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Halo Recovery Taskforce [Beta list]
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Old 15 Apr 2004, 18:56   #1 (permalink)
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Default Halo Recovery Taskforce [Beta list]

This army list is

still in the Beta stages, and requires Playtesting. Fluff will appear later.
<br /

>
Halo Commonwealth Armoury
Single Handed Weapons:


Proton pistol: 1pt.
Close Combat Weapon: 1pt.
Plasma Pistol: 15pts.

Does not overheat.
Power Weapon: 10pts.
Power Fist: 10pts.
Two Handed

Weapons:

Proton Rifle: 1pt
Linear Rifle: 2pts.
Wargear:<br /

>Powered Armour: 10pts. (3+ Sv).
Jump Suit: 15pts (cannot use Power Armour).<br /

>Targeter: 5pts (+1 Bs, Independent Characters only).
Void Shield: 5pts (6+

Invulnerable).
Void Shield Enhancer: +10pts. (+1 to Invulnerable save, to a maximum

of 4+).

The army list:
HQ: Stormtrooper Officer, Tau

Shas’O*, Tau Shas’El*, Tau Ethereal^.
ELITES: Linear Snipers, Crisis Suits.


TROOPS: Halo Stormtroopers, Fire Warriors.
TRANSPORTS: Sword,

Devilfish.
FAST ATTACK: Aeronaught Assault Squads, Pathfinders, 0-1

Interceptor Suit Teams.
HEAVY SUPPORT: Broadsides, Hammerhead.
* = May

replace their Crisis Suits for an XV-400, so long as an Interceptor Suit Team is included

in the army.
^ = Halo units are not affected by the Ethereal’s special rules.<br /

>
Stormtrooper Officer
The recovery taskforce is under the command of

some of the best and most talented officers the Halo have ever produced. These battle-

hardened soldiers lead their men with skill and determination.



Cost Ws Bs S T W I A Ld Sv
Colonel 55 4 4 3 3 3 4 3

10 4+
Captain 40 4 4 3 3 2 4 3 9 4+
Lieutenant 25

3 4 3 3 1 3 2 8 4+
Wargear: Linear Rifle or Proton pistol

and Close Combat Weapon, Carapace Armour. May take additional equipment from the Armoury

.

Linear Snipers
The Linear Rifle is widely regarded as the

greatest advancement in personal armament the Commonwealth has ever made. However, it was

not long before this enhancement was passed on to their snipers. The traditional kinetic

slug-throwers and Long-Las rifles were slowly replaced with Linear Rifles, and these

rifles were enhanced upon. Today, the Linear SR-14 is one of the deadliest sniper-rifle

in existence. Able to track motion, heat or electrical emissions, and with enough power

to blast through flak-plate without slowing, Linear Snipers are a much-feared adversary.


Cost Ws Bs S T W I A Ld Sv
Sniper 26 3 3(5) 3

3 1 3 1 8 4+
Squad: 1-3 Linear Snipers
Weapons: Linear

SR-14, Proton pistol.
SPECIAL RULES:
Sniper Scope: The enhanced

targetting systems in the SR-14 make the user&#39;s firing pin-point, making a hit

almost certain. Linear Snipers count as Bs 5 when using the Linear SR-14.


Railgun:
The SR-14 is based on Railgun technology, and as such, can propell a

projectile with frightening force. The SR-14 counts as Str 5 against models with a

Toughness of 5 or less. Against all other opponents, it always wounds on a 4+. In

addition, all cover saves are reduced by -1, as the shell can plough through all but the

toughest of cover. Linear SR-14s have an AP of 5.
Cameleoline: Linear Snipers

make use of camo-cloaks and sight-refractors to help hide them from the enemy. They

receive +1 to all Cover Saves. When in the open, they receive a 6+ Cover Save.

Stormtrooper Squad
The fighting force of the Halo Commonwealth,

Stormtroopers favour rapid strike offensives, relying on their advanced technology to

protect them. They are more than a match for the Imperial forces, and their superior

weaponry gives them a major tactical edge.

