hits vehicles
on the side armour (to represent the fact that the weapon
hits the upper, usually thinner armour) and do not require line
of sight to be fired.
Markerlights and Networked Markerlights
Markerlights are another characteristic of Tau warfare. These
devices are used by infiltrators, specialists and also regular
troops to mark targets for the big guns to hit. You shoot with
markerlights (and networked markerlights) the same way you
shoot with other weapons. When a markerlight hits you do
not roll to wound as the weapon do not cause damage, but
you put a markerlight token on the target unit instead. Markerlight
tokens can be consumed during the shooting phase
(markerlights always shoot first) to gain a number of benefits.
Notice that a markerlight token can be used only by the unit
that contains the model that placed it in the first place, unless
it has been placed by a networked markerlight: in that case
any Tau (including Vespid units with a strain leader or queen,
Kroot units with a shaper or great shaper or Gue’vesa units
with a Gue’vesa’el) team in the army can consume it. You
can consume a markerlight token to get one of the following
bonuses (one bonus per token, you can consume multiple tokens
to get a combination of bonuses):
 The unit consuming the token gets +1 BS while shooting
at the target unit (to a max of +2 BS)
 The target unit’s cover save is reduced by 1 from the
point of view of the consuming unit (to a minimum of no
save)
 The consuming unit ignores the night fighting rules
while shooting at the target unit
 The consuming unit’s weapons are considered pinning
weapons while shooting at the target unit.
 The target unit’s morale and pinning tests caused by
the consuming unit are resolved with a -1 penalty (this
effect can be added multiple times to the point that the
target unit fails automatically the tests)
 To fire a single seeker missile to the target unit
In addition, a model equipped with a markerlight or networked
markerlight can forego its ability to shoot it for the current turn
(only if it is entitled to shoot it! So an infantry unit using a
markerlight to his end may not move) and allow a unit entering
the game from deep strike to avoid scattering if it lands
in line of sight and within 36" of the unit which contains the
model with the markerlight.
Markerlights and networked markerlights have the same profile:
Range Strength AP Type
36" - - Heavy 1
Shooting with markerlights
Using the markerlights during the game may be a little tricky and cause confusion. As a rule of thumb, markerlights always
shoot first (otherwise you may not be able to use their effect!); whenever you are resolving fire with an unit containing
a markerlight, always shoot the markerlights first and then the rest of the weapons. It is also a good idea to shoot first with
units that contain networked markerlights, so that other units may benefit from their hits (remember that markerlights cannot
benefit from markerlight tokens, though). If you plan to aid the shooting of an unit by consuming markerlight tokens, you must
announce how many tokens you want to consume and to which effect before you roll any dice (with the exception of markerlight
shooting). This applies to calling seeker missiles too: calling a seeker missile must be part of the shooting of an unit, you
cannot simply remove a token from a target and claim that it was used to call in a seeker missile at any moment.
17
WEAPONS
Airbursting Fragmentation Projector
Range Strength AP Type
18" 4 5 Assault 1,
Large Blast,
Ignores Cover,
Barrage
Burst Cannon
Range Strength AP Type
18" 5 5 Assault 4
Burst Cannon, Heavy
Range Strength AP Type
36" 6 5 Heavy 8
Cyclic Ion Blaster
Range Strength AP Type
18" 3 4 Assault 5,
Rending
Electrolaser
Range Strength AP Type
18" 5 4 Assault 2
Against vehicles always scores a glancing hit on a roll of 4 or
5, or a penetrating hit on a roll of 6.
EMP Grenades
EMP Grenades follow the basic rules in the Warhammer
40.000 rulebook, with the exception that against vehicles they
always score a glancing hit on a roll of 4 or 5, and a penetrating
git on a roll of 6.
Flamer
Range Strength AP Type
Template 5 4 Assault 1
Fusion Blaster
Range Strength AP Type
12" 8 1 Assault 1,
Melta
Fusion Cannon
Range Strength AP Type
24" 8 1 Heavy 1,
Melta,
Small Blast
Fusion Cascade
Range Strength AP Type
12" 6 1 Assault 2,
Melta
Gue’vesa Lasgun
Range Strength AP Type
24" 3 5 Rapid Fire
Gue’vesa Laspistol
Range Strength AP Type
12" 3 5 Pistol
Gue’vesa Sniper Rifle
Range Strength AP Type
36" X 5 Heavy 1,
Sniper
Honour Blade
The honour blade is a two-handed power weapon that gives
+2 Strength to the wielder.
