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Tau - Earth Caste Militia
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Old 06 Jun 2008, 02:05   #1 (permalink)
Kroot Warrior
 
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Default Tau - Earth Caste Militia

So, after playing Dawn of War too much and seeing what they did with Drones and Drone Harbingers, I got to wondering what a drone swarm force would look like, and wound up spending way too much time thinking on it. In the end, I wrote this and decided I'd post this up to here and Dakka to see what everyone thinks.

Tau Empire: Earth Caste Defense Force

Fluff:
Although the Tau almost always rely on the Fire Caste to take care of the Empire’s wars, occasionally this is not feasible. Raiders can strike any time anywhere, ancient horrors can rise from the wastes unexpectedly, and all manner of aliens can assault from a multitude of angles. It is in these times, when the Fire Warriors and their Cadre’s are out, that defense and evacuation falls to the Earth Caste’s “Defense Force”, called the Fio’or’vessa. Normally, the Earth Caste are the laborers and farmers, artisans and civilians of the Tau Empire. However, when called upon, they organize themselves into what humans would call a militia with the express purpose of first evacuating as many civilians as possible, and second stalling any attacking force as long as is feasible (usually to aid in an evacuation, but rarely this is also done to buy time for in route Fire Caste Cadre’s to arrive). In combat scenarios, the Fio’or’vessa tends to send the bulk of its people to aid in the evacuation (and if necessary, recovery of vital equipment and supplies) while a small group of individuals trained by the fire caste coordinate the defense under the supervision of the local Ethereal. Because the entire reason for the Fio’or’vessa’s existence is due to the lack of nearby Fire Caste support, Fio’or’vessa forces have a distinctly different makeup then the standard Tau military force and rely primarily on drones for their actual combat. Tau Special characters may not be used in a Fio’or’vessa.

Force Organization:

HQ:
Must be an Ethereal with a firewarrior bodyguard unit. These firewarriors are the only fire caste units permitted in a Fio’or’vessa (except for Pathfinders, see below). The Ethereal gains a hardwired drone controller and two shield drones at no extra cost. The Ethereal may purchase a command-link drone for an additional 25 points.

Troops:
• Gun Drones: Gun Drones are a troops choice in a Fio’or’vessa but have the following alterations:
- Squad Size changes to 10-16, 10 points/model
- The Jump Infantry rule is lost, but is replaced with the Fleet universal rule.
- The squad may be commanded by a command operations drone for +25 points. A command operations drone increases the BS of all drones in its squad by +1 and increases the squad’s leadership to 8. Command operations drones are equipped with a pulse pistol and may not buy items from the armory. WS: 2, BS: 3, S 3, T 4, Wo, 1, I 4, A 1, Ld 8, Sv. 5+
- A Gun Drone squad may have either a markerlight drone at +15 points, a shield drone at +20 points, or a heavy weapon drone at +30 points.
- Drones may be deployed in a Drone Harbinger or transported in one. A Harbinger may be purchased for the squad at an additional 125 points.
Special: Due to sophisticated command software incorporated into the Harbinger’s control drone, while a drone squad’s is within 24’ of a non-immobilized Drone Harbinger it is considered fearless and will automatically regroup if below 50%. If the Harbinger is destroyed, the drones must take a leadership test or move to within 18’ of and defend the nearest Ethereal as if they had fallen back.

• Drone Harbinger: A specially outfitted Devilfish, designed specifically for transporting large groups of drones. A Drone Harbinger is piloted by a sophisticated drone AI, and can transport up to 18 Drones in its hold. Unlike normal Devilfish, there is no internal amenities for a living crew, all available space is reconfigured to store Drones, and is cumbersome to move in for living people. Due to this modification, only drones may be transported in a harbinger.
BS: 3, FA: 12, SA: 11, RA: 10, Transport, Tank, Skimmer, Access Points: 1/side & 1 rear, Fire Points: 0, Burst Cannon x3, 125pts, may buy upgrades from the vehicle armory

