commander's field handbook tau v[1].1

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  • 8/3/2019 Commander's Field Handbook Tau v[1].1

    1/1

    This document is completely unofficial and in no way endorsed by Games WorkshopLimited. All associated marks, names, races, race insignia, characters, vehicles, locatiounits, illustrations and images from the Warhammer 40,000 universe are either , TM aor Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and othecountries around the world.Used without permission. No challenge to their status intended. All Rights Reserved to trespective owners.

    THE COMMANDERSFIELD HANDBOOK

    A young and vibrant race, the Tau combine remarkable firepower withhighly agile battlesuits and skimmers to deliver devestating pulsefusilades across the battlefield. With the confidence of youth, the Taurace believe in their divine destiny and the overarching necessity of the'Greater Good'. They embrace both new technology and other xenoscultures with equal enthusiasm. Do not mistake 'good' for weak, theyare a foe to be respected and feared.

    V1.0 May 5, 2009www.pathfinder-devilin.blogspot.com www.fromthewarp.blogspot.com

    Disruption Pod: (pg.30) Vehicle becomes obscured at over 12 inches.Drones: (pg.31) An infantry model may be accompanied by up to twodrones each. Drones are jetpack infantry. Drone casualties counttowards pinning tests and the 25% losses for leadership tests.There are four types of drone:

    Gun Drone: Frequently deployed on vehicles.

    Shield Drone: Adopts owners T and saving throw, 4+ inv.

    Sniper Drone: Only deployed in sniper teams, equipped withRail Rifle, stealth field, target lock and targeting array.

    Marker Drone: Networked markerlight and targeting array.

    Fletchette Discharger: (pg.30)Models attacking the vehicle arewounded on 4+, normal saves apply.

    Jetpack: (pg.27) Allows normal 6" move, fire (or run) and then anadditional 6" move in the assault phase. Deep strike capable and

    jetpack troops are relentless.

    Markerlights: (pg.29) These hit an enemy unit on the BS of the firingunit and cannot be deflected by saving throws or cover saves.They can be used for the following benefits:

    Seeker Missile: To fire a single seeker missile from a vehicle.The seeker missile strikes the target from the direction it isfired from and the shooting is resolved at BS5.

    Ballistic Skill: Increase BS of the firing unit by +1 to BS5 max.

    Night Fighting: To ignore the effects of the night fighting rule

    Pinning: Imposes1 penalty for pinning tests, cumulative.

    Cover Save: Imposes a 1 on cover saves, cumulative.

    Multi-tracker: (pg.26)Crisis and Broadside Suits can take a multi-tracker, this allows them to fire two weapons per turn.

    Photon Grenade: (pg.29)Removes the bonus attack for the chargingattackers in close combat.

    Stealth Field: (pg.27) Stealth teams and Sniper Drone teams aredifficult to spot. Works exactly like the Night Fighting Mission SpecialRule.

    Target Lock: (pg.28)This allows the user to fire at a different targetfrom the rest of his squad.

    Broadside Battlesuit [Unit size 1-3]:(pg.40) Tank killers with railguns and heavarmour.

    Crisis Suits: (pg.34) Tau Commanders,bodyguards and elites. Tough and fast,Jetpack troops with versatile weaponryoptions. Deepstrike Capable.

    Fire Warriors [6-12]: (pg.36) Dependable

    troops with long range rapid-fire firepower.Gun Drone Squadron [4-8]: (pg.38)Highly mobile harassment skirmishers.

    Hammerhead Gunship [1]: (pg.41)Powerful and dangerous skimmer tank.

    Kroot Carnivore Squad [10-35]: (pg.37)Strong and resilient Infiltrating troopscapable of moving through cover well.

    Pathfinders [4-8]: (pg.38) VersatileMarkerlight scouts.

    Piranha Squadron [1-5]: (pg.39) Super-fast light skimmer with anti-troop and tank

    options.Skyray Missile Defence Gunship [1]:(pg.41) Fully loaded anti-tank vehicle.

    Sniper Drone Team [1-3]: (pg.40) Spotterand 3 sniper drones. Dangerous and canbe hard to spot.

    Stealth Team[3-6]: (pg.35) Difficult totarget, fast, anti-infantry skirmishers.Deepstrike and infiltrate capable.

    Vespid Stingwings [3-10]: (pg.39) Toughjump infantry with short range armourpiercing guns.

    FOR THE GREATER GOOD

    GENERAL RULES

    FIELD SYNOPSIS

    TURN SEQUENCE

    TAU

    1. Move

    2. Fire Markerlights and allocate hits

    3. Shoot

    4. Assault

    5. Make any jetpackmovements