Ion Cannon
Range Strength AP Type
60" 7 3 Heavy 4
Kroot Ballista
Range Strength AP Type
36" 5 - Assault2
Kroot Ballista, explosive bolts
Range Strength AP Type
36" 6 5 Assault2, Small
Blast
18
Kroot Gun
Range Strength AP Type
48" 7 4 Rapid Fire
Kroot Rifle
Range Strength AP Type
24" 4 6 Rapid Fire
The wielder of a kroot rifle counts as being armed with two
close-combat weapons.
Missile Pod
Range Strength AP Type
36" 7 4 Assault 2
Phased Ion Gun
Range Strength AP Type
18" 4 6 Assault 5, Rending
Photon Grenades
Tau photon grenades are defensive grenades as described in
the Warhammer 40.000 rulebook.
Plasma Cannon
Range Strength AP Type
48" 6 2 Heavy 3,
Small Blast
Plasma Rifle
Range Strength AP Type
24" 6 2 Rapid Fire
Pulse Carbine
Range Strength AP Type
18" 5 5 Assault 2,
Pinning
Pulse Pistol
Range Strength AP Type
12" 5 5 Pistol
Pulse Rifle
Range Strength AP Type
30" 5 5 Heavy 2
or
Range Strength AP Type
18" 5 5 Assault 1
Pulse Submunitions Rifle
Range Strength AP Type
24" 5 4 Assault 1, Small
Blast, Ignores Cover
Rail Rifle
Range Strength AP Type
36" 6 3 Heavy 1,
Pinning
Railgun (battlesuit)
Range Strength AP Type
72" 10 1 Heavy 1
Railgun (vehicle)
Range Strength AP Type
72" 10 1 Heavy 1
or
Range Strength AP Type
72" 6 4 Heavy 1,
Large Blast
Seeker Missile
The units carrying a Tau seeker missile cannot use them as
a regular weapon. Instead, any unit able to consume a markerlight
token (including the unit carrying the seeker missile)
may consume said token to fire a single seeker missile (from
any of the Tau units on the table currently carrying one) at the
target unit, hitting automatically. A seeker missile can take off
from an unit independently of movement distance or weapons
fired, even if it is falling back. A
weapon destroyed result on
a vehicle can be used to destroy a single seeker missile currently
on the vehicle. If a unit gets destroyed, wrecked or
runs off the table, the seeker missiles it may still be carrying
are lost. When consuming the markerlight to fire the seeker
missile, you may select one of the following three types of
warhead:

19
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Range Strength AP Type
Unlimited 8 3 Heavy 1,
Death From Above,
One Shot Only
or
Range Strength AP Type
Unlimited 6 4 Heavy 1,
Small Blast,
Death From Above,
One Shot Only
or
Range Strength AP Type
Unlimited 4 5 Heavy 1,
Large Blast,
Ignores Cover,
Death From Above,
One Shot Only
Smart Missile System
Range Strength AP Type
24" 5 5 Heavy 4,
Death From Above
Smart Missile System, Multiple
Range Strength AP Type
36" 6 4 Heavy 6,
Death From Above
Neutron Blaster
Range Strength AP Type
12" 5 3 Assault 1
ARMOUR AND BATTLESUITS
Fire Warrior Armour
The standard armour worn by Tau foot soldiers. It grants the
user a 4+ save.
XV16 Tactical Battlesuit
The XV 16 is an overhaul of the XV15 stealth suit, which got
substituted by the newer XV26. The stealth field generator
has been removed from the suit and replaced by newer power
generators and a heavier armour plating, whilst maintaining
the same maneuverability, in the attempt of producing a suit
capable of assisting the fire warrior teams by providing short
ranged fire from a stable platform with a smaller footprint than
a crisis suit. XV16 are jump infantry subject to the jet pack
special rule described in the Warhammer 40.000 rulebook,
as such they have the relentless universal special rule. In addition,
the suit confers the acute senses special rule to the
wearer. Models wearing an XV16 suit may enter the game
via deep strike.