• Earth Caste Militia: While a Fio'or'vessa is primarily designed to protect the lives of the non-combatant Tau civilians, occasionally Earth Caste Militia participate in the fighting directly, as opposed to helping to evacuate others or recover sensitive equipment. Militia are drawn from the ranks of the laborers and artisans of the empire, and though they have some training it is not enough to provide them Fire Warrior level capability. However, due to the level with which they use their hands, and the very real threat of Orcs, militias train in hand to hand combat more then the standard Fire Warrior ever does. Militia still prefer, whenever possible, to adhere to the Tau doctrine of ranged combat, but they accept the reality of the universe that Orcs like to chop and humans love their chainswords.
- WS: 3, BS: 2, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 7, Sv 6+
- 11pts/model, squad size 6-12, equipment: Pulse Pistol, Photon Grenades
- May add a Fio'ui (team leader) for +15 points, the leader may buy items from the infantry wargear list, and may buy a markerlight for +10 points, WS: 3, BS: 2, St: 3, To: 3, Wo: 2, In: 4, At: 2, Ld: 8, Sv: 5+
- Up to two models may replace their pulse pistols with a pulse rifle or a pulse carbine for +5 points/model
Special: Trained in primarily urban warfare and guerrilla combat tactics, Earth Caste Militia are adept at choosing the best possible cover and using it to maximum effect. When in cover, militia gain +1 to their cover save.

Fast Attack:
• Piranha Skimmer: A standard Piranha piloted by Earth Caste militia.

• Suicide Drone 0-1: A drone packed with explosive compounds typically used by the Earth Caste to shape terrain and build or demolish structures. Detonates when killed or on command. Place a large blast marker over the drone, all models hit take a STR 8, AP- hit with saves allowed, remove the drone as a casualty. Note that suicide drones have their weaponry removed, their design and purpose are simple and most engineers see little need for wasting additional resources on a flying anti-personal bomb.
- WS: 2, BS: 0, S 3, T 4, Wo, 1, I 4, A 1, Ld 10, Sv. 4+
- Squad Size: 1, 25pts, Jump Infantry

• Pathfinder Team 0-1: A standard pathfinder team. This team must be held in reserve and represents advance arrival of Fire Caste reinforcements. Roll normally on the reserve table to see when they arrive.

Elite:
• Hunter Drones: Gun Drones programmed to seek specific targets, usually used by the Tau to sew confusion in enemy ranks or attempt to press a particularly powerful enemy unit into defeat or submission. A hunter drone squad may have one heavy weapon drone attached to it at +30 points.
- WS: 2, BS: 2, S 3, T 3, Wo 1, I 4, A 1, Ld 6, Sv 4+
- Squad Size: 4-6, 12pts/model, Deep Strike, Jump Infantry, Infiltrate
Special: Hunter drones are programmed to seek out a specific enemy unit and will place a target preference on that unit, possibly to its own detriment depending on circumstances. In any situation where a Hunter Drone squad has the option of shooting/attacking multiple squads, it must attack its designated squad regardless of the circumstances around it. Note that Hunter Drones can be set to attack Independent Characters if that character is part of a squad, but cannot, on their own, target such characters. For example, a squad of Hunter Drones could be set to attack a squad of Guardians which has a Farseer attached, but if the Farseer left the squad the Drones would continue to pursue the Guardians.

• XV-89 Crisis Battlesuit, “Earth Wall” 0-1: An otherwise standard Crisis battlesuit, piloted by a highly trained Earth Caste militia member, with the following upgrades: Multi-Tracker, Shield Generator, Iridium Armor, Stimulant Injector, and Targeting Array. Additionally, the Xv-89 variant suit had a built in hard-wired drone controller and comes with two shield drones. This highly resilient battlesuit design is intended to be the point defense unit of a Vio’or’vessa, and is used primarily to stall attacking forces. It is considered a high honor to be a pilot for such a suit, as the wearer is almost certain to die. However, as the time bought for the escaping civilians often means that thousands will live, it is seen as the ultimate expression of the greater good. WS: 3, BS: 3/4, S 5, T 4, Wo, 2, I 3, A 2, Ld 8, Sv. 2+/4+, 130pts

Heavy Support:
• Sniper Drone Team: As listed in the Codex, except the Drone Controller is a member of the Earth Caste and has a BS of 2 when using his pulse pistol.