Cost Ws Bs S T

W I A Ld Sv
Stormtrooper 12 3 3(4) 3 3 1 3 1 8 4+
Veteran

Sgt. +6 3 3(4) 3 3 1 3 2 8 4+
Squad: 5-10.
Weapons:

Linear Rifle, Targeter.
Options: One Stormtrooper may be upgraded to a

Veteran Sergeant at +6pts. He may take equipment from the Halo Commonwealth Armoury.
One Stormtrooper may be armed with the following: Flamer at +6pts; Plasmagun at +8pts;

Meltagun at +10pts.
One Stormtrooper may be armed with the following: Proton Cannon

at +5pts; Missile Launcher at +10pts; Macro cannon at +10pts.
Transport: The

squad may be mounted in a Sword Transport at +100pts.

Sword
The

Sword is a workhorse gunship of the Commonwealth army. It is based upon the Sabre,

developed soon after the Land Speeder. The Sabre proved unpopular due to lack of speed or

armour. Over time, the Commonwealth refined upon the design, and the Sword was the

vehicle produced.

Cost Front Side Rear Bs
Sword 100

12 11 10 3(4)
Type: Tank, Skimmer.
Speed: Normal.
Transport: Up to 10 personnel.
Weapons: Two Proton Cannons,

Targeter.
Hard Points: The Sword has a single Hard Point.



Aeronaught Assault Squad

The Halo armies generally favour rapid strike

tactics, but some excel at high speed combat. They are equipped with high tech jump

packs, and practise using them in all circumstances. These teams prefer the rapid-firing

Proton rifles, or pistols and blades to the Linear rifle, as the faster rate of fire and

larger clip is often more valuable to them in close quarters.



Cost Ws Bs S T W I A Ld Sv
Shock Trooper 20 3 3(4) 3 3 1 3 1

8 4+
Veteran Sgt. +6 3 3(4) 3 3 1 3 2 8 4+
Squad:

5-10.
Weapons: Proton Rifle, Targeter, Jump Pack.
Options: Any

model may replace his Proton Rifle for a Proton pistol and Close Combat weapon.
One

Shock Trooper may be upgraded to a Veteran Sergeant at +6pts. He may take equipment from

the Halo Commonwealth Armoury.
Up to two Shock Troopers may be armed with the

following: Flamer at +8pts; Meltagun at +10pts; Plasma Pistol at +5pts; Power Weapon at

+5pts.
SPECIAL RULES:
Deep Strike: Aeronaught Shock Troops are

trained to the highest standards with their packs. They may Deep Strike if the scenario

allows. If they cannot Deep Strike, or choose not to, they are set up with the rest of

the army as normal.

Interceptor Suit Teams
The XV-400

Interceptor is a creation of the Chimachie genius Ferdinatz. After meeting with the Tau,

he has set his mind to the expansion of their technology, and the XV-400 is the most

successful (and reliable) of his creations.
Emphasising speed over durability, the

XV-400 is capable of moving in to a firing position, engaging an enemy, then pulling out

of counterattack range before the enemy can retaliate. Tau engineers are hoping that

Ferdinatz will be successful in producing more technological advances of this kind, and

further helping the Tau in their expansion.

The Interceptor uses the same stats,

rules and options as the Tau Crisis Suit, with the following changes:
The XV-400

provides +1 Str, and a 3+ Armour save. They also add +1 T, but use the pilot’s original

Toughness of 3 to determine Double Toughness hits.
The XV-400 may move 12” in the

movement phase, and 6” in the assault phase. It may make this assault move in any

direction, and does not need to end its move in contact with the enemy.
The XV-400

may be given a Rail Rifle at the normal cost. This will take up all three of its Hard

Points. Rail Rifles used by an XV-400 are Assault weapons.
The XV-400 may be fitted

with a Power Weapon at +10pts. This will take up on Arm hardpoint, and the shoulder

hardpoint (for the power generator). Because Tau are loathed to enter assault, an army

containing an Ethereal CANNOT take this upgrade.

