Professional Documents
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4
FORWARD
First and foremost, I want to make it clear that the original idea for the Tau and 40k is the IP of
Gamesworkshop. The ideas I have put forth are ideas that I find to be a good fulfilling of what the Tau army
eventually should be. The following is considered a fandex, and is not the official rules or models of the game,
Warhammer 40k. This fandex was produced to make the game more fun and interesting for Tau players and
fans. If you download this or share it with someone else, please pass on this short message.
Fandex by:
Ryan Allen
Tau Special Rules 3
Summary 4
HQ 6
COMMANDER 6
ETHEREAL 6
ELITE 7
CRISIS TEAM 7
STEALTH TEAM 7
TROOP 8
FIRE WARRIOR SQUADS 8
HEAVY SUPPORT 12
XV88 BROADSIDE TEAM 12
HAMMERHEAD GUNSHIP 12
SKYRAY MISSLE DEFENSE GUNSHIP 12
BATTLE-SUIT ARMORY 14
INFANTRY ARMORY 17
VEHICLE ARMORY 19
MARKERLIGHTS 20
DRONES 20
SPECIAL CHARACTERS 21
Victory Points Total / Objective Markers = Objective Marker victory point equivalent
The Tau player’s opponent/s will score victory points using the above formula, while the Tau player will be playing for regular victory points. The opposing
player must be in control of the objective markers at the end of the game in order to count those points. The Tau forces must have more VPs scored than the
enemy has Objective marker VPs to win.
Additional Changes
Changes made from the Tau Empire Codex beyond this point are highlighted in yellow.
Summary
Tau Unit Profiles
WS BS S T W I A LD SV
HQ
Ethereal 4 3 3 3 2 3 3 10 *
Clear Shadow 4 5 5 4 4 6 4 10 3+
XV8 Shas’o 4 5 5 4 4 4 4 10 3+
XV8 Shas’el 4 4 5 4 3 3 3 9 3+
ELITE
XV8 Shas’vre 3 3 5 4 2 3 2 8 3+
XV8 Shas’ui 2 3 5 4 2 2 2 8 3+
Stealth Shas’vre 3 4 4 3 1 4 2 8 3+
Stealth Shas’ui 2 3 4 3 1 3 2 8 3+
TROOPS
Fire Warrior ui 3 3 3 3 1 3 2 8 4+
Fire Warrior la 2 3 3 3 1 2 1 7 4+
Kroot Shaper 4 3 4 3 3 4 4 8 -/6+
Kroot 4 3 4 3 1 3 2 7 -/6+
Kroot Hound 4 0 5 3 1 5 3 7 -/6+
Krootox 4 3 6 3 3 3 3 7 5+
FAST
Pathfinder ui 2 4 4 3 1 3 1 8 3+
Strain Ldr 4 3 3 4 1 5 3 9 5+
Sting Wing 4 3 3 4 1 5 2 6 5+
XV9 Hazard 3 3 5 5 2 3 2 8 3+
HEAVY
XV88 Shas’vre 3 4 5 4 2 3 2 8 2+
XV88 Shas’ui 2 3 5 4 2 2 2 7 2+
Vespid Queen 6 3 5 6 3 2 3 10 3+
SPECIAL
Fleschette Drone 2 * 3 3 1 5 1 X 4+
Gun Drone 2 2 3 3 1 4 1 x/* 4+
Marker Drone 2 4 3 3 1 4 1 - 4+
Shield Drone 2 - 3 X 1 5 1 - X
Smoke Drone 2 - 3 3 1 5 1 - 4+
Sniper Drone 2 4 3 3 1 4 1 - 4+
X always means to use the drone controller’s stat line
* Check models special rules
Tau Vehicle Profiles
VEHICLE/ ARMOR FRONT SIDE REAR BS
Devilfish Troop Carrier 12 11 10 3
Hammerhead Gunship 13 12 10 4
Piranha Light Skimmer 11 10 10 3
Skyray Missile Gunship 13 12 10 4
ETHEREAL
FOC Availability:
1-2 Ethereals
Inspiring Presence
Ethereals give all Tau units the ability to re-roll any missed morale checks( excludes Kroot, Vespids, and Drones). If night-fighting rules are in play, check for spotting distance.