• Heavy Weapon Drone Team: Although too experimental and volatile for front line use by the Fire Caste, Earth Caste engineers have successfully managed to compact heavy weapon designs enough to mount them on standard drone chassis. A heavy weapon drone team consists of 1-3 heavy weapon drones, and may be taken as a heavy support choice in a Fio’or’vessa force.
- WS: 2, BS: 3, S 3, T 3, Wo 1, I 4, A 1, Ld 8, Sv 4+
- By default, Heavy Weapon Drones have twin linked burst cannons equipped, but may be reequipped with either a rail rifle and target lock, twin linked plasma rifles, Twin Linked Fusion Cannons, Missile Pods, or Twin Linked Flamers.
- Squad Size: 1-3, 30pts/model
Special: Due to the experimental design of the heavy weapon drone’s compacted power batteries, when a heavy weapon drone shoots there is a chance it may misfire. When a heavy weapon drone equipped with a fusion cannons or plasma rifles fires, if the roll is a one treat the weapons as not being twin-linked, as one of the weapons misfired.
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Old 06 Jun 2008, 02:09   #2 (permalink)
Zen
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Default Re: Tau - Earth Caste Militia

You might want to lower the WS of that Earth Caste militia to 2 but otherwise looks good
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Old 06 Jun 2008, 18:25   #3 (permalink)
Shas'O
 
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Default Re: Tau - Earth Caste Militia

I agree with Zen Ai.

I like it!
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Old 07 Jun 2008, 00:02   #4 (permalink)
Kroot Warrior
 
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Default Re: Tau - Earth Caste Militia

I made a few alterations after talking to some friends. Harbingers lose the triple burst cannons (would be useless in 5th ed.) and gain a markerlight that can be swapped for a heavy weapon since there's no true "tank" for this army. Also changed the militia's stats around a bit (and gave in and let their sgt pickup a ccw), and added the devilfish in case they don't want to walk.

• Drone Harbinger: A specially outfitted Devilfish, designed specifically for transporting large groups of drones. A Drone Harbinger is piloted by a sophisticated drone AI, and can transport up to 18 Drones in its hold. Unlike normal Devilfish, there is no internal amenities for a living crew, all available space is reconfigured to store Drones, and is cumbersome to move in for living people. Due to this modification, only drones may be transported in a harbinger.
- BS: 3, FA: 12, SA: 11, RA: 10, Transport, Tank, Skimmer, Access Points: 1/side & 1 rear, Fire Points: 0, , 125pts, may buy upgrades from the vehicle armory
- By default, a Drone harbinger has the following armament: Hull mounted twin-linked burst cannons and a front mounted markerlight (on a Devilfish model, where the burst cannon is normally found, there is instead a markerlight, and instead of gun drones there are burst cannons.) The burst cannons may be exchanged for twin linked smart missiles for +20 points, and the markerlight may be exchanged for a plasma cannon at +40 points
.
Plasma Cannon: An upscaling of the standard battlesuit plasma rifle, it has fallen out of use since the advent of railgun technology, but is still occasionally found on older equipment and some specialized vehicles. STR 6, AP2, Heavy 2, 24’

• Earth Caste Militia: While a Fio'or'vessa is primarily designed to protect the lives of the non-combatant Tau civilians, occasionally Earth Caste Militia participate in the fighting directly, as opposed to helping to evacuate others or recover sensitive equipment. Militia are drawn from the ranks of the laborers and artisans of the empire, and though they have some training it is not enough to provide them Fire Warrior level capability. However, due to the level with which they use their hands, and the very real threat of Orcs, militias train in hand to hand combat more than the standard Fire Warrior ever does. Militia still prefer, whenever possible, to adhere to the Tau doctrine of ranged combat, but they accept the reality of the universe that Orcs like to chop and humans love their chainswords.
- WS: 2, BS: 2, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 6, Sv 6+
- 9pts/model, squad size 6-12, equipment: Pulse Pistol, Photon Grenades
- May add a Fio'ui (team leader) for +15 points, the leader may buy items from the infantry wargear list, may purchase a close combat weapon for +10 points, and may buy a markerlight for +10 points, WS: 2, BS: 3, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 7, Sv: 5+
- Up to two models may replace their pulse guns with a pulse rifle or a pulse carbine for +5 points/model, and any model with a pulse pistol may instead purchase a pulse gun at +2 points per model
Special: Trained in primarily urban warfare and guerrilla combat tactics designed to stall an advancing force, Earth Caste Militia are adept at choosing the best possible cover and using it to maximum effect. When in cover, militia gain +1 to their cover save.
Pulse Gun: An older precursor to the newer pulse carbine and rifle designs, Pulse Guns were the first widespread pulse weapon issued to Tau military cadre’s. While they have been replaced in the fire warrior ranks by more advanced or specialized weaponry, they are still found occasionally in Earth Caste defense forces and the occasional Fire Warrior veteran. STR4, AP5, Assault 1, 24’ range

• Devilfish Troop Transport: A normal Devilfish, piloted by an Earth Caste crew.

