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The Tau are older than we think...
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Old 24 Jan 2006, 00:21   #1 (permalink)
Kroot Warrior
 
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Default The Tau are older than we think...

So im reading the conversions forum and GreyDeath and i seem to be on the same mental wavelength.

check out his models at http://forums.tauonline.org/index.php?topic=17113.0

__________________________________________________ ___________________________

The Idea of warrior monks in 40k is an absolute dream to me, and since your first awesome model pretty much embodied in my head what i wanted, i think i have to post this.

I called them the "Tei", Its like Tau, but means "limitless power" instead of "the way"Its a codex i was working on, its an army of monks, but not entirely. they embody Yin and Yang, yang being the spiritual, and yang being the technological. Some units can "buff" (whoa mmorpg term) eachoter. anyways, read it and tell me what you think.

this codex is not complete, but it is immensly long. Too long to post here, ill put it up on yousendit, and repost it if it gets a good response and more people want it up after a week.

Also note that id be re-writing some fluff here, and "realistically" the tei could never exist in the GW univers. they'd still be hella fun to play.

http://s65.yousendit.com/d.aspx?id=0...U1YPA4WJJZKRX0





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Old 24 Jan 2006, 00:29   #2 (permalink)
Shas'Vre
 
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Default Re: The Tau are older than we think...

Thats really cool.
I like the idea alot.
And I will read the codex and check it out and let you know.
Great idea and cool idea.





WOW!
I just took a look at it and Wow its impressive.
Nicely done and well thought out.

I cant wait to read threw it.

Awesome! ;D
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Old 30 Jan 2006, 18:19   #3 (permalink)
Kroot Warrior
 
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Default Re: The Tau are older than we think...

Actually...lets just post it in halves.

Lets hear your comments and balance concerns, I want to make this playable

__________________________________________________ ____________________________

Tei Special Rules and wargear

The Tau are older than we think…Millennia before the Tau we know today came into existence, they were a unified race known as the Tei. They banded together in large tribes, all united, seeking the perfect balance between spiritual and physical perfection. They developed the skills known as chi energy, and this became their dominant focus. Some Tei however were natural tinkerers, and began to believe that science should be pursued more avidly.

This did not sit well with the Grandmasters of the Tei, and the Tei regime soon became divided. Legends differ, the Tei say the tinkerers abandoned the Regime. The Tau today claim they were banished. In any case The Tinkerers continued their quest for scientific knowledge separate from the Tei regime. So devoted to this task were they, that they lost all contact with the spiritual world, giving them the minunscule warp presence they enjoy to this day. Their pursuit of science lead to the development of great weapons. And with great weapons came great wars. The Tau would nearly destroyed themselves if the Tei had not interveined, sending a few of their finest adepts under the title “ethereal”, they devoted themselves to saving and renewing the Tau race.

While all this was going on, the Tei continued their search for spiritual perfection. And as of yet they were unsuccessful. Until one day, a quick witted adept saw a connection that no other had seen. The Tau were in fact on to something with the pursuit of sciences. All the universe is like one great balance, and the Tei had been ignoring one key component. The Tei grandmasters saw the logic in the young adept’s thought, and the Tei began scientific study. After much study of old Tau scientific knowledge, the Tei arrive where they are today.

A harmonious balance of spirituality and technology, they Tei had found the Way.


Special Rules

The Need For Balance: The Tei have a supreme understanding of the ebb and flow of the forces of the world. They do not allow for one side of the Yin/Yang to overwhelm the other. It is under this belief that the Tei organize their military troops. In a battle that contains only an Ascendant of Yang as an HQ choice, all elites choices must also be of the Yang discipline, all Troops, Fast attack, and Heavy Support must be chosen from the Yin discipline. The reverse is true if the HQ is only an Ascendant of Yin: all Elites choices must also be of Yin, and all Troops, Fast attack, and Heavy Support choices must be of Yang. If both Ascendants are present then Choices may be made freely so long as they follow the force organization chart.


