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This is the Tau summary with the main comments/variants inserted. If you have any comments on this please post to the NetEpic Mailing List.

TAU ETHEREALS

The Ethereal are the ruling caste of the TAU society. They command the utterdevotion, loyalty and sacrifice of the TAU.

Powers: All TAU (Not Kroot) units within 10cm of the TAU Ethereal is completely immune to all types of moraletests, and never receive fallback orders. All other TAU units within LOS may add +1 to their moral rolls. However, if the TAU ethereal is killed all TAU units within LOS must make an immediate morale check or go on fallback orders.

TAU FIRE WARRIORS:

These are the TAU core army trooper. They have the same strength and endurance as a IG Grunt. However their lack of depth vision and slow reflexes makes them poorer close combat troops. The TAU prefer to keep their enemy at an arms length , relying on their superior firepower to do the job.

(Minis: UNSC power armour infantry from GZG)

Suggested stats:

MV: 10cm AS: 6+ CAF: -1 WPN: Pulse Rifle RANGE: 50 cm TO HIT: 4+ AS: 0 Moral: 3

Suggestion:

Can be bought either as regular or as bonded, eg. having performed the bonding ritual. In that case, their break point is 75% instead of 50% and the victory points are increased by +2.

TAU PATHFINDERS:

These troops are the eyes and ears of the TAU army. They move onto the battlefield in front of the main army.(Always use transports???? In 40K at least) They are armed with Pulse Carbines/marklights. The pathfinder can chose to either fire at an enemy unit or to use the marklight. If they use the marklight chose a target and fire as normal. If you score a hit place an order marker (upside down) beside that unit. For the remainder of that turn, any other TAU (Not Kroot)unit firing at the marked enemy unit may add +1 to their to hit roll.

(Suggested minis Eldar or IG infantry (Not Valhallans!!!! or UNSC infantry from GZG)

Suggested stats:

MV: 10cm AS: 0 CAF: -1 WPN: Pulse Carbine/Marklight RANGE: 35 cm TO HIT: 4+ AS: 0 Moral: 3

Infiltrate.

Infiltration with APC will present problems of balance. If they infiltrate with APC they should only infiltrate at their base INFANTRY move. That may keep things balanced.

XV8 Crisis Battlesuit:

The TAU Commanders and the best Fire Warriors use this battlesuits in combat. The suit is the TAU equivalent of the Tactical Dreadnought Armour. The battlesuit is equipped wit several weapon systems and Jump packs. The TAU Jump packs are more advanced than their imperial counterparts. (Inner Sphere/Grey Death Legion battlearmour by FASA, if they are obtainable anymore)

Suggested stats:

MV: 20cm AS: 5+* CAF: +2 WPN: Plasma Rifle/Burst Cannon RANGE: 50 cm/35cm

NUMBER OF ATTACKS: 1/3 TO HIT: 4+/5+ AS: -2/0 Moral: 3

Jumppacks, Armour modifiable to 6+ but not further.

XV88 Broadside Battlesuit

These are the heavy support units of the TAU army, the Broadside is equipped with a pair of very powerful Rail Guns and a smart missile rack. (Inner sphere/Grey Death Legion battlearmour from FASA)

Suggested stats:

MV: 10cm AS: 5+* CAF: +1 WPN: Rail Gun/Smart Missiles RANGE: 75 cm/25cm

NUMBER OF ATTACKS: 2/1 TO HIT: 4+/5+ AS: -3/0

Special: Rail Gun may add +2 to targets with templates, Smart missiles NO LOS NEEDED!!!! (Effective range might be longer than 25 cm, but the TAU player is only allowed to target units within 25cm. All other rules for fire combat applies)

Moral: 3

Armour modifiable to 6+ but not further.

XV15 Stealth Battlesuit.

These troopers are regarded as loners and eccentrics by the TAU. The operate in small squads behind the enemy line. (GZG has an excellent miniature for this unit, but I have only seen pictures of it, I can send them if necessary)

Suggested stats:

MV: 15cm AS: 5+* CAF: +3 WPN: Burst Cannon RANGE: 35cm NUMBER OF ATTACKS: 3

TO HIT: 5+ AS: -0 Moral: 2

Armour modifiable to 6+ but not further, Infiltrate, may not be targeted by enemies that is more than 25 cm away. Cover value is 1 better than normal.

