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Codex: Skiv'xh
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Old 28 Aug 2004, 14:35   #1 (permalink)
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Default Codex: Skiv'xh

Found during the final leg of the Pathfinder Expedition, the Skiv'xh (pronounced "Skiv-Tzish") are a dying race. Most of their people are either dead or scattered, slaughtered by a campaign of genocide launched by the Imperium.

Now integrated into the Tau Empire, the Skiv'xh are still very rare, found around the Damocles Gulf. Many have migrated inwards, seeking a life within the safety of the Tau Empire so that their race may endure. Those precious few who see combat, however, ensure their presence is felt.


The rules below may be used in one of two ways. The first is to field a "pure" Skiv'xh list (especially appropriate if you wish to re-enact their war with the Imperium, or the early battles against the Tau). The second is to take the Skiv'xh as allies for the Tau.

HQ: Skiv'xh Warmaster.
Elites: Skiv'xh Stalkers.
Troops: Skiv'xh Warriors.
Fast Attack: Skiv'xh Patrol Team*.
Heavy Support: Skiv'xh Bombadier.
* = The Skiv'xh Patrol Team may not be used in a "Pure" Skiv'xh army.

Skiv'xh Warmaster:
Their leaders and generals, the Skiv'xh regard their Warmasters with both pride and honour, and are eager to serve them. Sadly, many of their finest have died in battle, but those that still live fight with savage ferocity and brilliant leadership.
Cost Ws Bs S T W I A Ld Sv
Warmaster 45 4 4 3 3 2 4 3 10 4+
Weapons: Fletchette Rifle or Fletchette Pistol and Close Combat weapon.
Options: May replace close combat weapon with a Shock-staff (power weapon) at +10pts, or a Power Gauntlet (power fist) at +20pts.
SPECIAL RULES:
Inspiring: All Skiv'xh squads with at least one model within 12" of the Warmaster may use his leadership, so long as he is not retreating, pinned or in close combat.
Leader: Any Tau army wishing to take Skiv'xh units must take a Warmaster. If a Warmaster is not taken, you may only take a single unit of Skiv'xh Warriors, counting as an Elites Choice.

Skiv'xh Stalkers:
Moving ahead of the formation, Stalkers specialise in hunting down and ambushing enemy units. Many enemies have fallen to these hidden warriors, torn down by punishing shards of Fletchette fire.
Cost Ws Bs S T W I A Ld Sv
Stalker 11 3 4 3 3 1 3 1 8 4+
Veteran +6 3 4 3 3 1 3 2 9 4+
Squad: The squad consists of 5 to 10 Stalkers.
Weapons: Fletchette Rifle or Fletchette Pistol and close combat weapon.
Options: One Warrior may be promoted to a Veteran at +6pts.
Up to two Stalkers may be armed with either a Drum Cannon at +5pts, or a Thermal Cannon (counts as Meltagun) for +10pts.
SPECIAL RULES:
Infiltrate: Stalkers can Infiltrate, if the scenario allows.

Skiv'xh Warriors:
Once proud and noble warriors, the Skiv'xh have lost most of their fighters, but those that remain are proud and brave, advancing through even the most punishing fire to cut down their foes.
Cost Ws Bs S T W I A Ld Sv
Warrior 9 3 3 3 3 1 3 1 8 4+
Veteran +6 3 3 3 3 1 3 2 9 4+
Squad: The squad consists of 5 to 15 Warriors.
Weapons: Fletchette Rifle. Veterans may replace their Fletchette Rifle for a Fletchette Pistol and close combat weapon at no cost.
Options: One Warrior may be promoted to a Veteran at +6pts.
One Warrior may be armed with either a Drum Cannon at +5pts, or a Thermal Cannon (counts as Meltagun) for +10pts.
One Warrior may be armed with a Fletchette Cannon at +8pts.

Skiv'xh Patrol Team:
Having integrated into the Tau Empire, these warriors have been equipped with a Tau Devilfish, and work ahead of the main column. They aid the Tau in many ways, often using Markerlights to single out viable targets for heavy guns to destroy.
Cost Ws Bs S T W I A Ld Sv
Warrior 9 3 3 3 3 1 3 1 8 4+
Veteran +6 3 3 3 3 1 3 2 9 4+
Squad: The squad consists of 5 to 12 Warriors.
Weapons: Fletchette Rifle. Veterans may replace their Fletchette Rifle for a Fletchette Pistol and close combat weapon at no cost.
Options: One Warrior may be promoted to a Veteran at +6pts.
One Warrior may be armed with either a Drum Cannon at +5pts, or a Thermal Cannon (counts as Meltagun) for +10pts.
Up to four Warriors may be given Markerlights at +2pts per model.
Transport: The squad must be equipped with a Devilfish Transport at the apropriate cost.

Skiv'xh Bombadier:
A heavy gun walker, the Bombadier is built to lay down impressive amounts of firepower, crippling the enemy from a distance. The massive salvos of rockets can destroy any foe, from infantry to tanks.
Cost Ws Bs S T W I A Ld Sv
Bombadier 55 3 3 4 4 2 3 2 8 3+
Veteran +6 3 3 4 4 2 3 3 9 3+
Squad: 1-3 Bombadiers.
Weapons: Twin-linked Drum Cannon, Barrage Gun.
Options: One Bombadier may be promoted to a Veteran at +8pts.
Any Bombadier may replace its Twin-Linked Drum Cannon with a Twin-Linked Fletchette Cannon at +5pts.
SPECIAL RULES:
Shock Absorbsion: A Bombard can lay down massive amounts of fire, using multiple systems to destroy the enemy.
Bombards may fire all weapons in the shooting phase. Note that they still cannot use Heavy Weapons if they move.

Skiv'xh weapons:
Fletchette Weapons: Fletchette weapons fire rapid bursts of needle-sharp shrapnel. They have amazing powers of armour penetration, but lack sufficient force to cause serious physical harm. Despite their considerable force, thick armour can prove to be extremely effective in stopping these weapons, though the larger cannons can bypass all but the best personal protection.
Pistol: RNG: 12" STR: 3 AP: 4 TYPE: Pistol.
Rifle: RNG: 24" STR: 3 AP: 4 TYPE: Rapid Fire.
Cannon: RNG: 36" STR: 4 AP: 3 Type: Heavy 3.
Drum Cannon: Drum Cannons are rapid firing assault rifles, firing massive amounts of smooth-bore slugs. While not as efficient as Fletchette technology, it is still deadly at close range.
Drum Cannon: RNG: 24" STR: 4 AP: - TYPE: Assault 4.
Barrage Gun: An enormous missile launcher, the Barrage Gun unleshes an unending volley of rockets, totally obliterating anything in the firing line.
Rng: 48" STR: 8 AP: 3 Type: Heavy 2D3.
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Old 29 Aug 2004, 09:25   #2 (permalink)
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Default Re: Codex: Skiv'xh

ur true to ur word Wargamer... thats quite good...
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Old 28 Sep 2004, 11:05   #3 (permalink)
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Default Re: Codex: Skiv'xh

It's really cool and all but the Patrol team just sound like cheap pathfinders...

The barrage gun i would definately take as it owns th ion cannon and also can tank hunt with 2-6 missiles a turn! Even a pure force would be okay but a non pure force with a patrol team markerlighting for the barrage guns would rock!

3 markerlights for three barrage guns, 6-18 missiles hitting on 2+ would waste almost anything, also i like the idea of low Strength but high AP weapons, it gives tau major problems.

Although basic weaponry at AP4 is rather good so maybe boost points a little...
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