[center]Armoury:[/

center]
Macro Cannon: Not to be confused with the Imperium’s massive siege

weapons, the Halo Macro Cannon is a complex Plasma launcher. Plasma “shots” are stored in

an energy buffer, and fused with an electromagnetic shell to form a Macromolecule; an

enormous object that, for all intents and purposes, counts as a single atom. To

compensate for the massive thermal discharge is channelled into a recoil force unit. The

result is minimal heat given out, but a massive recoil.
Macro Cannon: RNG: 36” STR:

8 AP: 1 Type: Heavy 1.
Linear Rifle:The Linear Rifle is a small-scale

Railgun. It uses powerful electromagnets to fire small, high density "slivers"

at the target. The Linear Rifle cannot equal the stopping power of its full-sized

counterpart, but it is surprisingly light weight, and the built in motion predictors and

suspensors to allow for rapid, accurate firing, even when fired from the hip.
RNG:

30" STR: 4 AP: 4 TYPE: Assault 1.
Proton Weaponry: A compact, high-

energy electromagnetic flayer, Proton weaponry is more efficient than Las-tech, having

superior penetrative capabilities and accuracy. Early Proton technology was banned by the

Halo, as the original guns caused radiation damage to the victims, and this was deemed

unacceptable. Current models have been refined to prevent such damage, though targets can

often suffer horrendous injury due to spontaneous cellular failure.
Proton pistol:

RNG: 12” STR: 3 AP: 5 TYPE: Pistol.
Proton rifle: RNG: 24” STR: 3 AP 5 TYPE: Rapid

Fire.
__________________
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Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 15 Apr 2004, 18:56   #2 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

Special

Characters:
Tavachan, disciple of Ferdinatz
Every race

has their legends, their heroes or Holy Grail. For the Chimachies, this treasure is

Ferdinatz and his work. Ferdinatz was an unparalelled genius, even by Chimachie

standards. His work was critical in the development of the Chimachie Warp Engine,

allowing interstellar travel. After the creation of this first craft, he took his closest

followers and fled to the stars, vanishing from history. Many believe he is still alive,

seeking new knowledge and new ways to aid his people. Sometimes his work will appear on

distant worlds, and these are treated as holy relics. Tavachan is one who has devoted his

life to finding Ferdnatz, for although 4,000 years has past, Tavachan and those like him

believe Ferdnatz still lives, cheating death somehow with his great creations.<br /

>Tavachan has already found invaluable examples of Ferdnatz&#39; work, including

designed which led to the creation of the Linear Rifle. Who knows what else he will

uncover on his quest...



Cost Ws Bs S T W I A Ld Sv<br /

>Tavachan 72 4 4 3 3 2 5

1 9 --/4++
Any Halo Commonewealth Army or Recovery Force may include

Tavachan. He does not take up any slots on the Force Organisation Chart, and may not be

given any additional equipment from the armoury.

Wargear: Proton Pistol,

Void Shield with two Enhancers (4+ Invulnerable).
SPECIAL RULES:
Non

-combatant:
Tavachan is a scientist and a pilgrim, not a warrior. Because of this,

Tavachan does not use up any Force Organisation Slots.
Chimachie: As a

Chimachie, Tavachan is able to gallop across the battlefield with great speed. Tavachan

has a 9" move, and a 9" charge.
Strategist: An army containing

Tavachan may re-deploy one unit within 6” of him up to 12”. The unit must remain within

the Deployment zone, and following the normal Deployment Rules of the scenario.


Quest for Knowledge:
If Tavachan is part of an army, it is usually because he has

heard of an item of datafile that may lead him to Ferdinatz, or one of his inventions.

Should the enemy have taken it first, then he will be forced to get it back!
So long

as Tavachan survives the battle, then every enemy HQ killed or forced to retreat off the

table is worth an additional D6x10 Victory Points.

