Documente Academic
Documente Profesional
Documente Cultură
5T
Please note this codex is an edited version of the original codex from Master Gunner
In addition to the major features of each battlesuit type shown in the summary, all battlesuits
incorporate Targeters, Improved Sensors and .Recoil Absorbtion.
Recoil absorption:
All XV battlesuits are designed to compensate for the recoil of light weapons fire. This
ability does not extend to heavy weapons, however, and the user must be stationary to fire them. In this
regard XV Battlesuits are not as well stabilized as Space Marine Terminators but they do have a better
range of weapon fits available.
Improved Sensors:
Crisis, Stealth and Broadside suits are equipped with a number of variable spectrum
sensors and scanners which allow them to detect models using the hidden/infiltration rules up to a range of
12”. No infiltrators may be deployed within the range of these sensors.
Battlesuit Equipment;
All battlesuits are equipped with targeters and count as bonded. Both Crises and
Broadside units are targeted as vehicles and follow the 6” squad coherency rules for vehicles. The
following equipment is fitted to specific battlesuit types and drones. They cannot be used with other
battlesuits or by models not wearing battlesuits.
Jetpack;
Tau jetpacks are extremely agile, combining anti-gravitic and jet technology.
A model with a jetpack can either:
Ÿ Use the jetpack as normal and leap 14”distance over obstacles not exceeding 4” in height.
Ÿ Use the jetpack for Pop-up attack over terrain not exceeding 7” in height and the total movement may
not exceed 14”. If a pop-up attack is to be made the models base move is limited to 7” and the pop-up
an additional 7”. No heavy weapons may be utilized in these attacks.
Ÿ May appear on the board during their movement phase using the Teleportation rules as described in the
40k rulebook (this represents the models being deployed from Aircraft). However if this option is used
their points value is increased by 50%.
Stealthsuit:
Stealthsuits incorporate a holographic disruption field that makes the wearer hard to spot.
Enemy models attempting to fire at a Stealthsuit fire with an extra -1 to their BS if the wearer is at short
range and -2 if the wearer is at long range. Any drones controlled by the wearer will have these modifiers at
a cost of 2pts per model.
Crisis battlesuit;
Each Crisis suit has three hard points, each of which MUST have a weapon or
support system allocated to it. Each member of a team may carry a different combination of weapons if
desired. Note that the Crisis suit has a 1+ armour save however the roll of a 1 still represents a failed save.
Crisis weapon systems are either: Flamers, Burst Cannon, Fusion Blasters, missile pods or Plasma rifles.
It is possible to mount the same weapon system on two hard points instead of one. The two weapons will
then fire like it is a single twin linked weapon . (In the case of linked flamers simply utilize the heavy
flamer template when linked.) It is not possible to mount the same weapon on three hard points. Note that
unless the Multi-tracker support system is fitted, Tau battlesuits may only fire a single weapon each turn.
Power Pack:
……………………Adds 50% to weapon range, +1 strength, additional -1 armour save, and d6 to armor
pen. Rolls. Jams on a to hit roll of one. For additional details see the Wargear section.
Shield Generator:
This confers a 4+ unmodifiable save.
Drone Controller:
A Drone controller enables the wearer to command up to two gun or two shield drones.
He may not control one of each.
BATTLESUIT WEAPONS
Flamer
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
Special Special - 4 1 -2 d6+4 See 40k
rules rules wargear
Missile Pod
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 19-36 - 6 1d4 -2 1d6+1d41” blast
+6 2” blast
for salvo.
A Missile pod contains six missiles. A count must be kept as they are expended during long games. The
launcher can fire two missiles a turn in salvo or fire twice at independent targets.
Plasma Rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-6 6-24 +1 - 6 1 -2 d6+6 No
Recharge
The Tau Plasma rifle is lower powered than the Imperial equivalent but does not suffer from the same
overheating and therefore does not need to recharge.
Fusion Blaster.
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-6 6-12 +1 - 8 d6 -6 2d6+8 At 6” or
less add
2d6 to
armor
pene
The Tau Fusion Blaster is similar to the Imperial Meltagun but at short range has a much greater energy
focus.