Enchantments: The Tei understand that all things in the world, no matter how seemingly insignificant are intertwined and are part of the natural occurrence of things. Their armies are built around similar principals, in which no unit has to be in battle completely unsupported, most units will be linked to each other in one way or another.
They focus their inner strength in the form of Chi energy. This Chi can be compared to the Psychic powers of other races; there is one major difference however. Most chi powers that are not directly offensive will have the ability to be cast on the owning unit, or any friendly infantry unit within range. Once cast, these Chi powers can be maintained in the form of enchantments. An enchantment can be reapplied to the owning unit once its effect wears off (like a normal psychic power). To keep a power on a friendly unit, the unit with the casting member must remain stationary for the whole turn and in the phase that the chi power would wear off, it may be refreshed on the same unit even if it has moved out of casting distance with the following penalties: The casting unit must pass a leadership test at -1 leadership or the Chi power will have no effect. The -1 effects are cumulative,
eg: Chi bubble has been enchanted on a unit of Yin Chujia for 2 turns, if the casting model wishes to refresh the enchantment, he must pass a leadership test at -2 leadership. (original, -1 for one turn, -1 for another turn).
Casting distance for any Chi power being used as an enchantment is 18” at the time of first cast.
If a casting unit wishes to change what unit it is enchanting, it may cast the Chi power as normal on a different unit at normal leadership. The first unit gains no further benefit from this enchantment.
Units with Chi powers may not suffer perils of the warp attacks since the energy is drawn from their inner energy and not the warp. If a unit is assaulted while maintaining an enchantment, the enchantment’s effect wears off immediately, if the model owning the power is killed, the effects wear off immediately as well. Squads maintaining an Enchantment gain no benefit from cover.
Any skill defined as an Enchantment is subject to these rules

Nanomachines
: The upper levels of Tei technology revolve around the use of nanodrones. These tiny spider like machines range from the size of a molecule, all the way up to the giant Strider Walkers while maintaing the same basic form. All Tei vehicles are made up of billions of these self-producing drones, giving them an organic existence while maintaining a mechanical form. Whether they are produced to self destruct as like the man-portable nanodrone bombs, or hover above the battlefield transporting Tei infantry, nanodrones are an essential part of any Tei army. Their ability to reproduce independently gives Tei vehicles an edge on the battlefield. While not as fast as elder skimmers, or as hardy as Imperial Guard tanks, the following special rules apply to all Tei vehicles. A downed Tei vehicle is not necessarily out: if a vehicle suffers an “immobilized” or “weapon destroyed” result from a glancing hit, roll at d6 at the beginning of each new Tei turn. On a roll of 6 the damage is repaired. (Ex: a Strider is hit by a krak missile and after rolling on the glancing hits table scores a weapon destroyed result. At the beginning of each new Tei turn a d6 is rolled, if a six is ever rolled the weapon returns to normal functionality.) Immobilized skimmers do crash, but do not count as destroyed. Count them as standard immobilized vehicles.

Weapon Discipline: The close combat weapons of the Tei require extensive training to be used to their full potential. Units who are given the option to take any Sais / katanas / bo staves / or katars must practice endlessly in their chosen discipline. For this reason, Tei close combat choices always confer a +1 attack bonus to a model’s profile, but these units are not permitted to take a second close combat weapon (eg: no pistols, or short ranged weapons)


Armoury


Two Handed Weapons:

Sais: 8/3 pts per model
Katars: 10/3 pts per model
Bo Staff: 5/1 pts per model
Katana: 10/4 pts per model
Kinetic Gauntlets: 30 pts
Nano GL: 25 pts


One Handed Weapons
Incendiary Shuriken : 5/3 pts per model
Shocker Coil : 10/3 pts per model
Needler: 15/10 pts per model
Kinetic Gauntlet: 25/15 pts
Chi Blade : 30 pts


Wargear:
Concentration Amulet 10 pts
Sneak Suit: 15 pts
Smoke Canisters: 10 pts
Infared Sensors: 10 pts
Vtol Bike: 30 pts
Tripwires: 10 pts
Dan Charm: 5 pts
Third Eye: 15 pts
Nano Drones: 20 pts
Grappling Hooks : 5 pts


