Post by tturen on Oct 16, 2006 6:26:53 GMT 1
Well I completed the revisions for the 'T' version of a 2nd Ed Tau Empire Codex. Note the stats are not those of the original GW Empire codex but are altered to reflect 2nd rules revisions. The units and wargear however should play as designed by GW.
Opinions of these changes?
Tau Empire Wargear List
Airbursting Fragmentation Projector (20 pts)
This weapon fires an airbursting fragmentation grenade with the following profile: ST4, -1 save, Damage 1, Range 24”, 3” template. This is a guess range weapon that will placed scatter 1d6. A roll of a hit on the arrow dice indicates that the template has hit the exact guessed range and no scatter roll is made. Misfire rolls indicate the round was a dud. Crisis Command models only. Rare.
Cyclic Ion Blaster (20 pts)
This weapon rapid fires ion radiation bursts. As these bursts are slightly unstable the strength of the bursts can be somewhat variable. The weapon has the following profile:
ST 3, -2 save, Damage 1, Range 18”, 3 Sustained fire dice. The variable strength of the weapon has the following impact: On a to wound roll of a 6 the save modifier is increased to -6. Crisis Command models only. Rare.
Command and Control Node (20 pts)
All Tau empire units within 12” of the equipped model may re-roll failed leadership based tests. If taken by the force commander the commanders strategy rating is increased by +1 instead. Rare. Crisis or Ethereal only.
Positional Relay (20 pts)
Allows one Tau unit to deploy using a reserve rule. The reserve unit may deploy during any of the Tau players movement phases on a die roll of 2+. Crisis command models and Ethereal only. Rare.
Vectored Thrusters (15 pts)
Allows a crisis or stealth suit to move, shoot, and then move again. The battlesuits total move may not exceed 14”. The thrusters also allow the equipped model to move out of h2h combat without sustaining any hits or being considered to be broken. Rare.
Ejection System (10 pts)
If the model equipped with this item looses its last wound it automatically ejects instead and is not destroyed. The ejected model has the following profile adjustment: -2 Toughness, -2 Strength, movement 4”, and no armor save. Scatter the model d6 away from the battlesuit. It is now equipped with a pulse pistol. Uncommon.
Fail Safe Detonator (15 pts)
This system will only be activated under the most dire of circumstances. When activated the equipped model is removed from the game and is destroyed by the systems vortex grenade. Replace the model with a vortex grenade template. May be activated at any time. Crisis command and Ethereal only.
Iridium Armour (20pts)
Heavy iridium plates are used to reinforce the armour of a crisis battlesuit. The battlesuits speed is reduced by 2” for a total movement value of 12” instead of the normal 14” it also looses the ability to elevate over terrain features and is unable to make pop-up attacks. The battlesuit now has a terminator armour save of 3+ on 2d6. Rare.
Stimulant Injector (15pts)
The model doubles its basic move value (This effect does not apply to battlesuits.), gains +1 to its WS and doubles its attacks. The effects last until the activating players next turn. May be activated at any time. One use only. Rare.
Tau Power Field (15pts)
Offers a 4+ unmodifiable save to any single equipped non-battlesuit/vehicle model. Uncommon.
Cameleoline (5pts)
All weapons fired at the equipped model suffer a -1 to hit penalty if model is stationary. When hiding the equipped model may only be detected rather than spotted. Infantry models only.
Networked Marker Light (20pts)
This device provides additional targeting information and firing solutions to all members of the squad equipped with it. It may be used to add a +1 BS bonus similar to a targeter OR it may make take three marker light shots as per the marker light rules. Infantry commanders only. Rare.
Additional Equipment Items
Pulse Pistol (3pts)
Short range 0-8” Long range 8”-16” Strength 5, -1 save, Damage 1, +2 to hit at short range. Infantry command only.
Plasma Grenade (3pts)
Same as Imperial. Infantry command only.
Tau Photon Grenade (2pts)
Same as Tau. Infantry command only.
Tau EMP Grenade (3pts)
Same as Tau. Infantry command only.
Additional Vehicles
Piranha Light Skimmer
Crew: One Gunner and One Driver
Ram Value: Strength 6, D6 Damage, -3 Save
Movement: Slow 10” Combat 20” Fast 30” Type: Skimmer
Weapons: One hull mounted vehicle burst cannon 180 degree field of fire to the front and two Gun Drones with 360 degree field of fire. All with targeters. The Burst cannon may be upgraded to fusion blaster at no cost or to a fusion blaster with a power pack for +10 points. The gun drones may operate independently from the vehicle but must maintain vehicle coherency.
Cost: 65 points.
Armour:
1-2 Location crew. Fire warrior profile. The driver may operate the fusion blaster and the Gunner the drone controller if the drones are detached.