Any unit joined by an Ethereal becomes fearless.
Price of Failure
If a friendly Ethereal is killed then every Tau on the tabletop must take a morale check at the start of their next turn. (excludes units falling back or in close combat) If failed the
effected Tau unit (units effected by inspiring presence) will have to fall back. If passed that unit now has preferred enemy.
ELITE
CRISIS TEAM Model Pts WS BS S T W I A Ld Sv
FOC Availability: 1-3 Shas’ui 25 2 3 5 4 2 2 2 8 3+
Team: 1-3 Shasʼui
Shas’vre +5 3 3 5 4 2 3 2 8 3+
Unit Type: Jump Infantry
Equipment: Each team member is equipped with an XV8 Crisis Battle-suit and must select 3 hard point
systems from the battle suit armory.
Options: One Shasʼui per team may be upgraded to Shasʼvre for 5+ points, and may select additional items
from the Battle-suit War-gear list, including special issue items.
Special Rules
XV8 Battle-suit
Battle-suits grant the wearer the Acute Senses, Relentless and Deep Strike special rules.
-May upgrade weapon system to a Fusion Blaster for -May upgrade weapon system to a Spectrum Marker
+4 pts Pod for +22 pts (may not purchase a markerlight). If
-May upgrade weapon system to a Plasma Rifle for taken Shasʼvre will have no weapon other than the
+10 pts SMP.
-May take a Markerlight for +10 pts -May take 1-2 Sniper Drones if a Drone Controller
taken at +30 pts a piece( Stealth Shasʼvre only).
Special Rules
Drone Controllers that have Stealth Field Generators confer stealth to their drones. Stealth squads may infiltrate when missions allow. Battle-suits give the
Acute Senses, Relentless and Deep Strike special rules.
TROOP
FIRE WARRIOR SQUADS
FOC Availability: 1-6
Team: 6-12 Model Pts WS BS S T W I A Ld Sv
-May take EMP grenades at +3 pts. per model -Team can take Photon grenades at +1 pt. per model
-Team can take Holo grenades at +2 pts. per model (not available if team selected Holo grenades)
(not available if team selects or has photon grenades)
One Shas’la from each team my be upgraded to a Shas’ui for +5 pts., the Shas’ui has access to the Tau Infantry War-gear list. Shas’uis always bond their
soldiers to them, and count the team as having a bonding knife
-Shas’ui may purchase a Markerlight for +10 pts. -Shas’ui may purchase any grenades available to the squad
-Shas’ui may replace their Pulse rifle for a Rail Rifle at +8 pts.
The ultimate result, the core purpose and usefulness as the empire’s forward battlefield operators & observers were preserved, as was the cores ability to
perform with potency given its reduced size. Though still considered to be a trial program, early results are showing great returns on the new investment of
technology and methodology.
Unit Type:
Jump Infantry (Jet packers)
Trailblazer
Pathfinders & their drones have been outfitted with special jet packs that have an over thrust option; which allows them an unprecedented amount of speed for
a short time, however the system requires a cool down period after use before it can be used again. Pathfinders and their drones may make a 24” move at the
start of their turn, but may not shoot and must go to ground once the move is completed.
Options:
May take a Neutron Dampening Field for the entire strain for +30 pts. The NDF was developed from the neutron
technology of the Vespid race. The field is made by applying a crystalline jelly to the Sting-Wings. Emissions
made by the crystal coat, throws off a neutrino pulse that retards the equilibrium of any creature that gets close.
The NDF reduces all enemies close combat attacks by -1, down to a minimum of 1 attack.
Special Rules:
Deep strike, fleet of wing, skilled flyer( may re-roll failed Dangerous Terrain tests.
*Drone Controller- XV9 suits may have drones and use their Vectored Retro-Thrusters to escape from close
combat as per the Tau Empire codex. If they choose to do so, they abandon their drones which are destroyed,
but in the turn this occurs the XV9 automatically passes its initiative test to disengage.