XV26 Stealth Suit
The XV26 is the successor of the appreciated XV25 stealth
suit, a smaller suit developed for the specialized role of infiltration.
The XV 26 is an enhanced XV25 with higher power
capability, allowing it to field a wider array of weaponry while
maintaining the same low profile. Stealth suits are jump infantry
subject to the jet pack special rule described in the
Warhammer 40.000 rulebook, as such they also have the relentless
special rule. In addition, the suit confers the acute
senses special rule to the wearer. Stealth suit integrate a
stealth field generator. Models wearing an XV26 may enter
the game via deep strike.
XV8 Crisis Battlesuit
The XV8 crisis battlesuit is the workhorse of the Tau army,
being the most commonly seen on the battlefield. Crisis suits
are jump infantry subject to the jet pack special rule described
in the Warhammer 40.000 rulebook, as such they also have
the relentless special rule. In addition, the suit confers the
acute senses special rule to the wearer. Models wearing an
XV8 may enter the game via deep strike.
XV81 Crisis Variant
The XV81 variant follows all the rules of the XV8, but in addition
is equipped with a shoulder-mounted smart missile system.
XV84 Crisis Variant
The XV84 variant follows all the rules of the XV8, but in addition
is equipped with a markerlight and a target lock.
XV89 Crisis Variant
The XV81 variant follows all the rules of the XV8, but in addition
is equipped with state of the art defensive systems and
plating, raising the toughness of the wearer to 5.
XV88 Broadside Battlesuit
A powerfully built variant of the crisis battlesuit, the broadside
is employed to carry the heaviest weaponry on the field. The
suit confers the acute senses and slow and purposeful universal
special rules to the wearer. Please note that XV88 are
NOT Jump Infantry.
20
XV9 Hazard Battlesuit
A new weapon in the armoury of the Tau Empire, the XV 9
hazard close support armour is a sophisticated and powerful
battlesuit that has remained something of a controversy, both
among the more traditionalist Aun and elements of the earth
caste. Designed with the goal of countering the growing alien
incursions that threaten the gains of the Third Sphere expansion,
the XV9’s battlefield role is focused on applying overwhelming
firepower in relatively short range engagements
against numerically superior foes, coupled with the highest
degree of durability and mobility Tau technology can provide.
Such is the complexity and demands of the armour in combat
that XV9s are only entrusted to veteran Shas’vre on active deployment,
while the armour’s compact, high-capacity energy
supply also allows it to mount prototype weaponry simply too
powerful to be carried by a conventional crisis suit. XV9 are
jump infantry subject to the jet pack special rule described in
the Warhammer 40.000 rulebook, as such they also have the
relentless universal special rule. In addition, the suit gives
the acute senses universal special rule to the wearer. Models
wearing an XV9 may enter the game via deep strike.
BATTLESUIT SUPPORT SYSTEMS
Advanced Fire Control
The advanced fire control support system consists of sophisticated
targeting routines and improved servo control systems
that allow the user to aim and fire its weapons more efficiently.
A battlesuit with an advanced fire control system does not
count two equal weapon systems as twin linked, but as two
separate weapons and can fire them both in the same turn.
Blacksun Filter
Doubles the distance rolled for the night fighting special rule.
Bonding Knife
Bearing a bonding knife (or its image painted on the battlesuit)
means that the bearer and its unit are bonded by the ta’lissera
ritual. The unit may regroup even if below half strength.
Drone Controller
A drone controller allows the user to take and control 1-2 Tau
drones. Refer to the drones entry in the wargear dection of
the codex for point cost, profiles and special rules of each
drone.
Ejection System
An ejection systems allows the user to escape catastrophic
damage to his battlesuit. Should the character lose his last
wound from a shooting attack that does not cause instant
death or from the triggering of his failsafe detonator, the battlesuit
is replaced with a single infantry model, representing
the pilot. The pilot has the same profile as before the ejection,
(less 2 strength, 1 toughness if he was piloting an XV8 or
variant, or les 1 strength if he was piloting an XV26, or less 2
strength and toughness if he was piloting an XV9), and it has
1 wound and no armour save. It retains all special abilities
and unit type he had before the ejection but no wargear (with
the exception of hard wired systems), as he is equipped only
with a pulse pistol and close combat weapon. If the character
is part of a unit you must place him in coherency with the rest
of the unit (even after the fall back move due to the use of the
failsafe detonator), but may then operate as an independent
character. The pilot is effectively still part of the unit and must
be killed to claim that unit’s kill point.