Dominant Chi disciplines
Chi Bubble: 20 pts
Chi Wall: 50 pts (one per army)
Soul Resonance: 15 pts
Chi Blast : 10 pts
Chi Bomb : 20 pts
Fuguang (1 use only) :15 pts
Wind of Chi : 15 pts
Ascended Movement: 15 pts

Lesser Chi disciplines
Imbue Melee: 20 pts
Imbue Ranged: 20 pts
Grant strength: 10/20 pts
Grant toughness: 30/20 pts
Grant Reflex: 8/15 pts
Heart of the Warrior: 30 pts
Feet of the wind: 10pts
Chi Aura: 15/10 pts
Exchange of Suffering: 30 pts
Chi Ball: 10 pts

Points Values/Limitations: Where two points values are specified, the first value is for independent characters, and the second is for Zhenren (and in some cases squad members). An Ascendant of Yin may have no more than 70 pts of wargear and 40 pts of Chi Disciplines. An Ascendant of Yang may have no more than 70 pts of Chi Disciplines and 40 pts of wargear. A Zhenren of Yin may have up to 50 pts of wargear and 25 pts of Chi disciplines. A Zhenren of Yang may have up to 50 pts of Chi Disciplines and 25 pts of Wargear.
Models may carry two weapons, but only one of them may be two handed. Chi powers do not count towards this limit. Any model with access to the armoury may only take one Dominant Chi discipline, and any number of lesser chi disciplines, unless they are equipped with 1-2 Dan Charms in which case they can take 1-3 Dominant Chi disciplines, paying for each charm and discipline as well.

Wargear:

Amulet of Concentration: Models equipped with an amulet of concentration add +1 leadership when checking to maintain enchantments.

Dan Charm: can be purchased as a single or as a pair (at 5 or 10 pts respectively) each charm present allows for one more Dominant Chi discipline to be purchased.

Grappling Hooks: Models with Grappling hooks may treat vertically impassible terrain as difficult terrain.

Nano Drones: Nano Drones are small, fast, arachnid like robots which carry an explosive charge. A unit may release Nano Drones in the shooting phase as if firing a heavy weapon. Once released Nano Drones act on the accord of their meager AI programming. They will move towards the nearest enemy unit that is not engaged in close combat. They move 6” in the movement phase and may use the “fleet of foot” rule in the shooting phase. They also count as having the “Leaping” special ability and as such must assault the nearest enemy unit in the assault phase if there is one within 12”. When a Nano Drone attacks a unit of infantry, It uses an initiative of 5. If it attacks first in combat it will self-destruct and cause a: str4 ap3 blast to the surrounding unit. If the enemy unit gets to strike first it may try to destroy the Nano Drones before it can self-destruct. The Nano Drone Base has a toughness value of 3, 3 wounds, and a 5+ save. These values are used when rolling to shoot/wound a unit of Nano Drones before it enters close combat. If a Drone assaults a vehicle, it scores an automatic glancing hit on a roll of 3+, roll on the glancing hits table as usual. Nano Drones are removed from play after the assault phase in which they launched their attacks.

Infrared Sensors: A model equipped with infrared sensors augments its line of sight while the night fight rules are in effect. The owning player may choose to either roll for sight range normally, or use the infrared sensors. When using the sensors, simply select a target unit and roll a D6, on a 4+ the line of sight can be drawn to the target as normal. If the intended target is infantry, and there is a mobile vehicle within 6” of it, the unit cannot be targeted: the vehicle’s engine/exhaust causes sufficient heat to obscure the infantry. The vehicle is now the only unit the shooting models can fire at in this turn. Infrared sensors can be used to target vehicles primarily however.

Smoke Canisters: Smoke canisters are used in the movement phase, before the owning unit moves. For the rest of the enemy turn use night fighting rules when checking sight range to that unit. Smoke Canisters are one use only.

Sneak Suit: Models in a sneak suit can move noiselessly through any terrain. Models may infiltrate if the infiltration rules are in play, they add 6” of distance when enemies are checking range to shoot them and when moving through difficult terrain they may roll 3d6 and choose the highest instead of the usual 2d6. A model in a sneak suit has its save increased to 3+.