Railgun (Solid shot)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-36 36-72 - - 10 2d6 -7 3d6+10
The Tau Battlesuit railgun uses linear accelerator technology to project a solid projectile at hypervelocity.
The vehicle mounted version can fire submunitions that are not available on the battlesuit version.
The same model cannot have more than one of each hard-wired support system and may not duplicate any
battlesuit support system on the same model.
Multi-tracker:
This enables the wearer to fire two weapon systems in one turn. Normal Fire warriors would
gain no benefit from this as they cannot carry two weapons .
Target lock :
Compensates for all target movement and over watch modifiers.
Blacksun filter:
The blacksun filter allows the wearer to fire at night as if he had the benefit of a
searchlight . Only models equipped with a blacksun filter gain this benefit. If for example a Broadside team
leader had a filter and his team didn’t ,only he could gain this benefit.
Drone controller:
A Drone controller enables the wearer to command up to two gun or two shield drones. He
may not control one of each.
Drones:
Drones are independent artificial intelligences , programmed to protect the Tau. Unlike the
imperium the Tau make extensive use of machine intelligences. The standard Drone consists of an
advanced processor, which individually is approximately as intelligent as a Pterasquirrel.
The drone unit is conventionally disc shaped, well-armoured and used for both tedious and dangerous
duties . Normally drones require regular orders from a Tau but when several intelligences are networked
together they are capable of acting independently for a long period. Any h2h wounds suffered by a Tau
unit must be allocated to the drone units first if they are within 2”. Drones are immune to psychology but
still take casualty based leadership tests as normal.
Break tests:
If drones are contained in a squad of Fire warriors then they are counted for the purposes of
casualties in a break test.
A unit consisting entirely of drones is treated as a normal unit except that it must be at least four
models strong . This is the minimum number to form a self-aware network .A unit with 4+ drones have a
Ld of 8. If a unit falls below this number or breaks then it will immediately move toward the nearest model
with a drone controller or the nearest squad of unbroken drones which ever is closer. If they join a drone
controller they will either wait on standby to be used by the controller or form a new unit with the
controllers drones (If this happens then the controller loses control of the drones for the rest of the game). If
none of these options are available, then they will retreat to the nearest table edge. Once they leave the table
they will not return .If however they encounter more retreating uncontrolled drones they may form a new
unit.
Controlled drones: Drones must maintain coherency with the unit their controller is in. If he is an
independent character then the drones and character form a unit
Honor Blade:
This is a long broad bladed spear mounted on a light weight metallic shaft. The honor blade
is used to settle disputes between ethereal caste members in stylized bloodless duels. It is used in elegant
sweeping movements where the blade becomes virtually invisable. It must be used in two hands-and counts
as two weapons. It adds +2 to the users Strength when rolling to wound and has the same stats as a Power
Sword. Ethereal only. (ST5, -3 save, 2d6+5 armor penetration, parry, +1 Attack, two handed weapon)
Markerlight:
Range 36 Strength n/a AP n/a
Models using markerlights as a weapon with the above profile instead of using their other
weapons, rolling to hit normally. Each markerlight hit can be used to either launch a seeker missile from
the nearest Seeker carrier or to mark a target for another vehicle or model . If marking a target then one
other vehicle or model in the Tau force which has yet to fire, may do so at the same target with a to hit roll
of 2+ with a single weapon (regardless of its BS with that weapon). Non-seeker weapons still require a line
of site to engage the marked model. Units with Markerlights must fire them before firing any other
weapons.
Power Pack: This system enhances the firepower of one non-missile/non-flamer weapon system mounted
on a battlesuit. The weapon adds +50% range, +1 strength, additional -1 to save, and +1D6 to all vehicle
armor penetration rolls. The danger is the weapon will overheat and so if a 1 is rolled on the to hit score the
weapon counts as jammed. It may not be used by XV88 railguns or alter any weapons special effects rules.