Suggestion:

Due to improved sensors Tau Battlesuits can fire at Lictors, Eldar scouts, Ratling snipers etc. even if they are further than 25cm away, if on first fire orders.

Devilfish

This is the workhorse of the TAU army

Suggested stats:

MV: 20cm AS: 4+ CAF: +1 WPN: Burst Cannon RANGE: 35cm NUMBER OF ATTACKS: 3 TO HIT: 5+ AS: -0 Moral: 3

Skimmer, may carry 2 stands.

Hammerhead

This is the TAU MBT. Built on the successful Devilfish Concept exchanging the carrying capacity for more heavy Armour/weaponry. (Eldar look-alike heavy skimmer tank from GZG, again have the picture but not the name Usable for both Devilfish and Hammerhead)

Suggested stats:

MV: 20cm AS: 3+ CAF: +2 WPN: Ion Cannon RANGE: 75cm NUMBER OF ATTACKS: 2 TO

HIT: 5+ AS: -2 Moral: 3

Skimmer.

The Mantis Cruiser:

These are actually Space ships, may times the size of a Thunderhawk. It is armed with extremely long range Rail Gun Artillery (Common stats with the Eldar pulse lasers) and use ion Cannon batteries (Se hammerhead) for medium range attacks. It is a praetorian size skimmer/flyer. (Use any slick looking spacecraft of medium to large size, i.e. from BABYLON 5) And carries a full company of TAU in transport vehicles or with jump packs.

SHIELD and GUN DRONES:

Support units of the Tau Army, could be used as upgrades for the TAU infantry units. (Gun drones equipped with a pair of Pulse Carbines)

I would suggest these be bought as support cards with a detachment size of 4.

Gun Drones:

MV: 15cm AS: 0 CAF: 0 WPN: Pulse carbine RANGE: 35cm NUMBER OF ATTACKS: 2 TO HIT: 5+ AS: 0 Morale: 3

Skimmer.

Shield drones:

MV: 15cm AS: 6+ CAF: 0 WPN: none RANGE: - NUMBER OF ATTACKS: - TO HIT:- AS: 0 Morale: 3

Skimmer.

SPECIAL RULES:

Shield drones combine shield generators with sophisticated electromagnetic jamming equipment. All direct fire attacks against a Tau detachment with shield drones must be allocated against the drones first. Only after the drones have been destroyed can the detachment itself be attacked.

THE KROOT

All KROOT are basically different evolutions of the same species, some (THE KROOT WARRIORS) are more success full than others (KROTOX and KROOT HOUNDS). The kroot have the special ability of selective mutation. Basically they eat their enemies and assimilate the part of the enemies DNA that will make them evolve faster. Which part they should assimilate is defined by the KROOT Shapers (Elders). Strange barbaric and terrifying opponents. All Kroot may add 1d6 to their close combat when fighting in woods. (Minis: Kra'Vak infantry from GZG)

SHAPERS

Suggested stats:

MV: 10cm AS: 6 CAF: +4 WPN: KROOT Rifle RANGE: 50cm NUMBER OF ATTACKS: 1 TO HIT: 5+ AS: 0

Infiltrate, rolls 3d6 in CC in woods.

KROOT WARRIORS

Suggested stats:

MV: 10cm AS: 0 CAF: +2 WPN: KROOT Rifle RANGE: 50cm NUMBER OF ATTACKS: 1 TO HIT: 5+ AS: 0 Moral: 4

Infiltrate, rolls 3d6 in CC in woods. Unless there is a Shaper within 10 cm the KROOT will do nothing except defend in CC (and eat the fallen enemies) the round after they have won a CC.

KROOTHOUNDS

MV: 20cm AS: 0 CAF: +4.

Infiltrate, rolls 3d6 in CC in woods.

KROOTOX (These are large Gorilla like Kroot used to haul heavier weaponsinto battle by the KROOT)

MV: 10cm AS: 5+ CAF: +3 WPN: KROOT Heavy Rifle RANGE: 75cm NUMBER OF ATTACKS: 1 TO HIT: 5+ AS: -1 Moral: 4

Infiltrate, rolls 3d6 in CC in woods.

I suggest that the Kroot be organized in the same manner as the Orks, with Shapers filling the role of the Ork Nobz, and Kroothouns/Krootox detachments bolstering the breakpoint/victorypoint of the KRoot Warrior horde.

warhammer2k40k
10/9/03