Third Eye: This mechanical device is linked directly to the wearer’s brain via a positronic uplink. The Third eye can transmit and receive information faster than normal neurons in the body. This allows the wearer to make near-instantaneous decisions and calculations making them seem to anticipate events before they even happen, in game terms this device grants the wearer a 5+ invulnerable save.

Trip Wires: Trip wires can be activated once per game. A unit with trip wires activates them at the beginning of their movement phase. Place a marker where the owning model started, move the unit, and place a second marker where the owning model ended its move. After this, any enemy unit with models moving between these two points suffers D6 str5 ap5 hits. Remove the markers after the trap is triggered.

V.T.O.L Bike: This hover bike, although not as complex as elder technology provides the same effect. It functions as a normal jet bike in all respects: (movement and increased toughness). V.T.O.L Bikes are armed with twin-linked needlers imbedded in the chassis.

One Handed Weapons
:

Chi Blade: A chi blade is a one handed weapon of which the design is unimportant. It is merely a handle that is used as a focus for chi energy. The blade is formed of the user’s own chi energy which can produce a blade that is infinitesimally thin. Able to easily pass through any material, a chi blade is counted as a force weapon in all respects.

Incendiary Shuriken: a short ranged throwing weapon, the incendiary shuriken is hurled by a unit usually trying to soften up a target before an assault.. They also function as frag grenades in close combat.

Shocker Coil: The shocker coil fires out a barbed nano-device which sustains an electric charge. Once imbedded in a targets flesh the Shocker Coil delivers an extremely high voltage shock. Obviously, it would be difficult for a shocker coil to implant itself in a heavily armoured target, and as such its strength will vary depending on what it is being shot at. The Shocker coil has a strength equal to the armour save of the target. Eg: shocker coil shoots a space marine whose save is 3+, the shocker will hit with a strength of 3. when shooting a guardsman it would have strength 5.

Needler: The needler is essentially a tank of highly compressed gasses and a large drum of lightweight electrically charged needles. The needles are expelled from multiple tubes at a very high rate of fire, individually causing little damage, but fired as a pelting barrage can cause surprising results.

Two Handed Weapons
Sais: The small dagger-like sai causes little damage on its own, but a well placed strike can hit a critical location and severely injure or kill a target. Sais grant +1 attack and function as a rending weapon.

Katars: These weapons of simple design are essentially spikes that are attached to ones fist. They are lightweight however and can be moved very rapidly. Katars grant +2 attacks rather than the normal +1.

Bo Staff: This preferred weapon of the monk does not have the armour piercing ability of a katana, or the speed of katars, it is powerful and reliable however, granting the user +1 strength.

Katana: The katana, made of folded adamantium is capable of cutting through most conventional armour. It functions as a power weapon.

Kinetic Gauntlet: The kinetic gauntlet has no use for grabbing or crushing, but packs a wallop when a punching motion is used. The Kinetic Gauntlet doubles the user’s strength in close combat, while always striking last. Can also be purchased as a pair, in which case they grant +2 attacks.

Nano GL: Working with the same basic technology as Nano Drones, the Nano Gl fires a cluster of nanites who fly towards their intended target and explode on contact. Can be fired as a wide angle cluster (flamer template), or a more direct and long ranged shot (heavy 1/ blast)

Antimatter Cannon: This twin-barreled weapon stores crystals of antimatter in a tank which contains a small warp bubble. It has taken centuries to be able to stabilize this technology but it has produced an exceedingly powerful armour piercing weapon. When the charge is expelled from the barrel, it contacts nearly instantaneously with the target. The collision between matter and antimatter causes a spontaneous fusion reaction turning the target into a small sun which implodes instantly, leaving nothing but minor residual heat.

Particle Accelerator: the Big Brother to the Antimatter Cannon, the particle accelerator uses the same principles of matter-antimatter collision but on a much greater scale. Created from a large acceleration ring, a lattice of antimatter is spun to speeds nearing that of warp travel, then are launched out of the barrel impacting with the target in a similar fashion to the Antimatter Cannon. After a hit from the Particle Accelerator most targets simple cease to exist.