Warp Mask: This device further masks the warp presence of all Tau within 12”. Any Tau targeted within
its field of effect is given a 5+unmodifiable save against all psychic effects
Tau Weaponry
Pulse Rifle ,Pulse carbine or Burst Cannon:
All three weapons are variants of the same technology. An
induction field is used to propel a particle. The particle reacts by breaking down to create a plasma pulse as
it leaves the barrel .The pulse rifle has a longer range than the other two weapons but doesn’t have the
firepower of the cannon, or launcher of the carbine. The Burst cannon are a multi barreled version of the
carbine able to sustain high rates of fire but lacking the grenade launcher. Drones do not have Photon
Grenade launchers on their carbines. A model using the carbine may opt to fire either the Pulse or the
Photon Grenade launcher. The launcher has a -1 to hit at long range 10-18” and no short range modifier.
Photon Grenades:
Tau photon grenades explode in blast of intense light and sound. Units firing from or
through the 2” blast template incur a -1 to hit for weapons fire and are reduced to the basic movement rate
if within the blasts effects. Exposed vehicle crew under the template may not fire weapons and must
reduce to slow speed to maintain control. Enclosed vehicle crew are affected only by the -1 targeting
modifier. Effects last until the end of the firing models next firing phase.
EMP Grenades:
……………….. EMP Grenades briefly emit an electro-magnetic pulse that overloads circuitry and causes
fires and other critical malfunctions. They are used when assaulting enemy vehicles and Dreadnoughts etc.
Roll a d6 for the targeted location: 1-3 grenade has no effect, 4-5 grenade penetrates with a -1 roll on the
damage table, 6 roll for damage. EMP grenades cannot be used by XV battlesuits and have no effect on
most living models. Terminators hit by an EMP grenade automatically take take a single strength 3 hit with
no armour save. May be thrown..
Hammerhead Railgun:
The Tau Battlesuit railgun uses linear accelerator technology to project a solid
projectile at hypervelocity. The vehicle mounted version can fire submunitions that are not available on the
battlesuit version. The 2” template is used to determine how many models are hit by the submunition
round.
Ion cannon:
Ion weaponry was developed by the Tau to help them capture enemy technology for inspection. For this
reason it is designed to immobilize enemy vehicles and weapon platforms by overloading their power systems and
thus rendering them useless but not destroying them. In effect the cannon serves as a long range EMP grenade with no
blast with 1 sustained fire dice worth of shots which must be within 4” of each other. The cannon effects all electro-
mechanical devices which use active power sources. Wraithguard, Dreadnoughts, vehicles, Terminators, Power
armoured models (In the case of Terminators and power armour the troops aren’t killed but count as casualties as they
cannot move due to the weight of their suits). When rolling for damage on vehicles, each penetrating roll (4+) causes
one damage. Any fires, explosions etc are treated as location destroyed results causing no extra damage and crew may
dismount as normal if they survive crashes etc. All ion special hit effects occur on rolls of 4+. Ablative armor will
have no effect. Fields that save hits are shorted out at the end of the firing phase this includes tyranid fields. Force
weapons are unaffected.
Smart missile system:
The smart missile launcher fires a cluster of small missiles. Each missile is guided by
a drone processor unit built into its warhead . Upon launch it will search for targets before selecting and
engaging one based on criteria previously detailed by its operator. It is therefore able to engage any
detected enemy in range even if it is not visible to the firer. A to hit modifier of -1 applies if the target has
cover from both top down attacks and direct LOS attacks. This is in addition to the missiles normal -1 to hit
modifier at all ranges. No other to hit modifiers apply to this weapon system.
Kroot rifle:
A basic slug thrower relying on chemical propellant and the transfer of kinetic energy. The Tau
have adapted the weapon to fire a charged pulse round supplied by them .This ammo gives the rifle far
greater stopping power and penetration. It is also fitted with blades near the muzzle and stock. These and
the incredible hand speed that a Kroot possesses due to its unique musculature makes these blades an
effective hand to hand weapon and counts as two weapons in close combat.
