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| | sembra il nuovo codex tau!!!!!!!!!! | |
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master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: sembra il nuovo codex tau!!!!!!!!!! Sab 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? | |
| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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 | |
| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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: | |
| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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.
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| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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)
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| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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:
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| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab Lug 24, 2010 4:40 pm | |
| 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)
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| | | Yakumo-dono Veggente di Zendra
Età : 36 Località : Yamato Messaggi : 5413
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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). | |
| | | master chief Utente
Età : 31 Località : l'aquila Messaggi : 73
| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! Sab 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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| Titolo: Re: sembra il nuovo codex tau!!!!!!!!!! | |
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| | | | sembra il nuovo codex tau!!!!!!!!!! | |
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