Failsafe Detonator
The failsafe detonator may be triggered if the bearer is part
of a team that is forced to make a fall back move having lost
an assault. No roll for initiative is made as the fall back move
automatically succeeds and the rest of the team may move
normally, while the model using the failsafe detonator remains
still. After the rest of the team has moved place the large blast
template over the character using the failsafe detonator; each
model touched by the template suffers a single strength 8, AP
- hit, and the model using the failsafe detonator is removed as
casualty unless its suit also had an ejection system. The enemy
may not consolidate, but does not need to take a morale
check because of the wounds suffered by the detonation.
Iridium Plating
The added protection of the iridium plating brings the armour
save of the battlesuit to 2+, but the increased weight makes it
move only D6" in the assault phase instead of the usual 6".
Multi Tracker
The multi tracker allows the model to shoot with two different
weapon systems in the same turn.
Onboard Medical Support
Injury is a calculated risk in combat. Tau go to war fully
aware of this fact, and often equip their battlesuits with first
aid mechanisms and supplies that allow them to overcome
wounds and lets them fight longer. A battlesuit with the onboard
medical support system grants the eternal warrior universal
special rule to the user.
Point-blank Shooting System
Special tracking routines are embedded in the targeting systems
of the suit to allow firing at point-blank range without
fear of hitting any friendly unit. A battlesuit with a point-blank
shooting system may shoot, with a single weapon system, in
21
the assault phase to any unit currently locked in close combat
with it, instead of doing his normal melee attacks (at his
normal initiative value), provided that he did not already shoot
with it in the shooting phase the same turn (this means that he
can either shoot during the shooting phase or assault phase
of your turn, not both, but can always shoot during your opponent’s
assault phase if he’s locked in close combat).
Positional Relay
From the second turn onwards, as long as the bearer is on the
table at the beginning of the turn in which this device is used,
a single unit that is being held in reserve may be deployed
on a D6 roll of 2+, though no other units in reserve may be
deployed this turn. This piece of wargear has no effect on
units nominated as per the
Orchestrated Assault Tau strategic
support effect: those units cannot be forced to arrive by
the positional relay, and will still arrive in the designated turn
(or onwards from there) with a roll of 2+, even if the positional
relay has been used.
Shield Generator
4+ invulnerable save.
Stimulant Injectors
Grants the feel no pain universal special rule.
Stealth Field Generator
The stealth field generator grants to the user the stealth universal
special rule, and night fighting rules always apply when
firing to a model equipped with it. The bonuses extend to the
drones controlled by the user.
Target Lock
Allows the bearer to target a different unit than the rest of the
team. You may declare the other target whenever you want
during the Shooting phase, even after the rest of the unit has
opened fire and the damage resolved. For instance, an unit
can open fire against a transport vehicle while the character
with the target lock holds his fire. If, after resolving the fire, the
unit managed to destroy the vehicle then the character with
the target lock may elect the transported unit (if the normal
firing restrictions allow it) as a target.
Targeting Array
Increases the BS of the bearer by 1.
Vectored Retro Thrusters
Grants the hit and run universal special rule to the bearer.
In addition it confers a +1 bonus to the initiative check made
when attempting to disengage from combat.
DRONES
Drones under the command of a drone controller are not counted when assessing if the unit they are with should take a morale
check having taken 25% casualties and, if their unit is falling back, they are not counted when determining if it is below 50%
for regrouping purposes. Drones must maintain coherency with the unit their controller is in. If the drones are attached to an
independent character then the drones and the character form an unit, but they may still join other units. If the character with
the drone controller is killed then all his drones are removed at the end of the phase in which he died. Killing units of drones
that start with 2 drones or less (as in the drones detached from Tau vehicles) grants no kill points, but these drone units can
never control nor contend objectives.
