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==Codex Specific Special Rules== '''Auxiliaries''': Any unit in this codex may be taken as a unit choice in a Tau Army without having to follow the regular rules for an Allied Detachment. Additionally any unit may spend Markerlight tokens as though they were units from Codex - Tau Empire '''Council of the Many''': If an army made from this codex's unit is made of 2 or more species then the controlling player may take a Tactician's Council, this council is made up of HQ's from the chosen races, and may grant one of their races special rules to any unit within 12", that is from this Codex or Codex - Tau Empire. This council does not take up a FOC slot, and does not count as a mandatory HQ choice. Gue'Vesa - Can give '''Voice of The Gue'Vesa''' Demiurg - Can give '''Grudge''' Ji'Atrix - Can give '''Shrouded''' Ranghon - Can give '''Piercing Song''' or '''Guardians of the Way''' Formosians - Can give '''Dug In''' Tarellians - Can give '''Hatred (Forces of the Imperium, Tyranids)''' or '''Preferred Enemy (Forces of the Imperium, Tyranids)''' Vespid - May give '''Stealth (Ruins)''' or '''Move Through Cover''' The Galg - may give '''Amphibious''' Morrallian - Grants the '''Feel no Pain (6+)''' USR or improves any '''Feel No Pain''' rolls by +1. Pakasar - May give '''Battle-Madness''' or '''Rage''' N'Deemi - May give '''Obscure''' ===Warlord Traits=== * '''1: Previous Contracts''' - The Warlord gains the '''Preferred Enemy (Codex of Choice)''' USR, and may grant it to any unit he joins, or transport he embarks upon. * '''2: Truly Sworn''' - The Warlord & their unit gains the '''Supporting Fire''' special rule. * '''3: Last Refuge From Xenophobia''' - The Warlord & their unit gain the '''Stubborn''' USR ====Gue'Vesa Warlord Traits==== *'''4: Loud Orders ''' - Either through implants or natural charisma, the warlord is able to reach more of his men easier. Voice of the Gue'vesa can effect units within 18" instead of 12" *'''5: Will of the Gue'Vesa''' - The defense of the newfound freedoms of the humans under the Tau empire makes the Gue'Vesa commanders fight even harder for their men against one of the primary abilities of the Enemies of the Tau, the power of the Warp. Warlord gains Adamantium Will. *'''6: Anger against the enemies of the Greater Good''' - Your warlord either through a past grudge or just simply a bad experience has a growing hatred against one faction inhabiting the greater galaxy. Warlord gains hatred (specific codex) ====Demiurg Warlord Traits==== *'''4: Power of the Runes''' - Warlord gains the '''Adamantium Will''' USR and +2 to Deny the Witch rolls *'''5: Settling Old Grudges''' - Nominate one unit on the opposing side. That unit has wronged the Demiurg before and the warlord and his unit can reroll all to hit rolls against that unit. *'''6: Speed Uncommon''' - Training their legs to make themselves the fastest runners of the Demiurg without sacrificing their unbreaking stride, the warlord and his unit lose the '''Slow and Purposeful''' USR & gain the '''Relentless''' USR. ====Ranghon Warlord Traits==== * '''4: Rapid Growth''' - The Warlord is able to use his abilities to help a unit run faster. The warlord and his unit gain fleet USR. * '''5: Whirling Death''' - The warlord has trained for several decades in the arts of close quarters combat. The warlords close combat attacks gain the instant death and armorbane USR. * '''6: Blessings of the Forest''' - The sound of the forest around the warlord provides a calming effect and increases their concentration. While in a forest the warlord counts his BS and WS as 1 higher. ====Tarellian Warlord Traits==== * '''4: I Shall Not Fall''' - The Warlord holds on to life with a tenacity unlike any other until he sees his enemies slain. If the Warlord issues a challenge, whether or not it is accepted, they gain the '''Eternal Warrior''' & '''Feel No Pain (5+)''' USRs until the end of the Assault Phase. * '''5: Beyond Rage''' - The Warlord has fought his enemies so long that all his rage has dissipated and given way to weariness, he takes no pleasure in the death that surrounds him, and feels no vindication in the slaughter of his once hated enemies, instead fighting with a cold clarity that tells him this is the only way. The Warlord gains the '''Fearless''' USR and does not have to roll for any leadership check, choosing his result as he wishes. * '''6: Heart of the Desert''' - The Desert is vast and empty, and at its heart is an infinite stillness, only those Tarellian’s who’ve undergone the Rite of Etaine