I also added a new elite unit, feeling something was lacking:

• Stealth Field Drone 0-1: In holding off attacking forces, the Earth Caste has learned the value of misdirection and ambushes. Seeking to utilize this knowledge to its fullest, the engineers of the Earth Caste developed this experimental Drone for the Fire Cast. While it is still in the testing stages (and thus its range is limited), when one is trying to defend one’s home from attackers, the line between experimental and necessary becomes blurred. A stealth field drone is a drone with no armament, but instead is outfitted with a stealth field generator exactly like those found on Stealth Teams and Sniper Drone teams. A Stealth Drone may be attached to any squad for +20 points, and confers the Stealth Field to all friendly models within 4’ of itself.
- All friendly units within 4’ of the drone benefit from the stealth field generator. WS: 1, BS: 0, St: 2, To: 3, Wo: 1, In: 1, At: 1, Ld: 5, Sv: -


I wanted to avoid giving a militia force anything too "new and shiny", but felt that since the fluff states the earth caste develops all the cool toys, it makes sense they'd have some stuff that's still undergoing testing.

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Old 07 Jun 2008, 00:33   #5 (permalink)
Shas'Vre
 
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Default Re: Tau - Earth Caste Militia

I like it, except how the Drone Harbinger holds more drones than a Tigershark.
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Old 09 Jun 2008, 20:31   #6 (permalink)
Kroot Warrior
 
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Default Re: Tau - Earth Caste Militia

Quote:
Originally Posted by Korill
I like it, except how the Drone Harbinger holds more drones than a Tigershark.
I haven't read any of the Forgeworld books, so I was unaware of the Tigershark's existence. The primary idea behind the harbinger was to provide a transport that can hold an entire squad of drones including any of the two possible special drone types that can have attached. I can see where, logically, a ground based transport would not need as much room as a flyer. The Tigershark carries less, but has the added armament, fuel, and other systems. It also has living pilots (I assume). I am fine with the Harbinger as it is, but I would be willing to add some sort of stipulation or special rule regarding it (maybe it can only unload if it moves 6' or less?) to help balance it against the TS.

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Old 11 Jun 2008, 23:48   #7 (permalink)
Kroot Warrior
 
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Default Re: Tau - Earth Caste Militia - Special Characters

After thinking on it, I decided I didn't like the idea of not having any special characters to use. I changed the rule to disallow Shadowsun and Farsight, and added these two (the vehicle may be needing work though)

Special Characters: The following special characters may only be used in a Fio’or’vessa force of at least 1500 points (4th edition only, obviously)

Colony Defense Harbinger: A special design Drone Harbinger outfitted to be a command vehicle for large scale defensive operations. They are normally only found on Sept worlds and their colonies. A Colony Defense Harbinger is controlled by an extremely experimental networked drone AI series (i.e.: multiple advanced drone intelligences) stocked with powerful transmission equipment, and uses a reinforced Iridium armor hull to provide maximum defense. When added to a Fio’or’vessa force, the Colony Defense Harbinger confers a variety of benefits to all drones in the defense force. Due to its specialized equipment and load out, a Colony Defense Harbinger cannot transport any units.

- Supreme Organization: A Colony Defense Harbinger confers the fearless special rule to all drones within 48’ of itself and increases their leadership by +1. Additionally, all drones within 48’ of the Colony Defense Harbinger gain +1BS. This bonus stacks with that of a command operations drone.

- Advanced Target Prioritization Software: Once per shooting phase, any drone which fires a non twin-linked weapon within 48’ of the Harbinger and misses may reroll the shot as if it were twin-linked.