Command Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 points
WS BS S T W I A Ld Sv
Command
drone
2 2 3 3 1 4 1 7 4+
Unit Type:
 As owner
Wargear:
 Close-combat weapon
Special Rules:
 Command Link
 Chain of Command
Disruptor Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 points
WS BS S T W I A Ld Sv
Disruptor
drone
2 2 3 3 1 4 1 7 4+
Unit Type:
 As owner, or Jump Infantry
(jet pack) if independent
Wargear:
 Close-combat weapon
Special Rules:
 Disruptor Field
Gun Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 points
WS BS S T W I A Ld Sv
Gun drone 2 2 3 3 1 4 1 7 4+
Unit Type:
 As owner, or Jump Infantry
(jet pack) if independent
Wargear:
 Twin linked pulse carbine
 Close-combat weapon
22
Gun Drone, Heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 points
WS BS S T W I A Ld Sv
H. gun drone 2 3 4 4 1 4 1 7 4+
Unit Type:
 As owner, or Jump Infantry
(jet pack) if independent
Wargear:
 Twin linked burst cannon
 Close-combat weapon
Special Rules:
 Advanced AI
 Bulky
OPTIONS:
 The heavy gun drone may replace its twin linked burst cannon
with
- Twin linked flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
free
- Twin linked fusion blaster . . . . . . . . . . . . . . . . . . . . . . . . . . 6 points
- Twin linked missile pod . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 points
- Twin linked plasma rifle . . . . . . . . . . . . . . . . . . . . . . . . . . 12 points
Marker Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points
WS BS S T W I A Ld Sv
Marker drone 2 2(3) 3 3 1 4 1 7 4+
Unit Type:
 As owner, or Jump Infantry
(jet pack) if independent
Wargear:
 Targeting Array
 Networked markerlight
 Close-combat weapon
Shield Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 points
WS BS S T W I A Ld Sv
Shield drone 2 2 3 X 1 4 1 7 X
Unit Type:
 As owner
Wargear:
 Close-combat weapon
Special Rules:
 Close Protection
 Shield Generator
Sniper Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 points
WS BS S T W I A Ld Sv
Sniper drone 2 2(3) 3 3 1 4 1 7 4+
Unit Type:
 Jump Infantry (jet pack)
Wargear:
 Rail rifle
 Close-combat weapon
 Targeting array
Stinger Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 points
WS BS S T W I A Ld Sv
Stinger drone 2 2 3 3 1 4 1 7 4+
Unit Type:
 As owner, or Jump Infantry
(jet pack)
Wargear:
 Close-combat weapon
Special Rules:
 Self Destruct
VEHICLE SUPPORT SYSTEMS
Advanced Fire Control
The advanced fire control support system consists of sophisticated
targeting routines and improved servo control systems
that allow the user to aim and fire its weapons more efficiently.
A vehicle equipped with an advanced fire control system
counts his main weapon as being twin-linked.
Blacksun Filter
Doubles the distance rolled for the night sight special rule.
Decoy Launchers
When an immobilised result is rolled against a vehicle
equipped with decoy launchers, you may ask the opponent
to reroll the dice. The second result stands.
Disruption Pod
A vehicle equipped with a disruption pod always counts as
an obscured target if the unit firing the weapon at it is further
than 12" away.
Flechette Dischargers
Any model attacking the vehicle in close combat will suffer a
wound on a result of 4+, with saves allowed, before resolving
its attacks. If a vehicle squadron gets assaulted, roll a series
of flechette discharger hits for each vehicle (that has flechette
dischargers!) which is less than 1" away from any model of
the charging unit.
Landing Gear
A vehicle equipped with a landing gear can be removed from
its flying stand at the end of its movement phase, to better
benefit from cover. It may begin the game landed.
Multi Tracker
The vehicle may fire as it were a fast vehicle. In addition, each
weapon with strength 5 or less it is carrying is considered a
defensive weapon.
Sensor Spines
The vehicle does not need to take a dangerous terrain (or
deepstrike mishap) test if it deep strikes, starts or ends its
23
movement inside difficult, dangerous or impassable terrain. If
a vehicle with sensor spines deepstrikes on top of a friendly
unit that is not locked in close combat do not roll for a deepstrike
mishap and simply move that unit aside to make room
for the vehicle. If a tank vehicle with sensor spines lands
within 1" of an enemy model (or in base contact in the case
of an enemy vehicle) that is not locked in close combat do not
roll for a deepstrike mishap and count the tank as performing
a tank shock or ramming attempt against the touched enemy
unit.
