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New Tau Commander Rules
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Old 03 May 2004, 11:37   #1 (permalink)
Kroot Shaper
 
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Default New Tau Commander Rules

(HQ Choice)



Model Points WS BS S T W I A Ld Sv

Shas&#39;o 60 4 5 3 3 3 3 4 10 - <br /

>Shas&#39;el 40 3 4 3 3 2 3 3 9 -

Armour: The Shas&#39;o MUST

wear a piece of Armour from the following:
Carapace: Free - Gives the Wearer

a 4+ save.
Reinforced Carpace: +10pts - Gives the Wearer a 3+ Save
[b

]Stealth[/b]: +15pts - Gives the wearer a XV15 Stealth Suit (see Battle Suit Pages),

Gives a 3+ save.
Crisis: +15pts - Gives the wearer a XV8 Crisis Suit (see

Battle Suit Pages), Gives a 3+ save.
Broadside: +50pts - Gives the wearer a

XV88 Broadside Suit (see Battle Suit Pages), Gives a 2+ save.

Note: Stealth,

Crisis and Broadside Suits increase certain stats, these are NOT included in the stats

presented.

Additional Note: Carapace and Reinforced Carapace use the same

options.

Weapons - Weapons depend on the armour worn:



Carapace Weapon choices
: A Pulse Rifle +0pts, Pulse Carbine +0pts, Pulse Pistol +5

pts, Twin Pulse Pistols + 10pts, Burst Cannon +5pts or a Rail Rifle at 10pts. Any weapon

may be given a Markerlight at +10pts.

Stealth Weapon choices: A Burst

Cannon +0pts, Plasma Rifle +10pts, a Fusion Blaster +5pts, Missile Pods +10pts. Any

weapon may be given a Markerlight at +10pts.

Crisis Weapon choices:

Normal Crisis Suit weapons and costs, see Page - of Codex:Tau.

Broadside

Weapon choices
: Normal Broadside Suit weapons and costs, see Page - of Codex:Tau.

Options: If the Commander isn&#39;t given a XV suit, he may be given

Photon Grenades at +1pt and EMP Grenades at +3pts.

Any Commander may buy

equipment from the Tau armoury as normal, he may also purchase a Hard Wired Shield

Generator (4+ Invulnerable save) for 25 points, this counts towards armoury limits, and

is unavailable to other armoury users

Special Rules

Farsight Armies: Any Commander (bar those wearing Broadside armour) may be

upgraded to Farsight Enclave at +5pts. If this option is taken, he gains +1 I and WS. The

Commander also gains all the Army List restriction found in Commander Farsight rules

entry.

Farsight Commanders may also be armed with Combat Blades +15pts or

Honour Blade +5pts. These combat weapon choices may not be taken by Commanders in

Battlesuits other then Stealth.

Independent Character: The Tau

Commanders follow the Independent character rules unless accompanied by a Bodyguard. (

coming soon)

Fire Caste discipline (Carapace Shas&#39;o Only) : Any

Tau units (not Auxiliaries (kroot/human) or Drones) within 18" do not receive

leadership modifiers for being below 50% starting strength or being outnumbered in close

combat, and may regroup even within 6" of an enemy unit, this is to show the greater

respect a Shas&#39;o receives for not going to battle in a battlesuit.



Fire Caste discipline
(Carapace Shas&#39;el Only) : Any Tau units (not Auxiliaries

(kroot/human) or Drones) within 12" do not receive leadership modifiers for being

below 50% starting strength, and may regroup even within 6" of an enemy unit, this

is to show the respect a Shas&#39;el receives for not going to battle in a battlesuit.



Pulse Pistols: These are weapons only given to high ranking officers

or specialists. This weapon mounts a Underslung Photon Grenade Launcher which causes

Pinning to any unit that take casualties from this weapon. If the model carries 2 Pulse

Pistols, they count as Twin Linked and counts as having 2 Close Combat Weapons (+1

Attack).

Weapon Str Ap Type
12" 5 5 Pistol, Pinning, <br /

>
Combat Blades: A recent invention made by Earth Caste Farsights, which

greatly increases combat ability of the user. In game terms any models wounded by this

weapon reduces their saves to 4+ unless their save is already 4+ or worse. In addition,

this weapon ignores Armour saves which normally would be of 4+, 5+ and 6+. (for example,

a Space Marines save is reduced to 4+, a Space Marines Scouts armour save would be

ignored)

Honour Blade: Although not much used by Farsight forces, it

still proves to a worthy combat weapon. The problem is that Farsight Tau do not have the

skill or experience of Ethereals when using this weapon. In game terms this means that

the model receives a -1 Inative modifier when using this weapon.

Comments?
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Old 03 May 2004, 13:50   #2 (permalink)
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Default Re: New Tau Commander Rules

looks good but

kinda too easy to make a commander with the suit upg&#39;s just buy a broadside and say

here you commnd
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Old 03 May 2004, 14:01   #3 (permalink)
Kroot Shaper
 
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Default Re: New Tau Commander Rules

i see what ya mean, no need to convert

or make the model look different?

if you don&#39;t wanna make your commanders

look different from normal troops not much i can do about

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Old 03 May 2004, 19:37   #4 (permalink)
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Default Re: New Tau Commander Rules

Nice rules! Like

the twin pistols idea...
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Old 03 May 2004, 22:09   #5 (permalink)
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Default Re: New Tau Commander Rules

hmm sounds like

fun
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Old 04 May 2004, 01:12   #6 (permalink)
Shas'La
 
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Default Re: New Tau Commander Rules

definently

something to play around with!!!
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Old 04 May 2004, 17:14   #7 (permalink)
Shas'La
 
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Default Re: New Tau Commander Rules

im gonna make

some conversions
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Old 04 May 2004, 21:08   #8 (permalink)
Shas'Vre
 
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Default Re: New Tau Commander Rules

hmm i like these ideas! the only

one im iffy about is the pistols... they seem a bit over powered with high strength and

AP PLUS pinning for a pistol. i would definatly try and implement these rules into my

campaign and would appreciate some help with some rules and such. if your interested take

a look into the Scenarios forum, you cant miss it! (theres only 2 topics i think :P)

DF
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Old 04 May 2004, 21:50   #9 (permalink)
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Default Re: New Tau Commander Rules

Pulse pistols don&#39;t cause

pinning! Only Carbines do that!
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Old 04 May 2004, 22:20   #10 (permalink)
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Default Re: New Tau Commander Rules

yea thats the

only problem i see
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