may pass through the Heart of the Desert, and those who come out changed, their eyes focused on the distance, their thoughts strange and alien. If a Warlord with this trait successfully negates a Psychic power with “Deny the Witch” the opposing Psyker takes a number of S:3, AP2, ignores cover hits equal to the number of Warp Charges expended in manifesting the power. ====Galg Warlord Traits==== * '''4: Bring It Down!''' - Once per game, the Warlord, and his unit gain the '''Tank Hunter''' & '''Skyfire''' USR during their shooting phase. * '''5: Don’t Stop Firing!''' - The Warlord and his unit gain the '''Relentless''' USR. * '''6: KA-BOOM''' - Once per game, the Warlord and his unit gain the '''Missile Lock''' USR during their shooting phase. ====Morrallian Warlord Traits==== * '''4: Grim Reaper''' - The Warlord is so used to the constant life or death struggle that he has gained the experience to quickly & decisively strike at an opponent’s weakest spots; granting them a quick, if painful, death. The Warlords attacks gain the '''Instant Death''' USR. * '''5: Do Not Hide, Do Not Run''' - The Warlord is an old and experienced hunter who has killed countless beasts & mutants, and can strike terror in the heart of even the most fearless of foes. At the beginning of the battle the Warlord can choose one enemy Character; that Character may not make cover saves against the Warlords attacks, and may only make snap-shots against any unit that does not include the Warlord. * '''6: Vs the World''' - The Warlord has survived countless expeditions through the harshest of environments, gaining an almost precognitive ability to avoid danger, whether mutant beasts, or hidden anomalies. The Warlord & his unit gain the '''Move Through Cover''' USR. ====Pakasar Warlord Traits==== * '''4: Rip, Roar, Rampage''' - The Warlord gains the '''Fear''' USR, & gains 2D3 Additional attacks whenever outnumbered in Close Combat (this replaces & does not stack with the Rampage USR). * '''5: Crushing Tide''' - Such is the eagerness of the Warlord & his troops that they charge into the fight. The Warlord adds a +1 to all reserve rolls so long as he is not yet on the table. * '''6: FACE ME!!!''' - The Warlord thirsts for combat with such strength that he must issue challenges whenever possible, if he slays a character in a challenge he gains 1 Victory Point, if he slays an independent character in a challenge he gains 2 additional Victory Points, if he slays the Enemy Warlord in a Challenge he gains 3 additional Victory Points. (These Additional Victory Points do not stack with each other, so if the Enemy Warlord is an independent character the Warlord only gains 3 VP, not 5 VP) ====N'Deemi Warlord Traits==== * '''4: Eternal Night''' - This Warlord rolls a D6 at the beginning of each of his movement phases, should the result be equal to, or lower than the current turn number then the Night Fighting rules activate, and continue until the end of the game. * '''5: Unseen, Unheard''' - The Warlord, & any unit he joins, gain the '''Stealth''' & '''Infiltrate''' USR. * '''6: Fire & Shadow''' - WIP ====Hrenian Warlord Traits==== * '''4: Ride the Lightning''' - The Warlords constant exposure to high power electrical currents has numbed their skin, and increased their fortitude. The Warlords weapon loses the '''Gets Hot!''' USR. * '''5: Move!, Move!, Move!''' - The Warlords skill at guerrilla warfare and Hit & Run tactics, allows him to lead his squad around far faster than would seem possible. The Warlord & their unit gains a movement speed of 12” & gain the '''Hit & Run''' USR. * '''6: That Was Left Handed''' - The Warlords skill with his weaponry allows him to wield two weapons at a time, or quickly double tap the trigger hosing his enemies with firepower. The Warlord may make 2 shooting attacks in the Shooting Phase, whether they shoot 2 different weapons, or fire the same weapon twice. ===Fighter Aces=== In Skies of Death, you may pay 35 points for one of 3 special traits for any Flyer or FMC. 1: '''Advanced Targeting System''' +1 BS. 2: '''Upgraded Control Systems''' Model gains the '''Vector Dancer''' USR 3: '''Empirical Communications Node''': All units within 12" of this model gain the '''Supporting Fire''' special rule. ===Allies Matrix=== '''Battle Brother:'''Kroot Mercenaries, Tau Empire, Farsight Enclaves '''Allies of Convenience:''' Eldar, Necrons '''Desperate Allies:''' Chaos Space Marines, Armies of the Imperium, Dark Eldar, Orks '''Come The Apocalypse:''' Chaos Daemons, Tyranids
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