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Old 30 Jan 2006, 18:23   #4 (permalink)
Kroot Warrior
 
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Default Re: The Tau are older than we think...

Chi Disciplines and Unit Entries

__________________________________________________ _______________________

Dominant Chi Disciplines
Chi Bubble: Enchantment. Cast: Movement phase. All models within a 6” diameter of the effected model are granted a 5+ cover save for the purpose of shooting only. Chi Bubble lasts until the beginning of the units next turn.

Chi Wall: This powerful skill is cast in the players own movement phase. A leadership test must be passed in order to use this skill. The wall extends 6” one direction from the caster, and 6” in the opposite direction. If a shooting enemy unit draws line of sight through this barrier, any units on the other side may not be seen. This can provide a column of safety (if only for one turn) for many units. Also, units may not launch assaults through the wall. Chi Wall lasts until the beginning of the next movement phase, a unit casting Chi Wall may not take any other action in this turn, as supporting it takes their full attention. Chi Wall may not be maintained as an enchantment.

Soul Resonance: Enchantment. Cast: own shooting. On its own, Soul Resonance is a useless skill. It is required to have at least one other able model with this skill on the table for this Chi Discipline to have a use. Each model must take a leadership test at the beginning of their shooting phase instead of firing a weapon. Trace a line between the two models; any units caught in this line take d6 str 5 ap- hits as the two models attune their souls to the exact same frequency. Soul Resonance has Unlimited Range but requires line of sight between all models involved.

Chi Ball: : Chi Ball is used in the shooting phase instead of firing a weapon. It is the staple ranged ability for the disciples of Yang. The owning model moulds his chi into a palpable ball of energy and hurls it at an enemy. It fires with the following profile. Range 24” str4 ap6 rapid fire.
Cannot be maintained as an enchantment.


Chi Blast: Chi Blast is used in the shooting phase instead of firing a weapon. A leadership test must be passed in order to use this skill. It fires with the following profile. Range 30” str6 ap6 assault 1 blast.
Cannot be maintained as an enchantment.

Chi Bomb: Chi Bomb is used in the shooting phase instead of firing a weapon. A leadership test must be passed in order to use this skill. It fires with the following profile. Range 36” str ”X” ap4 ordinance heavy 1, indirect fire. Chi Bomb has a strength equal to the number of remaining wounds in the unit firing it (up to a maximum of 10). Eg: an Ascendant of Yang at full wounds would cast a chi bomb with a strength of 3. If a whole unit is dedicated to it (in the case of a zhenren supported by a squad), it can have a strength between 1 and 10. This squad may do nothing else in this turn.

Fuguang: The Tei have a deep understanding of the ebb and flow of the world. They understand the changes between light and darkness, night and day. Fuguang is cast in the movement phase before any moves are made. A leadership test must be taken in order to use the skill. If night fighting rules are in effect at the time of casting, Fuguang eliminates these for one turn, if night fight rules were not in effect at the time of casting, they come into effect for one turn. Fuguang may be used only once per owning model and may not be maintained as an enchantment.

Wind of Chi: Wind of Chi is used in the shooting phase instead of firing a weapon. A leadership test must be passed in order to use this skill. If successful, Select an enemy unit within 12” of the casting model and roll a d6. If the casting player rolls higher than the majority toughness of the enemy unit, that unit is pushed away from the caster d6”. If this move forces the enemy unit into impassable terrain or off a table edge, count them as destroyed for the purposes of victory points. Wind of Chi may not be maintained as an Enchantment.


Ascended Movement: Enchantment. Cast: own movement. If successful, designate a friendly infantry unit within 18” which may be the casting unit itself. For the next turn the affected unit leaves their corporeal bodies and travels the winds to have their bodies reformed some distance away. Units affected by Ascended Movement function as if they were equipped with jetpacks.

Lesser Chi Disciplines
Imbue Melee: Enchantment. Cast: own movement. If successful, during the next turn, the effected models prowess in melee is augmented and they are able to re-roll any failed to hit rolls in an assault.

Imbue Ranged: Enchantment. Cast: own movement. If successful, during the next shooting phase the augmented unit may re-roll any missed to hit rolls for shooting.