Pulse rifle
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-15 15-30 +1 - 5 1 -1 d6+5
Pulse carbine
Short Long rng To hit To hit strength Damage Save Armour Special
rng short long Mod Pene
0-9 9-18 +1 - 5 1 -1 d6+5 Photon Grn Lchr
Short +0, Long -1
(10-18”)
Burst Cannon (vehicle)/Burst Cannon (battlesuit)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-18 18-36 - 5 d4 -2 d4+d6+5 Sust fire
0-9 10-18 +1 5 1 -1 d6+4 2d
Railgun( sub munition)
Short rng Long rng To hit To hit strength Damage Save Armour Special
short long Mod Pene
0-36 36-72 - - 6 D4 -3 d4+d6+6 2” template
Ion cannon
Short rng Long rng To hit To hit strength Damage Save Armou Special
short long Mod r Pene
0-30 30-60 - - 6* Special Special Special Sustained fire
2* -1* 1d
• Numbers apply only if the special effects for power armor or EMP effects on vehicles do not. (IE
when targeting living creatures without powered armor.)
TAU ARMOURY
An Ethereal caste member, any Fire caste member of Shas’vre rank or higher, or a Shas’Ui team leader
may select items from the following list. No model, except an Ethereal, may have more than 50 pts of
equipment from the armory.
Hard-wired multi-tracker...........................................................................10pts
Hard-wired Target lock............................................................................ …7pts
Hard-wired Blacksun filter....................................................................... …3 pts
Hard Wired Power Pack…………………………………………………. 15pts
Hard-wired Drone controller........................................................................2 pts (Drones extra)
Warp Mask (Ethereal only)………………………………………………10pts
Drones
Gun drones(Must have drone controller)..................................................17 pts
Shield drones(Must have drone controller)...............................................20 pts
M WS BS S T W I A LD
Shas’O 4 5 6 6 5 4 5 3 9
Shas’El 4 4 5 6 5 3 4 2 8
Shas’O.....................90 pts
Shas’El.....................80 pts
Equipment: Commanders are always equipped with an XV8 Crisis Battlesuit. The above profile has been
amended to reflect the suit’s enhancements. In addition he may select three (Shas’O) or two (Shas’El)
additional hard wired systems from the Tau armory.
Bodyguard: The Commander may be accompanied by a Bodyguard . If this is the case then their points
cost is included towards the characters total points limit of 50%.
M WS BS S T W I A LD
Ethereal 5 4 4 3 3 2 3 3 10
NB There may only be a maximum of two Ethereal members on the board at any time.
Ethereal........................................50 pts
Equipment: The ethereal normally carries symbols of office that can be used as a pair of close combat
weapons(+1 attack). These may be exchanged for an Honor Blade for +10 pts. EMP grenades may be
taken for +5 points. He may select up to three pieces of equipment from the Tau armory.
Inspiring Presence: Tau units (not Kroot or drones) may re-roll any failed Ld tests if there is a friendly
Ethereal on the table. Any units joined by an ethereal caste member become immune to Psychology and
break tests.
Price of failure: Whilst the Tau are inspired by the presence of Ethereal caste members, they are
conditioned to fear their death above all else. When the last friendly Ethereal is killed then every unit of
Tau on the tabletop (not Kroot or drones) must take a break test at the start of their next turn if they are not
in HTH.
XV8 Crisis Battlesuit Bodyguard Team (Tau: Shas’Vre)
M WS BS S T W I A LD
Shas’Vre 4 4 5 6 5 3 4 2 8
Shas’Vre..............................58 pts
Equipment: Shas’Vre bodyguards are always equipped with XV8 Crisis battlesuits. The above profile has
been amended to reflect the suits enhancements. They may also select two pieces of extra equipment from
the Tau armory.
M WS BS S T W I A LD
Shas’Vre 4 4 5 6 5 3 4 2 8
Shas’Ui 4 3 4 5 4 2 3 1 8
Shas’Vre.....................................58 pts
Shas’Ui.......................................48 pts
Squads: 1-3
Equipment: Crisis Teams are always equipped with XV8 Crisis battlesuits. The above profile has been
amended to reflect the suits enhancements
Character: One Shas’Ui member of the team may be upgraded to a Shas’Vre at the above cost. He may
then select one item from the Tau armory.
M WS BS S T W I A LD
Shas’Ui 4 3 4 4 3 1 3 1 8
Shas’Vre 4 4 5 5 4 2 5 2 8
Shas’Ui.................................45pts
Shas’Vre................................55pts
Squad: A Squad consists of 3-6 Shas’Ui. May be bonded for +5 pts (Bonded troops gain the shaken rule.).
