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Codex: Zain
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Old 02 Oct 2004, 23:50   #1 (permalink)
Shas'Vre
 
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Default Codex: Zain

CODEX: ZAIN

As a Farsight Enclave Explorer fleet was around a system called 'freecon' by the gue'la, they received a stress call from a planet called also by the gue'la 'Bigblue',then we saw that the race on the Bigblue was at war with the Ork's and they were loseing.Commder Farsight himself thought it would be a good idea for them to help out this new race.Commander Farsight sent a Elder and Tau force under his command to distroy all of the Ork's on Bigblue.They sent a call back to the race that called them self's the Zain and tolled them that they were on the way.After the war,the Zain came to join the Farsight Enclave and we have fought along side them for a long time.

This is a Zain codex, not Tau.

HQ

Zain Mithrilord
A Zain Mithrilord is what human's call a "psyker".But not strong as most Zain, they are strongest in mind out of all the Zain, Zain psyker's are uncommin , but not rare. Ost of the time they use a Plasma Small Pistol and a Mithril Staff.The staff boost up the psyker power's, as well as giveing them a HtH weapon. Mush is not know about a Mithrilord, as the keep it a mystery.
HQ
* * * * * * * * * * * *points* * *WS* * *BS* * *S* * *T* * *W* * *I* * *A* * *Ld* * *Sv
Zain Mithrilord.* *70* * * * * *3* * * * *3* * * 3* * *2* * * 3* * * 4* * 2* * * 10* * N/A

Weapons:Plasma Small Pistol, Mithril Staff, Armour of Old.
SPECAIL RULE'S:
Independent Character:Must follow's the Independent Character specail rule's if on it's own.
Psychic Power-Dragon's Blast: The Mithrilord may attempt to use Dragon's Blast on his enemy in his shooting phase.Dragon's Blast counts as a weapon and hit's automatically using the following profile:
* * * * * * * * * * * * * * * Range* Template* *Str* 8* *AP 5* *Assault 1

Armour of Old:A psychic power is allway's alround the Mithrilord. In game play this mean's that the Mithrilord has a Invulneralbe save of 4+.
Mithril Staff:Enables the Mithrilord to reroll failed psychic test.For ten extra pont's, it may also be a power weapon.

Elites

Zain Psykillers
The Zain Psykillers are the most dangerous zain of all, because of how strong they are in HtH.They use a armour that at the end of each armpiece at a push of a button, they shoot's out blades of plasma.That can rip out some of the strongest armour.But the oddest thing's is, that when used on being's of psychic power they somehow then use that power againset them.
* * * * * * * * * * * * points* * * WS* * *BS* * *S* * *T* * *W* * *I* * *A* * *Ld* * *Sv
Zain Psykillers* * 35* * * * * *4* * * * 0* * * *4* * *4* * * 1* * *4* * *2* * * 8* * * *4+
Squad: A Psykiller squad may have up to 1-6 in it.
Weapons:Plasma Blades.
SPECAIL RULE'S:
Plasma Blades:They count as normal power weapons, but against psykers, or thing's that have psychic power's , they count as Lightning claws (i.e. re-roll fail To Wound rolls).

Troops

Zain Longforseen teams
The Zain Longforseen teams are the normal unit's in a Zain army.The weapon they use is the Plasma Small Rilfe, a Rifle with a small range, but vary strong.The Longforseen team's take hard traning,but 80% for the time they become Longforseen Warrior's.Then about 30% of them become, Longforseen Leader's.
* * * * * * * * * * * * * * * * * * * * *Point's* * *WS* * *BS* * *S* * *T* * *W* * *I* * *A* * *Ld* * *Sv
Zain Longforseen Warror's* * *15* * * * * * 3* * * * 3* * * *3* * * 2* * * 1* * *3* * 1* * * 7* * * *4+* * * *
Zain Longforseen Leader's* * +10* * * * * *3* * * * *3* * * 3* * * *2* * * 1* * 3* * 2* * * 8* * * * 4+

Team: The team may have up to 5-10 Longforseen Warrior's.
Equipment:Plasma Small Rilfe.
Character:One Longforseen Warrior out of the team may be upgraded to a Zain Longforseen Leader at an additional cost of +10 pts.
SPECIAL RULES
None.

