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==Nicassar== The [[Nicassar]] are a frail race of Psykers, their psychic potential mainly used to help speed their ships along and to help them move. As one of the first races to join the Greater Good they hold an honored place in the Tau Empire. Normally only found in their roaming flotila's towed by members of the Air caste, it is almost unheard of for the Nicassar's to fight in a land war, however sometimes that is unavoidable so some of the crew of the Dhow's have trained for land fighting. Bringing to the battlefield their psychic might an area that the Tau empire is sorely lacking in normally. (It is thought that more and more the Etheral's are bringing the Nicassar flotilla's into danger zones so they can support the Fire caste in their defense). The Tau try to go out of their way to keep the Nicassar race from the Imperium, rightfully afraid that the race will further fuel the xenophobia that the Imperium is known for in the Tau Empire. ===HQ: Nicassar Captain - ''70 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Captain || 2 || 3 || 2 || 3 || 2 || 2 || 1 || 9 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Captain<br> :'''Unit Type''': Infantry (Character)<br> :'''Wargear''': Pulse pistol, Combat armor, Force Weapon :'''Options''': *May upgrade to Psyker (Mastery Level 3) for ''25 points'' *May take a Nicaasar Sled but cannot dismount from it for ''60 points'' :'''Special Rules''': Psyker (Mastery Level 2), Independent Character :'''Psyker''': The Captain generates powers from the Telekinesis, Void-Sight, and Divination disciplines. ===Elite: Nicassar Clansmen - ''50 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Flatbear Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Clansmen || 2 || 3 || 2 || 3 || 1 || 2 || 1 || 8 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 5 Clansmen<br> :'''Unit Type''': Infantry<br> :'''Wargear''': Pulse pistol, Combat armor :'''Options''': * May take up to five more Clansmen for ''10pts/model'' :'''Special Rules''': Brotherhood of Psykers (Mastery Level 1) :'''Psyker''': The Clansmen generates powers from the Telekinesis, Void-Sight and Divination disciplines. '''Void-Sight''' {| border="1" cellspacing="0" cellpadding="5" align="left" ! Power Number ! Power Name ! Charge Level ! Description |- | Primaris Power | Ferry | Warp Charge 1 | ''Using the powers that the Nicassar have developed to propel their ships in the void, the caster uses a mere glimmer of that power to help speed the journey of a vehicle.'' Ferry is a Blessing that affects a vehicle within 18" of the caster. That vehicle may move an extra 6" of combat speed during its next movement phase. |- | 1 | Telekinetic Plow | Warp Charge 1 | ''Pushing the terrain aside with their powers the caster helps ease the journey of the target.'' Telekinetic Plow is a Blessing that targets the Psyker and it unit. The Psyker and it's unit gains the Move Through Cover special rule. |- | 2 | Guidance | Warp Charge 1 |''The Caster helps bring a deep striking party to the ground safely with their powers.'' Guidance is a Blessing that targets the Psyker. Allied models Deep Striking within 6" of the caster do not scatter. |- |3 | Telekinetic Weapon |Warp Charge 1 |''Using their telekinetic powers, the caster fights with their melee weapon at range.'' Telekinetic Weapon is a Witchfire power with a range of 12". The model (or models) that cast this spell each inflict a single hit on the chosen unit with their melee weapon, even if they are not in close combat. |- |4 | Escape Through The Void |Warp Charge 3 |''Using their mastery of Telekinesis, the Nicassar pulls a Vehicle from real-space, moving it to a far away spot in a matter of moments.'' Escape Through The Void is a Blessing that affects a single vehicle within 18". Target vehicle is placed in reserves and can arrive next turn within 12" of any side of the board. |- |5 | No Portal Barred |Warp Charge 2 |''Through sheer force of will, the Nicassar caster moves any intervening terrain from its current real-space position for just long enough to allow a vehicle to pass.'' No Portal Barred is an Blessing that affects a vehicle within 18". That vehicle may pass through Difficult terrain, Dangerous Terrain, or Impassable terrain with no ill effects until the next Psychic Phase. |- |6 | Telekinetic Pull |Warp Charge 2 |''Using the vast power of their telekinetic prowess the Nicassar helps speed the travel of their allies.'' Telekinetic Pull is a Conjuration power. Choose a single unit that is currently in reserves. That unit automatically arrives on the field, if it is Outflanking then it may choose which table edge it arrives on and if it is Deep Striking then it does not scatter. |} <br style="clear: both; height: 0px;" /> ===Dedicated Transport: Nicassar Sled - ''60 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> To help with the frailty of the Nicassar and when they are forced onto a battlefield the tau have devised a hover sled to help transport them, the Sled is only powerful enough to keep it afloat so two kroot hounds help pull the sled along. The Nicassar prefer this arrangement because it is how it is always is, the tau helping to lead the Nicassar clans to where they need to go for the Greater Good </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FAV !! SAV !! RAV !! HP |- | Sled || 3 || 10 || 10 || 10 || 2 |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Sled <br> :'''Unit Type''': Vehicle (Skimmer, Open topped, Transport, Chariot)<br> :'''Wargear''': Twin-linked Pulse Rifle (Mounted on a turret) :'''Transport Capacity''': 1 Model :'''Options''': May take two gun drones for ''24 pts'' ===Fast Attack: Nicassar Tow, 120 Points=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> ''While the Larger Nicassar Elder's may be remarkably powerful Telekinetic Pyskers, Nicassar Clan members are often reliant on working as a group to move their ships, with multiple members provide thrust, with a single member acting as a pilot, when it comes to ground based craft a pair of Nicassar can control the Nicassar Tow, carrying a much larger group from place to place where they may explore new alien planets, or provide psychic support to their allies.'' </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FAV !! SAV !! RAV !! HP |- | Tow || 3 || 12 || 11 || 10 || 2 |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Tow <br> :'''Unit Type''': Vehicle (Skimmer, Transport)<br> :'''Wargear''': Burst Cannon :'''Transport Capacity''': 6 models :'''Access Points''': Rear Ramp :'''Special Rules''': Pskyer Pilot (Mastery Level 1) :'''Psychic Powers''': The Nicassar Tow may generate powers from the Telekinesis, Void Sight and Divination disciplines. * '''Psychic Engine''': A Nicassar Tow may spend one Psychic Power point during the Psychic Phase, it may then either move 6" immediately, increase it's cover save from Jink by +1 until the controlling players next turn, or remove an immobilized condition.
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