Ferdinatz, the wandering

genius

4,000 years ago, Ferdinatz was a gifted Chimachie thinker, working for

the new and exciting Chimachie Space Lore-guild. He was the first to invent the Warp

Engine, and when testing, found himself drawn to continue searching the stars. So great

was this desire that it has taken him all the way across the galaxy!
Sustained by

bionics and biogenetic engineering (invented by himself), Ferdinatz and his crew wandered

into Tau space, and the young race became fascinated by this strange, wandering inventor.

Though he has only been with them a short time, his inventions have already left their

mark on some of the more remote Tau colonies.
Now that the Halo have caught up with

him, it is unknown whether Ferdinatz will stay with the Tau, return to his own people, or

continue to wander the void…



Cost Ws Bs S T W I A Ld Sv<br /

>Ferdinatz 110 4 4 3 3 3 5

1 10 --/3++
Ferdinatz may be taken as part of a Halo Recovery Force

or a normal Tau army. He counts as a HQ choice, and may not be given any additional

equipment from the armoury.

Wargear: Pulse Pistol, Hypershield Generator,

Bionic Enhancements.
SPECIAL RULES:
Pulse Pistol: This impressive

piece of Tau technology has been taken by Ferdinatz as a sidearm, to protect him from the

horror of war.
RNG: 12" STR: 5 AP: 5 TYPE: Pistol.
Hypershield

Generator:
This system produces a powerful, near impenetrable forcefield that

prevents Ferdinatz from being harmed.
The shield gives a 3+ Invulnerable. This save

cannot be ignored under any circumstances, including (but not limited to)

hits from Psycannons, C&#39;tan Phase weapons, Vindicare Shield Breaker rounds, etc.
Bionic Enchancements: These Bionics have helped Ferdinatz cheat death from

natural causes, and may sometimes help in battle as well.
When Ferdinatz loses his

last wound, roll a D6. On a roll of 6, Ferdinatz is left in play, with 1 wound remaining

.
Chimachie: As a Chimachie, Ferdinatz is able to gallop across the

battlefield with great speed. Tavachan has a 9" move, and a 9" charge.
[u

]Strategist:[/u] An army containing Ferdinatz may re-deploy one unit within 6” of him up

to 18”. The unit must remain within the Deployment zone, and following the normal

Deployment Rules of the scenario.
XV-400: Ferdinatz invented the XV-400, and

so an army with him in it will no doubt include far more of them!
An army containing

Ferdinatz removes the 0-1 limitation on the XV-400.
If Ferdinatz is part of a normal

Tau army, then the army may take 0-1 XV-400 Interceptor Squad as a Fast Attack.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 15 Apr 2004, 19:06   #3 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

Looks nice. This

going up on our codex list or are you waiting for it to be finished?
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Old 16 Apr 2004, 05:56   #4 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

Shouldn&#39;t this be in

"house rules"

Sweet I&#39;ve missed you lists.
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Old 22 Apr 2004, 12:42   #5 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

???????????????????
Whateva
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Old 22 Apr 2004, 20:49   #6 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

Like I said, Fluff is

not included, so you probably won&#39;t understand the units. However, comments on the

army are appreciated.
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Quote:
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"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 13 Jun 2004, 20:54   #7 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

New to this site, what is

the background for the commonwealth? Some interaction of Tau-Empire and Conquered humans?

Could I have some fluff please?
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Old 14 Jun 2004, 02:24   #8 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

Quote:
Originally Posted by Hunter
New to this site, what is the

background for the commonwealth? Some interaction of Tau-Empire and Conquered humans?

Could I have some fluff please?
...
Quote:
Originally Posted by Wargamer
Like I said, Fluff is not included, so

you probably won&#39;t understand the units. However, comments on the army are

appreciated.
also i think the commonwealth thing is based on

halo? i dunno, atm im past the flood and just got the index in the game..
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Old 14 Jun 2004, 08:52   #9 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

This has all the fluff

for the Halo (as well as the "old" main list):

http://www.

eldaronline.com/community/index.php?topic=44110.0
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 14 Jun 2004, 10:52   #10 (permalink)
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Default Re: Halo Recovery Taskforce [Beta list]

mmm halo is good im

up to destroying the third and final generator.. all the more reason to try out these

rules sometime
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