3 Location Gundrone. Gun Drone profile. If detached treat as a skimmer hit.
4-6 Location Skimmer. Frontal armour 12 Side/Rear armour 10
Damage Table:
1 Drone controller destroyed.
2 Burst Cannon destroyed
3 Controls are damaged. Roll a D6 at the start of its movement phase. On a 1-3 the skimmer goes out of control.
4 Engine destroyed. Move the skimmer 2D6 in a random direction. Anything it hits suffers D3 S6 hits with a -2 save. The crew leap to the ground but may suffer damage if the skimmer was moving more than 10”.
5 Engine Blows up killing the crew. Move 2D6 in a random direction. Damage as above.
6 Fuel explodes, killing the crew. Move 2D6 in a random direction. All models within 3” of the center of the wreck take D3 strength 8 hits with a -3 save.
Sky Ray Missile Defense Gun Ship
Profile: Same as the Hammerhead Gunship with the exception of the turret weapon and the addition of two networked marker lights (Treat as BS 4 shots) that allow the Sky Ray to fire two of its own six missiles every turn at different targets if the marker light hits are successful. The Sky Ray turret holds six Seeker Missiles. Marker light hits from other units may be utilized to automatically launch missiles from the turret in addition to those launched by the Sky Ray itself. Even if the turret is jammed missiles may still be launched from it if the target is within 90 degrees of its facing so long as these missiles are launched by marker hits from other units.
The seeker missile has the following profile: Unlimited range, strength 8, D12 damage, -5 save, D6+D12+8 armour penetration, 2” template. Additional special rules apply see Tau Vehicle Upgrades.
Cost: 180 points.
Additional Units
Vespid StingWings
Vespids are fast moving insect like fliers that communicate with the Tau through a communion helm worn by their strain leader. They have the following profile:
Stingwing Points 23 Move(fly) 20” WS 3 BS 3 S 3 T 4 W 1 I 5 A 1 LD 6 SV 5+
Strain Leader Points 30 (fly) 20” 3 BS 4 S3 T4 W1 I5 W1 LD 9 SV5+
Squad: A squad consists of 3-10 models one will always be a Strain Leader. The Strain Leader wears a Communion helm to communicate with the Tau. If the leader is killed the stingwings leadership is reduced to 6.
Equipment: Stingwings are armed with neutron blasters and the weapon has the following profile: Short Range 0-6” Long Range 6-12” ST 5 Damage 1 Save -3 +1 to hit at short range. Options: None.
Special Rules: Stingwings are fast and skilled flyers. They may utilize the fly high rule and may land without penalty of any kind however they must maintain unit coherency upon landing. One squad of Vespids may be taken for every two squad choices.
Sniper Drone Team
Sniper drone teams are lead by a fire warrior spotter with a drone controller who is in charge of three specially equipped drones armed with Rail Rifles.
Spotter M 4 WS 2 BS 3(4) S 3 T 3 W 1 I 2 A 1 LD 8 SV 4+
Drones M 7 WS 2 BS 2(4) S 3 T 3 W 1 I 4 A1 LD 8 SV 4+
Squad: A squad consists of 1 spotter and 3 sniper drones. If the spotter is killed the drones will seek the nearest drone squad or drone controller. If there are none the squad is effectively destroyed. If the spotter is killed the networked marker light is also lost.
Equipment: The spotter is armed with a pulse pistol, networked marker light (+1 to hit bonus for all squad members OR three marker light shots), and a drone controller. The Drones may operate independently from the spotter and do not need to maintain unit coherency with him. The drones are armed with Rail Rifles, stealth fields (They may be hidden in the open and are, -1 to hit short, -2 to hit long) , target locks (Compensate for all target movement and overwatch), and targeters that stack with the networked marker light (total +2 to hit).
Options: Power packs may be attached to the Rail Rifles for +15 pts each. Stabilizers may be added for +10 points each that allow the drones to move 7” and fire.
Special Rules: Sniper Drone Teams count as a support choice and the drones themselves are targeted as support weapons. They also follow the 4” coherency rule for support weapons. The unit does not infiltrate.
Cost: 155 points
Codex Amendments to version 1.5T
1 Stealth teams may be equipped with 1 fusion blaster per three squad members not just the prior one.
2 Vehicles may no longer carry four seeker missiles. The maximum is now two per vehicle.
3 The cost of fire warriors has been reduced to 16 points each from the prior 18 points.
4 The cost of gun drones has been reduced to 15 points each from the prior 18 points.
5 Hammerheads may now take a twin linked railgun option for +20 points. If this is taken the ability to fire sub munitions is lost.
6 The armour penetration of the Missile Pod should be D6+D4+6.
7 Crisis suits may now hide in the same manner monsterous tyranid creatures can.
8 Drones may recieve a cover bonus if they are behind scenery that would offer cover to a man sized model. Drones who opt to fire from the drones stand height do not recieve this bonus.
