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#1 (permalink) |
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Shas'O
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This unofficial 'bolt-on' codex is in no way authorised by Games Workshop (or Bolton City council...
) and not only requires the opponents consent to use these additional rules but also the orginal codex, and the rules for Human Auxilliaries.No new units listed here are viable for use in a Farsight force: these weapons were developed following the establishment of the Farsight Enclaves Tau Army List HQ As Codex: Tau Elite As Codex: Tau + Special Operations Groups (see below) Troops As Codex: Tau + Human Auxilliaries (rules are as avalble here, but are 0-2 with a farsight army) + XV20 Battlesuit teams Fast Attack As Codex: Tau + Pathfinder Jetbikes, Dogfish Heavy Support As Codex: Tau Transports Devilfish and Hammerfish. The New Stuff Special operations Unit (elite): These units function identically in profile to Fire Warrior squads, but are divided into two and MUST be bonded. (Note: you only pay ONE bonded cost). The 2 elements occupy 1 force organisation chart, may be deployed seperatley BUT count as 1 squad for purposes of 25% of casualties in shooting (in an assault, the two are seperate, so if one element is assaulted, the other element can operate as normal.) For VP purposes, the whole squad must be killed, if one element is killed, this is half. Note that each element may only have one heavy weapon from the above options, BUT both may have all carbines (of either type). This is to reflect the CQB nature of thier role. These units count as Elites choices. (rules identical to Here) Fire Warrior Additional weaponry (addition to Fire Warrior Profiles: MAY NOT BE USED BY FARSIGHT FORCES!): CQB (Close Quarters Battle) Variant Pulse Carbines: An even shorter version of the Pulse Carbine, this version does not mount a Grenade Launcher but instead, is shorter barrel makes it easier to use up close. This replaces up to half the Pulse Rifle's or Carbine's in a Fire Warrior squad for +2 points, and coutns towards the total of Carbine's used and has the same profile as a Pulse Carbine, but does not pin. However, it may be fired at the enemy in Close Combat at shooting strength and AP (using the Fire Warrior's intiative and B.S) on the first round of Combat. In subsequent combat rounds, it will be batted aside by the enemy in most cases so the tau will resort to ordinary fighting. It may be used in a charge. Heavy Weapon Options: Recent studies by Fire Warriors have shown many of the Tau's enemies to employ support weapony in squds to eliminate tanks and armoured enemies. To this end, a range of portable heavy weapons have been developed. You may replace up to two Pulse Rifles in a squad with the follwoing weaposn at the costs listed: Light Burst Rifle +6 points Troop Burst Cannon + 8 points Light AT Missile Launcher +10pts Rail Rifle +12 pts (see relevant rail rifle rules for RR profile. May not purchase the target lock interface.) Sniper Pulse Rifle +5 points Light Burst Rifle: Essentially a heavier version of the Pulse Rifle using Burst cannon ammo, it is a light machine-gun equivelant of the tau. It is not as easy to fire on the move compared to the Battlesuit cannons, however. Its profile is as a Pulse Rifle, but Heavy 3. Troop Burst Cannon: Sacrificing some ammo capacity for retaining a light weight, and therefore accurate move-and-shoot capabilites, the Troop burst cannon is identical to the Battlesuit cannon. Light AT Missile Launcher: Firing a shorter-ranged, but improved strenght variant of the missile pod missile, this Light Anti-Tank weapon is useful against armoured units. Range 24", Str 8 Ap 4 Heavy 1 Pulse Rifle Sniper Variant: Mounting a scope, extended barrel, and a shorter magazine using a slightly-larger round, this is to all intents and puposes the same as a Sniper Rifle (see Rulebook or any Imperial codex with sniper rifle), but is AP 5, and always wounds anything on a 4 or more (or if under strength 5, a 3 or more), and always hits on a 2+ design note: this gives it a little extra range on the pulse rifle, more AP than a standard sniper rifle. (rules identical to [http://tauonline.org/houserule_xtrafwgear.php]Here[/url]) XV20 Battlesuits : Troops Modified from the XV15, this Heavy Armour was built , unusually, for use by Shas'la rather than Shas'Ui, however only the most promising of Fire Warrior veterans are granted its use currently