Grant Strength: Enchantment. Cast: own movement. If successful, during the next turn, the effected unit gains +1 strength.

Grant Toughness: Enchantment. cast: own movement. If successful, during the next turn, the effected unit gains +1 toughness.

Grant Reflex: Enchantment. Cast: own movement. If successful, during the next turn, the effected unit strikes first in assault.

Heart of the Warrior: Heart of the warrior is not a normal Chi discipline as it is a skill maintained and developed by the individual. Over years of training and dedication one with the Heart of the Warrior has an extremely tough and resilient body as he is supported by Chi energy both inside and out. A model with the Heart of the Warrior cannot be instant killed by weapons with a strength double the models toughness. Heart of the Warrior is always in effect after being purchased, and can never sustained as an enchantment. It is in effect, always active.

Feet of the Wind: Enchantment. Cast: own movement If successful, during the next turn, the effected unit may benefit from the “Fleet of Foot” rule.

Chi Aura: Chi Aura, like Heart of the Warrior, is a special Chi discipline in that it never needs to be cast and is always active. A model with Chi aura has a shimmering shield of energy surrounding their body granting the user a 4+ invulnerable save.

Exchange Suffering: Enchantment. Cast: own movement If successful, designate a friendly infantry unit which may NOT be the casting unit itself. When the effected unit takes casualties from any source roll a d6 for each failed armour save. On a 4+ the casualty is ignored for that unit, but a model from the enchanting unit takes one automatic wound with no armour save possible in its stead. A squad maintaining this skill may not have another Exchange Suffering cast on them (sorry no chain armor saves)








HQ
0-1 Ascendant of Yin

Pts/Model WS BS S T W A I Ld SV
Ascendant of Yin 60 6 4 5 4 3 3 5 10 3+
Number/Squad: 1
Weapons: The Ascendant of Yin has full access to the armoury.
Options: The Ascendant of Yin may take up to 70 pts of wargear/weapons and up to 40 pts of Chi disciplines.
Independent Character: The Ascendant of Yin is Always an independent character

0-1 Ascendant of Yang
Pts/Model
WS BS S T W A I Ld SV
Ascendant of Yang 60 6 4 4 5 3 3 5 10 4+
Number/Squad: 1
Weapons: The Ascendent of yang has full access to the armoury.
Options:The Ascendant of Yang may take up to 70 pts of Chi disciplines and up to 40 pts of wargear/weapons.
Independent Character: The Ascendent of Yang is always an independent character.

0-1 Spirit of Enlightenment
WS BS S T W A I Ld SV
Spirit of Enlightenment 10 4 6 6 4 5 6 10 4+*

If both ascendants of Yin and Yang are present on the table and within 6” of each other they may each take a leadership test at the beginning of their movement phase. If both tests are passed they are both removed from play and the Spirit of Enlightenment is put down is place of one of them. The spirit of enlightenment lasts for two full turns. (Eg: it is summoned at the start of turn two, and will disappear at the start of turn four.) When the spirit disappears both Ascendants are placed back on the board at –1 wound each. Note that this could cause one or both of the Ascendants to be removed from play as casualties. If the Spirit is killed it is removed from play and both Ascendants are removed as casualties as well.

The Spirit of Enlightenment is a Monstrous Creature.

Above all Others

Inspiring: All Tei units on the board become fearless while the Spirit of Enlightnment is in play.

Spiritual Essence: The Spirit of Enlightenment does not have a permanent corporeal form as it is a being of pure energy, this is reflected in its invulnerable save and also serves the following purpose: The spirit may choose to use any number up to its full amount of attacks in close combat (0 --> 5+1charging). When it attacks it must form the surrounding atmosphere in to some sort of physical weapon with which to attack. This is the only time in which the spirit may take damage. In game terms this means that the spirit will attack first in each round of combat and each unit that the spirit is in contact with may only make a number of attacks equal to the amount the Spirit makes.

The Spirit of Enlightenment is Fearless.