Special Rules:
Acute senses, deep strike, internal photonic dischargers( counts as having defensive grenades), bonded( may always attempt to regroup)
HEAVY SUPPORT
XV88 BROADSIDE TEAM
FOC Availability: 1-3
Model Points WS BS S T W I A Ld Sv
Team: Consists of 1-3 Shasʼui
Hive Mentality
If a queen is on the board all Vespid units may use her leadership value if they can see her.
Neutron Mauler
Range S AP Type
12” 6 3 Assault 5
This weapon has been developed especially for the Vespid queens in mind, for when the earth caste made this weapon, they incorporated a power bleed off
nozzle. The queens when they get into close combat, will engage the nozzle to push the neutrino radiating power through several outlets along the barrel. The
size of the weapon, and the type of radiation it produces means only the queens can use them. It uses a much larger crystal and Tau induction pulse field to
allow the weapon to discharge multiple shots in rapid succession.
ARMORY
BATTLE-SUIT ARMORY
WEAPONS SYSTEMS
Airbursting Fragmentation Projector Fusion Blaster 12 pts/ 18 pts
Special Issue 30 pts Missile Pod 12 pts/ 18 pts
Burst Cannon 8 pts/ 12 pts Plasma Rifle 18 pts/ 27 pts
Cyclic Ion Blaster Special Issue 15 pts Rail Rifle 14 pts/ 21 pts
Flamer 4 pts/ 6 pts Spectrum Marker Pod Special Issue 30 pts
This markerlight pod has the ability to mark multiple targets at once.
Utilizing a hardwired nano AI network within the weapon itself, the pod is
SUPPORT SYSTEMS
Advanced Stabilization System bigger and operates using a limited drone network to expand the amount
Allows suits heavy equipment systems, that have no jet packs to use the of drones an operator can command to eight instead of 2. The new
Slow & Purposeful special rule for the rest of the turn. controller was developed specifically to assist in the Pathfinder division of
the army and is currently only being deployed in the new XV14
Black Sun Filter Reconnaissance suits. All the drones taken by the operator are considered
The unlimited use of technology by the Tau allows them to come up with to be a retinue for an independent character.
equipment that bridges the gap between what a Tau worrier can do and
needs to do. This advanced optical filter allows the user to ignore the night Positional Relay
fighting special rule. In addition, if the user of the filter is attached to a A super speed communication relay system, that sends & receives a full
unit that does not have the filter, can choose to forego his shooting ability array of communication wavelengths. Used to bring troops to key points on
in the shooting phase, and instead relay the shooting coordinates to the the battlefield swiftly; its second purpose is to disrupt and interrupt enemy
rest of his squad. If this is done, the squad must shoot at the communications. Both are done using encryption relay bursts. If the
predetermined target without penalty, however the enemy unit may take a bearer is on the game table he may choose, at the start of turn 2 onwards,
5+ cover save. to either bring a single unit in his army that is in reserve onto the table on
a roll of 2+; or to try and keep an enemy unit from arriving via reserve. If
Command & Control Node he tries to the deter an enemy unit from arriving, the unit that the
AI assisted transmission system that helps to coordinate unit priority and positional relay bearer selects must roll a 6+ in order to arrive from
firing solutions. Giving commanders a better ability to increase the reserve.
accuracy of their troops in battle. The bearer may select 1 enemy unit on
the table per turn, any friendly models within 12” of the bearer receive a Shield Generator
+1 to the BS value if they are firing at the designated target. Produces an energy field around the bearer. Confers a 4+ Invulnerability
save.
Drone Controller
A model with a drone controller must take 1 or 2 drones in any Stealth Field Generator
combination (Sniper Gun Drones reserved for Stealth suits). If the bearer Produced by many small nodes fixed to usually a suit or drone, surrounding
of the controller should fall in battle the drones will return to base. the model with a distortion effect similar to a mirage. Making the
(removed from play). extremely difficult to spot or even target. Enemy targets attempting to
target a stealthed model MUST use the night fighting spotting distant rule
Multi-tracker to check for ability to fire on the unit. If the enemy spotting check is not
Fire control system mounted on a sensor node, allows infantry and jump within range, the model may not choose to fire at a different target. Units
infantry to fire two weapon systems in the same turn. in a stealth field are considered to be in cover. Barrage weapons roll an
extra D6 for scatter. SFG covers any drones taken by the user.