due to its recent development and small but increase levels of avlability. Built in order to increase the survivability of Tau Fire Warriors. Some commanders and even Aun's are looking into a modified version of this Battlesuit. pts Ws Bs S T W I A Ld Sv Shas'la 14 2 3 4 3 1 2 1 8 3+ Shas'ui +10 2 3 4 3 1 2 2 8 3+ Squad: 5-10 XV20 Battlesuits. wargear: Xv20 Battlesuit, Pulse Rilfes OR Pulse carbines (squad may mix, and may be armed with all Carbines. Options: As Fire Warriors (including new weapons) Character: As Fire Warriors Special Rules: XV20 battlesuit: +1 str, +1ld to Shas'La's, 3+ save. Moves as Jetpack. Transport Option: May ride a Devilfish, but takes up 2 spaces. (IE only carries 6 XV20's) Hammerfish: Additional Transport Option Again inspired by Space Marine and Eldar vehciles, the Hammerfish is a transport designed to give heavy support to its cargo. As its name indicates, it is a cross between the Hammerhead and Devilfish. Any unit that can take a Devilfish may choose a Hammerfish instead Armour : Pts Front Side Rear BS Hammerfish 85 +weps 12 12 10 3 Type: Skimmer, Tank Crew: Fire Caste Weapons: Burst Cannon in nose, 1 turret weapon from the following list: Broadside Railgun +15 points, twin-linked Plasma Rifles +10 pts, twin-linked Burst Cannon +5 points, twin-linked Missle Pod +12pts, twin-linked Fusion Blasters +10 points, 2 twin-Linked Pulse Rifles +12 points. Systems Gun Drone Upgrade Upgrades: As Devilfish Transport: 6 models Acess and Fire Points: as Devilfish Pathfinder Jetbikes: Fast Attack Choice (thanks to Hunter for the orginal rules, which have been modified slightly) pts Ws Bs S T W I A Ld Sv Shas'la 28 2 3(2) 3 3(4) 1 2 1 7 3+ Shas'ui +5 2 3(2) 3 3(4) 1 2 2 8 3+ Squad: 3-10 pathfinders. Weapons: Pulse Carbine with marker light Each pathfinder is mounted on a Tau jetbike. See the tau Jetbike special rules. Options: Squad may swap Pulse Carbines for CQB Carbineswith Markerlights at +1 point per model (see above rules) one Shas'La may be upgraded to a Shas'ui for +5 points. He may be given additional equipment from the armoury. One in Three Tau jetbikes may be given Burst Cannons in place of thier Drone's Pulse Carbines for +8 pts, or Rail Rifles for +15 points(N.B they DO get hot if you buy the target lock! In this case they overload the engine...) Special Rules Tau Jetbike. This light one Tau skimmer is a new innovation of the Earth caste. It consist of a light grav lifter attached to the rear of a chassis , with a slung gun drone armed with twin pulse carbines slung below. This allows great speed and manueverabltity whilst maintaining an almost eeirly quiet ride. As the gun drone is capable of targeting and firing on their own, the rider may fire his own weapon to increase the firepower of the unit. The Jetbike may move up to 6" in the movement phase as listed under Tau Jetpacks in the Tau Codex (Page 16) but may NOT deepstrike, but otherwise follows these rules exactly.. The Gun drone may fire in addition to the rider's Carbine. If this is done, the gun drone uses its BS of 2, whislt the rider uses his BS of 3. Otherwise, the gun drones shots are BS 3 as the rider controls them. Editors note Well, we can fire our catapults on the move...)Pathfinders: Folow the same rules as Pathfinders, but may not take a Devilfish for obvious reasons... Dogfish Light Gunship: Fast Attack(Thanks to hunter for the orginal idea of a small Tau Speeder and comments upon this version. Inspired by the Eldar Vyper and Space Marine Landspeeder, some Shas'o's requested a fast-moving , small gunship/tankhunter to assist forward teams such as XV15 or Pathfinder teams, or launch small raids on enemy tank formations or command centres. The result was the Dogfish. Armour : Pts Front Side Rear BS Dogfish 55 10 10 10 3 Type: Skimmer, fast, open-topped Squadron1-3 Dogfishes. Crew: Fire Caste Pilot and gunner Weapons: Burst Cannon(gunner), Twin-Linked Pulse Carbines (pilot-fired). Options: May upgrade burst cannon to one of the following weapons for the listed points cost: Missle Pod +6 points, Plasma Rifle +8 points, fusion blaster +4 points, Broadside Railgun +15pts vehicle upgrades allowed: Sensor spines, targeting array, blacksun filters, target lock, decoy launchers, up to ONE seeker missile for the points costs listed in the tau armoury. Special Rules: Sheilds :The Dogfish may be given additional sheilding to protect its crew for +20pts. This makes the vehicle no longer open-topped, but has no other effect. Any questions or Comments? The Farsight Stuff...