The Spirit of Enlightenment replaces the wargear and chi disciplines of the Ascendants with the following abilities: Ascended Movement, Wind of Chi, Chi Bomb, Chi Wall (can be used in addition to the usual 1 wall allotment) and never requires a leadership test to use these skills, When the spirit dissipates after 2 turns, all original wargear and Chi disciplines are returned to the Ascendants.

Elites
Yin Tianshi

Pts/model WS BS S T W A I Ld SV
Yin Tianshi 18 4 4 4 3 1 1 5 9 3+
Zhenren +10 4 4 4 3 1 2 5 9 3+

Squad Size: One zhenren leader and between 4 and 9 Yin Tianshi

Weapons: Yin Tianshi are armed with Needlers built in to their sneak suits, and may be armed with weapons from the following list: Sais: 3 pts, Bo Staff: 1 pt, katars: 3 pts, katana: 4 pts

Options: the Zhenren Leader has access to the Tei armoury. All members are equipped with sneak suits.


Yang Xianren
Pts/model WS BS S T W A I Ld SV
Yang Xianren 18 4 4 3 4 1 1 5 9 5+
Zhenren +10 4 4 3 4 1 2 5 9 5+

Squad Size: one zhenren leader and between 4 and 9 Xianren

Weapons Yang Xianren are armed with one of the following weapons. The squad must all take the same weapon selection. Sais: 3 pts, Bo Staff: 1 pt, katars: 3 pts, katana: 4 pts

Special Rules: Yang Xianren are fearless
Yang Xianren work themelves into a trance as they fight in assault. In time they loose themselves in the moment, their flowing robes moving like the wind and their bodies moving effortlessly like water, they strike with such incredible speed and accuracy that their attacks are barely visible. For each assault in that they win with a “massacre” result, they ad +1 attack to their profile. These effects are cumulative and remain on their profile until the end of the game.

Options: the Zhenren Leader has access to the Tei armoury.

0-1 Hun’Po (no attribute)

Pts/model WS BS S T W A I Ld SV
Hun’Po 30 6 4 5 5 2 2 5 10 4+*

Hun’po are beings of near-perfect spiritual essence. The term Hun’Po translates into “the soul which rises and descends.” Hun’po are beings which are created in close to the same way as the Spirit of Enlightenment, except that the disciples who take part did not yet have a full enough understanding of the way to complete the transformation during their time on the living plane. Once in the afterlife, a member of the Yin discipline and a member of the yang discipline can fuse their souls together and return to the battlefield to aid their brothers one last time. Hun’po are the combination of once living monks, and as such they receive higher strength and toughness values, as well as 2 wounds and 2 attacks signifying the completion of the fusion.

Number: you may include 1-3 units of Hun’Po as a single elite’s choice. Each unit may have 1-5 members. This limit of 1-5 members is to ease with Hun’Po deployment, they need not be deployed together and operate as independent units in the game.

Hun’po deployment: Hun’Po are always stored in reserve, even if the reserves rule is not in effect. The owning player must keep track of his casualties: once he accumulates ten casualties (which must be five of the Yin discipline and five of the Yang discipline) he may choose to deploy one group of 5 Hun’Po using the deep strike rules. i.e: 4+ required to arrive on turn 2, 3+ on turn 3. If there are sufficient casualties, and all rolls are passed, up to 3 squads of Hun’Po may be deployed in the same turn. Hun’Po may only be deployed in this way.

Hun’Po are fearless

Weapons: hun’po are counted as having power weapons, they also have the following Chi Disciplines: Chi Blast, Ascended Movement.






Troops

Yin Chujia

Pts/model WS BS S T W A I Ld SV
Yin Chujia 10 3 4 4 3 1 1 4 7 4+
Zhenren +10 3 4 4 3 1 2 4 9 4+

Squad size: one zhenren leader and between 4 and 11 Yin Chujia.

Weapons: Yin Chujia are armed with Shocker Coils. Up to two of the models may replace their Shocker Coil with Nano GL’s for +15 pts each. If no Nano-GL’s are taken, then one model may be equipped with an Antimatter Cannon for +20 pts.

Options: Squad may be equipped with Incendiary Shurkiens at 3 pts per model. The Yin Zhenren has access to the Tei armoury.