Nexus Drone Controller
The system that makes the Nexus Drone Controller possible, is similar in
function and design of the regular drone controller. However it is much
Target Lock Vectored Retro-Thrusters
Is a target acquisition system that allow the user to fire its weapons at a An additional maneuvering jet pack harness that grants additional accuracy
different enemy unit than the rest of the squad the bearer is with. in movement, and quickness that allows its user to avoid enemies that get
to close. User gains the universal special rule Hit & Run. If users have
Targeting Array drones and use VRTs the to get out of close combat, the drones remain
An targeting accuracy matrix that shows the user the best possible firing behind and are destroyed by the enemy.
solution. Grants the user a +1 to their BS stat.
WAR GEAR
Network marker-lights always hit on a 3+ and their effects used by the firer.
WAR-GEAR LIST
Except for the following entrees below all equipment follow the Tau Empire Codex
Except the options listed below, all options in this section follow the Empire Tau codex.
roll of 2+, but because it is AI and laser guided, it does not scatter. Roll to
Black-sun Filter wound as normal. No cover save.
Technology that allows vehicles to operate at night time as if it were the
middle of the day. A vehicle with this upgrade ignores the night fighting Stinger Missile
special rule. Also mounted on a Seeker missile platform, this design was made to
specifically strike at the soft rear armor of enemy vehicles. The missile
Fragmentation Missile sacrifices a little punch power for the maneuverability it needs to do the
Using the AFP technology to mount this option on a Seeker missile body. job. Its upgraded scanners allow it to target the weakest portion of armor
This new fire support option offers an anti-infantry option for cadres on the on the vehicle. This missile always hits on the rear armor of any vehicle it
battlefield. This missile can replace any Seeker Missile on a Skyray Missile is fired at. Stingers have a BS of 5. May replace Seeker missiles on the
Defense gunship. Any regular vehicle may select to take this missile. When Skyray Missile Defense gunship for +5 points per missile. May be selected
fired with a marker light, place the blast template on the target, hits on a for regular vehicles.
MARKERLIGHTS
During the 3rd sphere expansion, the extended amount of use of markerlights and their indisputable value for precision strikes against the enemies of The Greater Good;
additional techniques and resources have been directed toward expanding the use of the markerlights. After much testing, the earth caste found that a new system of
frequencies used to mark a target, actually made the plasma from the Tau pulse technology more potent; as the interacting plasma molecules were made more unstable when
intersecting with the markerlight frequencies. The resulting combination, makes pulse weapons more potent. To represent this, any pulse weaponry that is using a markerlight
hit to up that unit’s BS when firing at an enemy who was stationary in the previous turn, will count as a rending weapon for the rest of that shooting phase. Pulse weaponry is
defined as burst cannons, carbines, rifles, and pistols.
DRONES
Drones are independent artificial intelligences programmed to protect the Tau. Unlike other races, the Tau make extensive use of machine intelligences.
Normally drones will require regular orders from a Tau, but when combined with other AI’s they become able to act independently for longer periods of time.
Drones do not count toward morale checks or casualties when controlled by a drone controller, and therefore cannot count toward taking objectives. When
drones are in squadrons however, they follow the normal rules for moral and leadership.
Shield drone
Flechette drone Equipment: WS BS S T W I A LD SV
WS BS S T W I A LD SV
Equipment: Jetpack, Shield 2 - 3 X 1 5 1 - X
Jetpack, flechette 2 - 3 3 1 5 1 - 4+ generator
dischargers Unit Type:
Unit Type: As owner
As owner Special Rules:
Special Rules: Shield drones always have the same toughness and armor save as their
This drone is primarily used for units that have a high likelihood of getting controller. Also the shield generator gives a 4+ invulnerable save.