Equipment: Stealth teams are equipped with XV15 stealth suits equipped with a burst cannon. The above
profile is amended to reflect the suits enhancements . As well as stealth the suits confer a basic save of 3+
on 1d6. One team member may exchange the burst cannon for a fusion blaster for +5 points.
Team members may make one selection from the Tau armory but if one team member does so then all
team members must make a single selection as well. Squad members need not select identical equipment.
One member of the team may be upgraded to Shas’ Vre team leader at the points cost above. The team
leader may also buy a markerlight at an additional cost of 10 pts.
XV15 Stealth Cont.
Stealth armour: Enemy models attempting to fire at stealth armoured troopers have a -1 to their BS if the
suit wearer is at short range and a -2 if the wearer at long range . Any drones controlled by the wearer will
also have these modifiers at +2pts per Drone.
Infiltrate: Stealth armour teams can use their suits to move into forward positions ahead of the main army
unseen. They use the Infiltration special rule as described in the 40k rulebook. Any drones that are
controlled by the stealth team may accompany them and receive the stealth at the cost above.
Stealth teams may not take Shield drones as the energy bubble created by the shields disrupts the stealth
capabilities of their suits.
M WS BS S T W I A LD
Shas’La 4 2 3 3 3 1 2 1 7
Shas’Ui 4 3 4 3 3 1 3 2 8
Shas’la................................18pts
Shas’Ui...............................23pts
Squad: A squad consists of 6-12 fire warriors. May be bonded for +5 pts (bonded troops gain the shaken rule as
long as the team leader is alive).
Equipment: Pulse rifle, frag grenades, and Fire warrior armour (4+ save on 1d6)
Options: Up to half of the fire warriors can replace their pulse rifle for a pulse carbine at no extra cost. All
carbines with photon launchers come with photon grenades. The entire team may carry Photon grenades at
an additional cost of +2 pts per model and EMP grenades at a cost of 5pts per model (excluding drones).
One Fire Warrior Shas’La may be upgraded to a Shas’Ui at the cost above . The Shas’Ui may then be given
additional equipment from the Tau armory. The Shas’Ui may also have a markerlight at a cost of 10 pts.
Transport: If a squad numbers Twelve models or less (including drones) they may be mounted in a
devilfish troop carrier bought from the support section.
M WS BS S T W I A LD
Kroot 5 4 3 4 3 1 3 1 7
Shaper 5 4 3 4 3 3 2 3 8
Kroot...........................................10 pts
Shaper.........................................30pts
Options: If a shaper is included in a squad then the kroot acquire a 6+ save on 1d6 at an additional cost of 1
pt per model. Some Shapers carry weaponry gifted from the Tau. For an additional 6pts the shapers Kroot
rifle is replaced with either a Pulse rifle or carbine.
There may only be one shaper per Kroot Squad.
Kroot Cont:
Eaters of the Dead: Kroot are extremely voracious carnivores and will often stop to feast on the flesh of the
fallen. After the HTH phase the Kroot must pass a Ld test to move as normal. If they do not, then they
continue feeding on the fallen. If while doing this they are fired upon they need not take another test.
Field craft: Kroot are naturally adept in arboreal environments and gain a +1 to their armour save in
wooded areas. They may also move and shoot normally in woods or jungle terrain.
Infiltrate: If the squad doesn’t contain Krootox it may infiltrate as per 40k rulebook.
Kroot hounds and Krootox: Carnivore squads may have Hounds and Krootox in the squad. The number of
Kroot in the initial squad must be greater than or equal to the total number of Krootox and Hounds attached
to the squad. IE up to 3 Krootox and 5 Hounds could be attached to an 8 member Kroot squad ( Shapers do
not count as Kroot).
M WS BS S T W I A LD
Shas’La 4 2 3 3 3 1 2 1 7
Shas’Ui 4 3 4 3 3 1 3 2 8
Shas’La................................22pts
Shas’Ui.................................27pts
Equipment: Pulse Carbine (with photon launcher) and Markerlight and fire warrior armour (4+ save on
1d6).