Fast Attack.
Zain Fastriders
The* Zain Fastriders use what humans call 'Jump Bikes'.Hard to use, the bikes have buit-in weapon's that are made to get in and out fast.The 'Jump' part is becase of a motor that let's them go faster, that is where they got there name 'Fastriders' some time's the enemie doe's not see them.
* * * * * * * * * * * * * Points* * *WS* * *BS* * *S* * *T* * *W* * *I* * *A* * *Ld* * *Sv* * * * * * * * * *
Zain Fastrider* * * * *25* * * * * 3* * * * 3* * * *4* * *3(4)* *1* * *4* * 1* * * 8* * * *3+
Squad: A Squadron consists of* 1-3 Zain Fastriders.
Options:Up to Three bike may have the following weapon's, Plasma Minigun +20 ,Two Missle Hazerd Pod's(Not twin-linked +20, Gold Blaster's +20.One bike may have two Burst cannon's(Not twin-linked) given by the Tau.
SPECIAL RULES
Jump Motor:In assaut phase Zain Fastriders may move 6 more inch's.

Heavy Support
Zain Fardeaths
Zain Fardeaths are the sniper's of the Zain race.Fast and deadly, the Zain Fardeaths or also the Lone Wolf's too.They hate it when they have to set up with the main army.So the Zain let them go and set up when in battle.
* * * * * * * * * * * * points* * *WS* * *BS* * *S* * *T* * *W* * I* * *A* *Ld* * *Sv
Zain Fardeath* * *100* * * * *4* * * * *4* * * *4* * *4* * * 2* * 4* * *3* * 9* * * 3+
Squad: You may take one Zain Fardeath as a 0-1 for Heavy Support.
Weapons:Plasma Long Rifle, Markerlight, Veil of no Seeing, Sword of Fastdeath.
SPECIAL RULES
Veil of no Seeing:When enemy models attempting to fire on a Fardeath , it is as if beening fired on at night.Roll to see if you are in spotting distance by rolling 2D6x3.If the Fardeath is not in spotting range, the unit may not choose to fire at a different target.
Infiltrate: Zain Fardeath* may allway's infiltrate, even if the misson doe's not let them too.
Sword of Fastdeath:This is a Power Weapon.May reroll failed hit's in HtH.

Zain Dragoon
The Zain Dragoon is the Zain's only tank. But is vary deadly indeed.Useing all of the strongest weapon's the Zain have, this tank can do some major damge.It is a Gav tank mush like the tank's we use, The Hammerhead.
* * * * * * * * * * * Points* * *Armour* * *Front* * * * Side* * * Rear* * * * * BS
Zain Dragoon* * 150* * * * * * * * * * * * *14* * * * * * 11* * * * * 10* * * * * *4

Type:Tank, Skimmer.
Weapons:One Long Plasma Cannon, Two Side Plasma Minigun.
Options: May trade it's Long Plasma Cannon for a Mega Missle Hazerd pod +30. May trade it's two side Plasma Minigun's for two Gold Blaster's at no extra cost.


ZAIN WEAPONS LIST.
Plasma Small Pistol:A weapon like the human one, just mush smaller.And a little better.
Range 12"* *STR 6* *AP3* *Pistol*
Plasma Small Rilfe:A smaller type of the Zain Plasma long rifle.It is weaker then the Pulse Rifle in range.
Range* 24"* *STR 5* * *AP5* *Assault 1
Plasma Long Rifle:A mush stronger type of Zain Plasma Rifle. It is a sniper rifle for the Zain Fardeaths.
Range 40"* *STR X*** * AP3* *Assault 1
Plasma Minigun:Mush like the Burst Cannon, weaker, but fire's off more shot's.
Range* 15"* STR* 6* *AP* 6* *Assault 4
Missle Hazerd Pod:A stronger Tau Missle Pod, but less range.
Range* 20"* *STR 6* *AP 4* Heavy 2
Gold Blaster:A weapon like the plasma Minigun, but shoot's little gold balls, that on impact the blow up, like the Space Marine Bolter.But only good at small range's.
Range 10"* STR 7* AP 4* Assault 3
Long Plasma Cannon:The only cannon of the Zain, but is only given to the Dragoon Zain tank.
Range* 50"* STR 9* Ap 3* Heavy 3
Mega Missle Hazerd pod:A stronger Missle Hazerd pod.
Range* 70"* STR8* AP 3* Heavy
__________________


"... and if machine spirit is not roused, the Lithany of Profanity should be spoken, followed by ritual striking of machine with one's fist. After which, depress the red rune again."

[taken from Adeptus Mechanicus manual]
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