into close combat. Outfitted with the same type of dischargers that are
mounted on Tau vehicles. These dischargers fire off whenever an enemy Smoke drone WS BS S T W I A LD SV
charges their unit. Before any close combat attacks take place, roll one D6 Equipment:
for each enemy model that will be counted in close combat. On a roll of 4+ Jetpack, Smoke 2 - 3 3 1 5 1 - 4+
that model takes a wound. Enemy may take saving throws as normal. launchers
Unit Type:
Gun drone As owner
Special Rules:
WS BS S T W I A LD SV Smoke launchers when used convey a 3+ cover save to the unit they are
attached to. In addition they give the unit they are attached to the Hit &
2 2 3 3 1 4 1 6-10/- 4+ run special ability if the unit is assaulted while the drone is in play. When
rolling for the initiative test the unit will use the drone’s stat line for the
Equipment: test. Once used the drone is taken off the table at the end of the turn.
Jetpack, twin-linked pulse carbines
Unit Type: Sniper drone
WS BS S T W I A LD SV
Jump Infantry as a squadron, as owner if drone controller Equipment:
Special Rules: Jetpack, rail rifle, 2 3 3 3 1 4 1 - 4+
Gun drones when in a squadron will pool their AI consciousness’ to make stealth field generator,
better and faster decisions. Group of 4 or less drones in a squadron start at target lock, and
6 leadership, for each drone above 4 they will increase their leadership by targeting array (bonus included in profile above).
1 pt up to a maximum of 10. Unit Type:
As owner
Marker drone Special Rules:
WS BS S T W I A LD SV May only be taken by Stealth suit Vres.
Equipment: 2 4 3 3 1 4 1 - 4+
Jetpack, networked
markerlight
Unit Type:
As owner
SPECIAL CHARACTERS
COMMANDER CLEAR SHADOW
(M’yr’rra) Unseen Shadow Points WS BS S T W I A Ld Sv
Custom XV836
Clear Shadow is a commander that loves to take commonplace and accentuate it the point where some in the Empire whisper of his departure from the greater
good. One of the clearest examples of this can be seen by looking at his suit. Using the more deft and smooth servos, neural sensors, gears, and controls of a
utility XV3 suit; the commander overhauled his suit, making it more lithe and light in weight, closing the gap between Tau and machine. With the new
modifications his machine moved almost twice as fast as a regular XV8 suit. His movements are fluid enough to let him move through forests or terrain almost
as easily as a infantry warrior. Next he had the armor remolded and circuitry rewired to accommodate for extra thrusters and specialty weaponry and gear
mounting. If not for his impeccable service and long record of success in predictably losing odds, and non-conventional battle needs, the whispers could be
thought of as true. The Auns of the empire have found his skills most useful though, especially with more and more battlefields across the expanding races
territory falling into a category of battle that can only be called, special operations. And Clear Shadow couldn’t be happier, to serve, and to be a custom
instrument of his race.
Super Stealth
Clear Shadow’s stealth has been noted as legendary and even taught in the war colleges. As many opponents have tried to bring him into close quarters and
have ended up engaging empty ground where they thought this Tau warrior was. When rolling to spot the commander, the enemy may only roll 2D6 for
spotting distance. Also when assaulting this character, after the enemy has made their assault move, but before combat starts; Clear Shadow may attempt to
make a Hit & Run fall back move prior to any attacks taking place on a 1D6 roll of 5+. If successful, he may move in any direction as long as he is not within
1” of any enemy model. The enemy units that charged do not get a consolidation move, and may not assault anyone else this turn.
Shadow Tactics
Clear Shadow is Well known for his strict training for city fighting, and guerilla tactics, sabotage and other such strategies. As a result, all friendly Tau infantry
units will get the Hit & Run and stubborn universal special rules.
Advanced Scouting
M’y’rra specializes in warfare where his troops can move about and hit the enemy where it hurts before they even know his force is there. A lot of times
relying on speed and stealth to get the job done; and many time doing it behind enemy lines. The commander gets to take an extra Fast Attack FOC slot and all
friendly Tau units get the Scout universal special rule. Pathfinders will get a 12” scout move. Due to this style of war, heavy support can be hard to come by
and more often than not give up the element of surprise. Clear Shadow’s army may not take any heavy support vehicles.