Options: One Shas’La may be bought as a Shas’ui team leader at the above pts cost. He may then be given
one piece of equipment from the Tau armory. Pathfinders may carry EMP grenades at a cost of 5pts per
model. Up to three Shas’La models may replace their carbines for Rail Rifles at +15 pts each. Rail Rifles
include targeters. Power packs may be attached to these rifles for an additional 15 pts each but the unit
may no longer infiltrate.
Forward Scouts: Pathfinders operate ahead of the main Tau forces identifying targets for Broadside and
Crisis teams to eliminate . To represent this Pathfinders may make a normal move after deployment but
before the first turn to get into a forward position. Alternately they may infiltrate instead. A scout squad
adds +1 to the roll for deployment at the start of the game. This effect is not cumulative.
Transport: Pathfinders may be mounted in a Devilfish troop carrier purchased from the support section.
M WS BS S T W I A LD
Gun Drone 7/14 2 2 3 3 1 4 1 8
Gun Drone...................................17pts
Equipment: Twin linked pulse Carbine. The drone may opt to use tracing fire with one carbine and if it
does so it’s BS in increased to 3 but it only rolls to hit with one carbine.
Gun Drones Cont.:
Independent: Drone squadrons have their processors linked to enable them to have the capacity for
independent action. They are programmed for self preservation and take Ld tests normally. If the squad is
reduced to 4 drones its leadership also drops to 4.
M WS BS S T W I A LD
Kroot
6 4 0 4 3 1 4 2 *
Hound
Equipment: Fangs.
Attached Unit: Kroot hounds do not function as a separate unit on the tabletop. They must be assigned to a
Kroot Carnivore Squad before the battle.
There cannot be more hounds/Krootox attached to the squad than there are kroot warriors.
Kroot hounds function as part of the warrior squad they are attached to and receive the
same armour save and Ld as the squad. Kroot hounds may make h2h attacks independent of the rest of
their squad and models broken by the hounds will incur an automatic ST4 hit from them.
Support Section
Krootox
M WS BS S T W I A LD
Krootox 6 4 3 6 5 3 3 3 *
Krootox....................40 pts
Squad: A Squad consists of 1-3 Krootox. Each Krootox comes with one Kroot gunner. The Krootox and
Kroot gunner form a single model with the above profile.
Attached Unit: Krootox do not function as a separate unit on the tabletop. They must be assigned to a Kroot
Carnivore Squad before the battle. Only the cost of Krootox comes from the Support section.
There cannot be more attached to the squad than there are kroot warriors in the squad. i.e. Krootox and
hounds may only comprise 50% of the models in a Carnivore squad.
Krootox function as part of the warrior squad they are attached to and receive the same
armour save and Ld as the squad. For targeting purposes they are considered to be squad members.
M WS BS S T W I A LD
Shas’Ui 4 3 4 5 4 2 3 2 8
Shas’Vre 4 4 5 6 5 3 4 2 8
Shas’Ui...........................104+ weapons
Shas’Vre.........................115 +weapons
Equipment; All members are equipped with XV88 Broadside suits. The above profile has been amended to
include the suits enhancements. Cost includes twin linked Rail Guns.
Character: One team member can be upgraded to a Shas’ Vre team leader for +11 pts. He may then select
one piece of equipment from the Tau armory.
Hammerhead Gunship
Hammerhead Gunship....................170pts+ upgrades
Vehicle data Movement
Ram Value: Slow speed: 7”
Strength 7 Combat speed: 20”
D12 Damage Fast speed: 25”
-5 save Type: Skimmer
Shas’ La Crew: 1 Fire caste driver 3 Fire Caste Gunners (All crew have Pulse carbines)
Armament; Railgun (with Submunitions) May be exchanged for an Ion Cannon at no cost.
Secondary Armament: Two Burst cannon each with 90 deg fire arc to the front. These may be exchanged
for missile pods for an additional 10pts.
Shas’ La Crew: 1 Tau Fire Caste Warrior as driver and a Tank commander(Crew are armed with Pulse
carbine)
Transport: The devilfish can carry up to 12 models (excluding XV suits) and has the gun drone upgrade at
no extra cost. It is armed with a Burst Cannon with a 90 Deg field of fire to the front.
d6 Location Front Side/Rear
1 Engine 18 18
2-5 Hull 20 20
6 Weapon 15 15
Troop Deployment
These vehicles do not need to land to deploy or take on troops, unlike a normal skimmer.