Opinions of these changes?
Tau Empire Wargear List
Airbursting Fragmentation Projector (20 pts)
This weapon fires an airbursting fragmentation grenade with the following profile: ST4, -1 save, Damage 1, Range 24”, 3” template. This is a guess range weapon that will placed scatter 1d6. A roll of a hit on the arrow dice indicates that the template has hit the exact guessed range and no scatter roll is made. Misfire rolls indicate the round was a dud. Crisis Command models only. Rare.
Cyclic Ion Blaster (20 pts)
This weapon rapid fires ion radiation bursts. As these bursts are slightly unstable the strength of the bursts can be somewhat variable. The weapon has the following profile:
ST 3, -2 save, Damage 1, Range 18”, 3 Sustained fire dice. The variable strength of the weapon has the following impact: On a to wound roll of a 6 the save modifier is increased to -6. Crisis Command models only. Rare.
Command and Control Node (20 pts)
All Tau empire units within 12” of the equipped model may re-roll failed leadership based tests. If taken by the force commander the commanders strategy rating is increased by +1 instead. Rare. Crisis or Ethereal only.
Positional Relay (20 pts)
Allows one Tau unit to deploy using a reserve rule. The reserve unit may deploy during any of the Tau players movement phases on a die roll of 2+. Crisis command models and Ethereal only. Rare.
Vectored Thrusters (15 pts)
Allows a crisis or stealth suit to move, shoot, and then move again. The battlesuits total move may not exceed 14”. The thrusters also allow the equipped model to move out of h2h combat without sustaining any hits or being considered to be broken. Rare.
Ejection System (10 pts)
If the model equipped with this item looses its last wound it automatically ejects instead and is not destroyed. The ejected model has the following profile adjustment: -2 Toughness, -2 Strength, movement 4”, and no armor save. Scatter the model d6 away from the battlesuit. It is now equipped with a pulse pistol. Uncommon.
Fail Safe Detonator (15 pts)
This system will only be activated under the most dire of circumstances. When activated the equipped model is removed from the game and is destroyed by the systems vortex grenade. Replace the model with a vortex grenade template. May be activated at any time. Crisis command and Ethereal only.
Iridium Armour (20pts)
Heavy iridium plates are used to reinforce the armour of a crisis battlesuit. The battlesuits speed is reduced by 2” for a total movement value of 12” instead of the normal 14” it also looses the ability to elevate over terrain features and is unable to make pop-up attacks. The battlesuit now has a terminator armour save of 3+ on 2d6. Rare.
Stimulant Injector (15pts)
The model doubles its basic move value (This effect does not apply to battlesuits.), gains +1 to its WS and doubles its attacks. The effects last until the activating players next turn. May be activated at any time. One use only. Rare.
Tau Power Field (15pts)
Offers a 4+ unmodifiable save to any single equipped non-battlesuit/vehicle model. Uncommon.
Cameleoline (5pts)
All weapons fired at the equipped model suffer a -1 to hit penalty if model is stationary. When hiding the equipped model may only be detected rather than spotted. Infantry models only.
Networked Marker Light (20pts)
This device provides additional targeting information and firing solutions to all members of the squad equipped with it. It may be used to add a +1 BS bonus similar to a targeter OR it may make take three marker light shots as per the marker light rules. Infantry commanders only. Rare.
Additional Equipment Items
Pulse Pistol (3pts)
Short range 0-8” Long range 8”-16” Strength 5, -1 save, Damage 1, +2 to hit at short range. Infantry command only.
Plasma Grenade (3pts)
Same as Imperial. Infantry command only.
Tau Photon Grenade (2pts)
Same as Tau. Infantry command only.
Tau EMP Grenade (3pts)
Same as Tau. Infantry command only.
Additional Vehicles
Piranha Light Skimmer
Crew: One Gunner and One Driver
Ram Value: Strength 6, D6 Damage, -3 Save
Movement: Slow 10” Combat 20” Fast 30” Type: Skimmer
Weapons: One hull mounted vehicle burst cannon 180 degree field of fire to the front and two Gun Drones with 360 degree field of fire. All with targeters. The Burst cannon may be upgraded to fusion blaster at no cost or to a fusion blaster with a power pack for +10 points. The gun drones may operate independently from the vehicle but must maintain vehicle coherency.
Cost: 65 points.
Armour:
1-2 Location crew. Fire warrior profile. The driver may operate the fusion blaster and the Gunner the drone controller if the drones are detached.