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#2 (permalink) | |||
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Shas'El
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Thats very interesting, i like some of the ideas and it certainly adds more depth to the Tau.
The problem i have with that is that Farsight rmies cannot benefit from this, plus ud have the problem of people accepting it if they dont play Tau
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#3 (permalink) |
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Shas'O
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Well, most are recent "Empire" Developments, but I plan a little bit of Farsight Weapons development...
So far, the plans for Farsight Weapons development are: Laser-Guided bombs, Ground vehicles (possibly), a Farsight War Walker, and a few extra guns and toys bought off some loveable little Aliens who live on the other side of the galaxy who popped over a warp gate to sell stuff... at least, i would do that last part if Mopani were not so far from the Tau by my own Fluff... ghaa... Anything else you can suggest to give Farsights boys some development? (on another note, can farsight forces use Rail Rifles? If so, why?)
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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#4 (permalink) |
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Shas'O
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heh BFG.. i wish..
farsight pathfinder railguns - i dont think they can... unless he has some secret people within the existing tau empire who smuggle weapons out to farsight enclaves or anything.. on the hammerfish, i think it should be a lower powered railgun, or lesser range, considering that its at a lot cheaper price compared to normal hammerhead railgun, and according to the lil description of a hammerhead in the codex in the column thing in the army list, most of the space inside is taken up by capacitors etc to power weapons.. so take some of that away = lesser power but transport capability.. its only logical... isnt it? or am i just lost lol..
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#5 (permalink) | |||
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Shas'El
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Id say Farsight armies should as in the codex it says the expedition took Earth Caste so surely the Earth Caste with Farsight can develop weapons too, just not as many due to lack of resources...
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#6 (permalink) | |
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Shas'O
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![]() So... farsight is to get the following... War Walker(HS) Ground Vehcile, like a Jeep (FA) A Few guns, like a weaker railrifle, a Farsight LSW, some form of Grenade Launcher, A sniper rifle. (Fire Warrior Upgrade) Thier XV20, the FS70 Not too much, mind. The farsight lads don't have the money or the manpower of the Empire
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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#7 (permalink) | |||
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Shas'El
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Thats better! Now its fairer for Farsight players but im not sure about the walkers - it sounds too much like Eldar...
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#8 (permalink) |
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Shas'O
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Well, when i say "War Wlaker" i mean "crazy drone thingy"...
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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#9 (permalink) | |||
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Shas'El
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Sounds better, thats wot would suit Farsight armies more, even though their armies cant usually use them.
But i say that in an army with limited people they would use more robots as the lives will be of more value... so basically i think that Farsight armies should have access to many forms of drones...
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#10 (permalink) | |
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Ethereal
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you've got some cool stuff there, Del, keep it up.
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