Hand-to-Hand Combat
Enemy models may attack a heavy anti-grav vehicle in hand-to-hand combat only if it is moving at Slow or
Combat speed. In addition, they only get a single attack against the vehicle, regardless of their Attack
characteristic.
Vehicle Crashes
If the heavy vehicle is flying at Slow speed when it crashes, it will simply hit the ground. If any models
aboard are alive, they may disembark using normal rules. Otherwise, the vehicle will crash into the ground
and plough forward 3D6” before coming to a halt. Any models in the path of the swerving wreck will be hit
as if the vehicle had collided with them. Once the wreck comes to a stop, roll a D6 for each model on
board; on a 4+, they are slain in the crash; surviving models may dismount using normal rules.
Special Characters
Commander Farsight (Tau: O’Shovah or Shas’o Viorla Shovah Kaius Mont’Yr)
M WS BS S T W I A LD
Farsight 4 6 7 6 5 4 5 4 10
Farsight…………………….120pts
Special Character: A Tau army may include Commander Farsight as a special character. If you do you must
take him as below and may not be given anymore weaponry from the Tau armory.
Equipment: XV8 Crisis Battlesuit, Shield Generator, Plasma rifle and “Dawn Blade”.
Special Rules:
Dawn Blade: The dawn blade is an alien artifact which O’Shovah gained on the dead world of Arthas-
Moloch . Its sculpted surface flickers with unknown energies as it is swung. If any hits are made using the
Dawn Blade they are resolved using the following profile.
Ork Fighter: O’Shovah’s name was won battling against Orks, and he has denounced the normal Tau
philosophy of using ranged weapons to the exclusion of all else.
Fire caste warriors of the Farsight enclave train heavily in hand –to-hand combat, and any Tau unit in an
O’Shovah led army may improve their WS and their I by 1 at a cost of 3pts per model.
Breakaway Faction;
O’Shovah and his followers have chosen to separate themselves from the Tau Empire. As such, their
resources are more limited and their forces generally less well equipped. Due to this, the following units are
not available to an army led by O’Shovah: Ethereal caste members, Gun Drone Squadrons, Kroot, Kroot
Hounds, and Krootox.
The following units are restricted to one unit per army: Stealth teams, Pathfinder teams, Hammerhead
Gunship’s, Broadside battlesuit teams.
Bodyguard: O’Shovah may be given a bodyguard. If this is the case they must be given the Ork fighter
upgrade. The bodyguard is taken from the Characters points allocation.
Aun’Shi
M WS BS S T W I A LD
Aun’Shil 5 5 4 3 3 3 5 4 10
Aun’Shi……………….85pts
Special Character: A Tau army may include Aun’Shi as a special character. If you do you must take him as
below and may not be given anymore weaponry from the Tau armory.
Equipment: Honor blade, Hard-wired shield generator (4+ unmod save) Photon grenades and EMP
Grenades.
Independent character: Aun’Shi is more comfortable with the company of Fire warriors than many
members of the Ethereal caste and will frequently accompany a Fire warrior team into battle as
Shas’Aun’Shi. He may select any fire warrior team and join it at the start of the battle. Such a team is
clearly marked for glory.
The team he joins will never break and is immune to Psychology while he is alive.
Special Rules:
Blade Master: Aun’Shi is a dedicated student of the fighting arts and has been for virtually all his life. He
has a level of expertise with the Honor Blade that few Tau can match.
• Aun’Shi ‘s skill with the Honor Blade is such that he can always find his opponents weakness. If he rolls
a Critical hit it is counted as a double .
• Aun’Shi may also give up one of his attacks to gain Double Fumbles against his opponent’s .i.e. if he
fights with an attack Characteristic of 3 then all his opponents’ fumbles count as double fumbles.
Inspiring presence: In addition to the normal rules for Ethereal Caste members. Aun’Shi instills so much
confidence in the unit he has joined that they will hurl themselves at the enemy with an increased Attack of
+1 and I of +1.
Tau vehicles may be equipped with drone back-ups for crewmembers at +10 points. 3+
armour save and BS 3.