Stealth Field Generator
The vehicular version on the stealth field generator is currently
under field testing and mounted only on the Lionfish
scout carrier. Night fighting rules always apply when firing to
a model equipped with it.
Target Lock
Each weapon on the vehicle may fire at different enemy units
if desired. If the vehicle is part of a squadron, it can choose
to fire at a different target from the rest of the squadron.
Targeting Array
Increases the BS of the vehicle by 1. Vehicle drones still use
their base BS.
STRATEGIC SUPPORT
The Tau of all castes work together in harmony to maximize their potential in the name of the Greater Good. A Cadre or Force
Commander can ask for the strategic support of the other three castes to bolster his army or weaken the opponent. The help
may come in form of improved logistics, enhanced tactics or sheer firepower.
Advanced Exploration . . . . . . . . . . . . . . . . . . . . . . . . . . 25 points
Drone explorers have been sent on the battlefield and adjacent
zones and built a very detailed map of the surroundings,
giving your outflanking units more information. When one of
your outflanking units arrives from reserve, on a dice roll of 1
they will come in from the short table’s edge on your left, on a
2 from your right, while on a 3+ you can choose left or right.
Alien Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points
Thanks to outstanding feats of diplomacy and integration, the
Water Caste obtained the unconditional support of the alien
auxiliary leaders. The Great Shaper and Strain Queen units
in your army do not take up any slot in your force organization
chart.
Air Strikes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 points
The Air Caste pilots are ready to strike at the sign of the
commander. While the commander is alive and on the table,
instead of normally shooting he may consume one networked
markerlight token to call in an air strike in the form of a barracuda
strafing run or a manta opening fire with its heavy
railguns from low orbit. The scatter roll of these attacks is not
modified by the commander’s BS.
Strength AP Type
Barracuda Strafing
Run
6 5 Heavy 3,
Barrage,
Small Blast,
Death From Above
Strength AP Type
Manta Heavy Railgun
Strike
10 1 Heavy 1,
Barrage,
Small Blast,
Death From Above
Airborne Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points
By repeated training in “hot-drop” techniques with a select
team of pilots, the Cadre developed surgical precision in the
rapid insertion of troops. Deep striking units only scatter a single
D6 inches. Devilfish troop transports can enter the game
via deep strike.
Battlefield Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . 25 points
Continuous reports from the Water Caste give the commander
invaluable tactical information that grants him an edge
over the enemy. You can choose to deploy before or after
your opponent instead of rolling. If you choose to go second,
you can seize your opponent’s initiative on a roll of 4+ instead
of 6.
Electronic Warfare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points
Earth Caste scientists have deployed a network of ECM devices
behind the first line of combat and are trying to disrupt
enemy communications. You may ask your opponent to reroll
any reserve or outflanking roll (each roll can be rerolled only
once!).
Fortifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 points
Even though static defense is not part of the Tau war doctrine,
sometimes it’s useful to fortify a position that holds an
important objective or contains unit that serve as baits for the
enemy. All cover saves from buildings (standing or ruined)

24
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Yakumo-dono
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:47 pm

A parte che si legge malissimo purtroppo...
Sembra essere un bel lavoro ma purtroppo fino a che non vengono fuori rumours abbastanza credibili il tutto è da bollare come home rules e poco più, nonostante la complessità (ce ne sono anche di più arzigogolate).
Il mio consiglio master chief è di non affannarti ulteriormente per notizie di un codex su cui non si ha nessuna fonte. Mi sembra che tu sia fin troppo "ossessionato" dalla cosa.
Invito chiunque sia interessato all'uscita del codex a tenersi informato ma a postare solo elementi con un minimo di validità (leggi: fonti GW, negozianti e simili, siti affidabili, non amici e cugini).
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sembra il nuovo codex tau!!!!!!!!!! Empty
MessaggioTitolo: Re: sembra il nuovo codex tau!!!!!!!!!!   sembra il nuovo codex tau!!!!!!!!!! Icon_minitimeSab Lug 24, 2010 4:52 pm

naaaa..ahahaha il fatto è che volevo avere una conferma o una smentita xkè è da un po che tutti i miei amici mi tartassano con rumors falsi e roba del genere...poi questa che sembra vera eeeeeeeee...immagina ahahahah
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