- EMP Mortar: A scaled up version of the EMP grenades used by Tau infantry, the EMP mortar may be used once per round. When fired, place a large blast marker over the target and roll scatter dice as normal. Any one enemy vehicle caught underneath will take a glancing hit on a roll of 5+ (the player using the EMP mortar must declare the intended target before rolling to glance). Any units beneath the blast will become momentarily disoriented by the sky changing colors and the “light show” that accompanies the blast, and must take a pinning test or become pinned. Units in powered armor suffer a -1 to their saves versus this pinning test, as their armor is more affected then normal infantry. (Note that this can affect Tau units if they are under the blast.) 32’ Range, Heavy 1 Large Blast, Pinning

- Twin-Linked Networked Markerlight: In place of gun drones or burst cannons, the Colony Defense Harbinger’s drone bays are equipped with these weapons to aid battlefield units. They may be exchanged for burst cannons for +20 points.

- Unique. This unit has a 0-1 restriction.

- BS: 4, FA: 13, SA: 12, RA: 11, Tank, Skimmer, Landing Gear, 275pts, may buy upgrades from the vehicle armory


Aun’sal of the Long Path: Aun’sal is an Ethereal originally from Tau itself. During the Damocles Gulf Crusade he was appointed to lead the Xi’no colony in the Bork’an sept, a distant world that the Tau had tirelessly worked to restore to life. As the Crusade ground to a halt and the Fire Caste chased the retreating Imperium to reclaim lost worlds and territory, Xi’no’s colonial cadre was called to the front, with promise of fresh Firewarriors from Bork’an in a few short weeks. The months rolled on and the promised cadre never came, but something else far, far worse did. From the wastes of Xi’no’s second moon a Necron army began to attack Xi’no. With no Fire Caste present to press an offensive against the ancient deathless force, Aun’sal vowed that he would not leave until the last Tau civilian was safely evacuated. To this end, he gathered a large Fio’or’vessa force and ordered them to take position in the towns outlying the colonial capital and halt the Necron advance using whatever means necessary. After weeks of hard fought bloody battles, as the last of the civilians escaped to the orbiting ships, a Fire Caste army entered the system and launched an attack against the Necrons from the rear of the lines, disorienting the deathless army and causing them to momentarily stall their implacable advance. Aun’sal used this moment to pull back his militias and evacuate. True to his word, he was the last living Tau to step onto the ship, forever earning the undying respect of not only the militia members he led and the civilians his sacrifice let escape but also the Fire Caste forces who arrived to relieve the colony. Upon return to Tau he was awarded the title “Da’v’so” meaning “Long Path”, in reference to his dedication to the Greater Good.
- WS: 4, BS: 4, St: 3(5), To: 3, Wo: 3, In: 4, At: 3, Ld: 10, Sv 4+*, 220 points

- Staff of Unity: This one of a kind weapon was crafted for Aun’sal by the Engineers of the Earth Caste during the siege on Xi’no. After seeing the so called “Staff of Light” held by the Necron Lord leading the assault, Aun’sal ordered the engineers awaiting evacuation to create him something equally impressive to inspire the militias. The Staff of Unity functions as an Honour Blade and therefore adds +2 to Aun’sal’s strength, in addition to the following effects:
• Integrated Ion Beam Emitter: The brilliant blue gem atop the staff can emit a focused Ion Beam, similar to the Ion Cannon technology found on Tau vehicles, although somewhat less powerful. Range 24’, S6, AP3, Assault 1
• Integrated Ion Burst Emitter: When used in close combat, the Staff of Unity emits a burst of Ionic energy that damages a target on a subatomic level. Strikes from the Staff of Unity therefore ignore normal armor saves.
• Integrated Shield Generator: A standard battlesuit shield generator was broken down into smaller components and integrated into the Staff of Unity by the earth caste engineers. It therefore confers a 4+ invulnerability save to Aun’sal.

- Death Before Defeat: Any Tau model attached to Aun’sal (including his bodyguards) may voluntarily step in front of Aun’sal to take an incoming hit, thus sparing the Ethereal. Twice per round, any time Aun’sal would normally take a wound, one of his bodyguards may instead take the wound as if they had interposed themselves between the oncoming attack and Aun’sal.

- Drones: Aun’sal is equipped with a hard-wired drone controller and comes with two shield drones.

- Bodyguards: Aun’sal may either opt for the standard Fire Warrior bodyguard unit, or may instead take an Earth Caste Militia bodyguard unit. If an Earth Caste unit is taken, Aun’sal benefits from the +1 to cover saves these units have.

- Earth Caste Militia Bodyguard: Squad size 6-12, 10/model, - WS: 2, BS: 3, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 8, Sv 5+, armed with Pulse Guns and Photon Grenades. May purchase close combat weapons for +5 points per model.
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