3 Location Gundrone. Gun Drone profile. If detached treat as a skimmer hit.
4-6 Location Skimmer. Frontal armour 12 Side/Rear armour 10
Damage Table:
1 Drone controller destroyed.
2 Burst Cannon destroyed
3 Controls are damaged. Roll a D6 at the start of its movement phase. On a 1-3 the skimmer goes out of control.
4 Engine destroyed. Move the skimmer 2D6 in a random direction. Anything it hits suffers D3 S6 hits with a -2 save. The crew leap to the ground but may suffer damage if the skimmer was moving more than 10”.
5 Engine Blows up killing the crew. Move 2D6 in a random direction. Damage as above.
6 Fuel explodes, killing the crew. Move 2D6 in a random direction. All models within 3” of the center of the wreck take D3 strength 8 hits with a -3 save.
Sky Ray Missile Defense Gun Ship
Profile: Same as the Hammerhead Gunship with the exception of the turret weapon and the addition of two networked marker lights (Treat as BS 4 shots) that allow the Sky Ray to fire two of its own six missiles every turn at different targets if the marker light hits are successful. The Sky Ray turret holds six Seeker Missiles. Marker light hits from other units may be utilized to automatically launch missiles from the turret in addition to those launched by the Sky Ray itself. Even if the turret is jammed missiles may still be launched from it if the target is within 90 degrees of its facing so long as these missiles are launched by marker hits from other units.
The seeker missile has the following profile: Unlimited range, strength 8, D12 damage, -5 save, D6+D12+8 armour penetration, 2” template. Additional special rules apply see Tau Vehicle Upgrades.
Cost: 180 points.
Additional Units
Vespid StingWings
Vespids are fast moving insect like fliers that communicate with the Tau through a communion helm worn by their strain leader. They have the following profile:
Stingwing Points 23 Move(fly) 20” WS 3 BS 3 S 3 T 4 W 1 I 5 A 1 LD 6 SV 5+
Strain Leader Points 30 (fly) 20” 3 BS 4 S3 T4 W1 I5 W1 LD 9 SV5+
Squad: A squad consists of 3-10 models one will always be a Strain Leader. The Strain Leader wears a Communion helm to communicate with the Tau. If the leader is killed the stingwings leadership is reduced to 6.
Equipment: Stingwings are armed with neutron blasters and the weapon has the following profile: Short Range 0-6” Long Range 6-12” ST 5 Damage 1 Save -3 +1 to hit at short range. Options: None.
Special Rules: Stingwings are fast and skilled flyers. They may utilize the fly high rule and may land without penalty of any kind however they must maintain unit coherency upon landing. One squad of Vespids may be taken for every two squad choices.
Sniper Drone Team
Sniper drone teams are lead by a fire warrior spotter with a drone controller who is in charge of three specially equipped drones armed with Rail Rifles.
Spotter M 4 WS 2 BS 3(4) S 3 T 3 W 1 I 2 A 1 LD 8 SV 4+
Drones M 7 WS 2 BS 2(4) S 3 T 3 W 1 I 4 A1 LD 8 SV 4+
Squad: A squad consists of 1 spotter and 3 sniper drones. If the spotter is killed the drones will seek the nearest drone squad or drone controller. If there are none the squad is effectively destroyed. If the spotter is killed the networked marker light is also lost.
Equipment: The spotter is armed with a pulse pistol, networked marker light (+1 to hit bonus for all squad members OR three marker light shots), and a drone controller. The Drones may operate independently from the spotter and do not need to maintain unit coherency with him. The drones are armed with Rail Rifles, stealth fields (They may be hidden in the open and are, -1 to hit short, -2 to hit long) , target locks (Compensate for all target movement and overwatch), and targeters that stack with the networked marker light (total +2 to hit).
Options: Power packs may be attached to the Rail Rifles for +15 pts each. Stabilizers may be added for +10 points each that allow the drones to move 7” and fire.
Special Rules: Sniper Drone Teams count as a support choice and the drones themselves are targeted as support weapons. They also follow the 4” coherency rule for support weapons. The unit does not infiltrate.
Cost: 155 points
Codex Amendments to version 1.5T
1 Stealth teams may be equipped with 1 fusion blaster per three squad members not just the prior one.
2 Vehicles may no longer carry four seeker missiles. The maximum is now two per vehicle.
3 The cost of fire warriors has been reduced to 16 points each from the prior 18 points.
4 The cost of gun drones has been reduced to 15 points each from the prior 18 points.
5 Hammerheads may now take a twin linked railgun option for +20 points. If this is taken the ability to fire sub munitions is lost.
6 The armour penetration of the Missile Pod should be D6+D4+6.
7 Crisis suits may now hide in the same manner monsterous tyranid creatures can.
8 Drones may recieve a cover bonus if they are behind scenery that would offer cover to a man sized model. Drones who opt to fire from the drones stand height do not recieve this bonus.