Yang Chujia
Pts/model WS BS S T W A I Ld SV
Yang Chujia 10 4 3 3 4 1 1 4 7 5+
Zhenren +10 4 3 3 4 1 2 4 9 5+

Squad size: one zhenren leader and between 4 and 11 Yang Chujia.

Weapons: Each model in the unit may be armed with one of the following weapons. The squad must all take the same weapon selection. Sais: 3 pts, Bo Staff: 1 pt, katars: 3 pts, katana: 4 pts
Each member in the squad may be armed with the “Chi Ball” discipline at 3 pts per model.

Options: the Squad may be equipped with Incendiary Shurikens at 3 pts per model. The Yang Zhenren has access to the Tei armoury





Fast Attack
Narwhal Gunship

Points Front Armour Side Armour Rear Armour BS
Narwhal 70 11 11 10 4

Type: Skimmer/Fast

Weapons: The Narwhal Gunship is armed with two antimatter cannons

Options: The antimatter cannons can be replaced with a twin-linked particle accelerator at +25 pts



V.T.O.L Bikers (Yin)
Pts/model WS BS S T W A I Ld SV
V.T.O.L Biker 30 4 4 4 3(4) 1 1 5 7 3+
Zhenren Biker +10 4 4 4 3(4) 1 2 5 9 3+

V.T.O.L Bikers race around the battlefield spraying needler rounds at enemy weak points before closing for the kill with their bo staves or katanas.

Squad Size: one zhenren leader and between 4 and 9 V.T.O.L Bikers

Weapons: The Bikers are equipped with twin linked needlers mounted in their bikes, and may be armed with a bo staff for +1pt per model or a katana at +4 pts per model.
Count as Jetbikes


Heavy Support

Drone Carrier

Points Front Armour Side Armour Rear Armour BS
Drone Carrier 90 12 12 10 4

Type: skimmer

Weapons: The Drone Carrier is armed with two Nano-GL’s, it also is armed with four nanodrone fabrication bays, which may be used instead of firing the Nano-GL’s. Each turn this weapon is used, it deploys a unit of four nanodrones who function normally after release.

Options: the Drone Carrier can be given any upgrades from the Tei vehicle armory.

Nanomachine

Strider
Points Front Armour Side Armour Rear Armour BS
Strider 120 13 12 10 4

Type: walker

Weapons: The Strider is armed with two pivoting Antimatter cannons and one Particle Accelerator

Options: the Strider can be given any upgrades from the Tei vehicle armory.

Nanomachine





Yang Zhenren Bonders
Pts/model WS BS S T W A I Ld SV
Yang Zhenren 20 4 3 3 4 1 2 3 9 5+

Zhenren Bonders are the most passive of all Tei infantry. They choose not to fight directly but instead decide to train tirelessly to enhance their own enchanting abilities. Each member in the squad can be equipped with any Chi discipline while models in the squad may choose to enchant separate squads, so long as they are all in casting distance.

Squad Size: a squad numbers between 3 and 5 zhenren bonders

Weapons: Zhenren bonders are only armed with their fists.

Options: each zhenren is able to take up to 30 pts of Chi Disciplines but may not take any wargear except for dan charms or amulets of concentration.

Yin Zhenren Technicians
Pts/model WS BS S T W A I Ld SV
Yin Zhenren 20 3 4 4 3 1 2 4 9 4+

Zhenren Technicians are masters of Nanotechnology. They move about the battlefield using their skills to lay traps and deploy nanodrones. The have dedicated themselves entirely to this technology, and have severely underdeveloped chi abilities.

Squad Size: a squad numbers between 3 and 5 zhenren technicians

Weapons: Zhenren technicians are only armed with their fists.

Options: each Zhenren is able to take up to 30 pts of wargear/weapons but may not take any Chi Disciplines whatsoever.
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Old 11 Mar 2006, 19:43   #5 (permalink)
Kroot Shaper
 
Join Date: Dec 2005
Location: Great Britain
Posts: 87
Default Re: The Tau are older than we think...

hate to make critiscm, but on some of the wargear you have forgot to put the stats on, eg.Needler, Particle Accelerator, Anti-matter Cannon etc.
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