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==Tarellians== One of the many Alien Auxiliaries employed by the Tau Empire in its efforts to bring the philosophy of the Greater Good to the Galaxy, the [[Tarellian|Tarellians]] joined the growing empire out of a deep-seated rage at the Imperium of Man for virus bombing their home world to extinction, before a Tyranid Hive Fleet consumed their remaining major colonies. Accepting the offer of the Greater Good out of desperation at the chance to exact revenge upon the Imperium of Man they were quickly brought into the Tau Empire and given the chance to repopulate on several Sept worlds. Called Dog soldiers by the Imperium due to the shape of their snouts and ears, the Tarellians more resemble large bipedal reptilians, covered mostly in rust coloured scales, with slitted pupils, they find themselves at home on desert planets where they construct their unique sonic weapon technology out of the unique minerals found in the sand of the sept world of T’ros. Whilst not fiercely loyal to the Greater Good, whenever a conflict with the Imperium or a Tyranid Hive fleet happens, large hatches of Tarellian soldiers gather at the nearest port hoping to join the conflict so that they can take some measure of vengeance on their hated foes. Tarellian combat doctrines differs radically from the normal Tau combat doctrines; rather than fight their foes at range, or employ stealth and ambush tactics, Tarellian forces will rush towards their foe shooting at the weaker looking enemies until they crash into their opponents battle-lines, where they fight with the short, but lethal hunting daggers that each Tarellian soldier carries with him until they are either dead or their foe is fallen, before moving on to the next enemy force. ===Special Rules=== *''Unstable'' – A model carrying a weapon with special rule must roll a D6 whenever it suffers an unsaved wound; on a result of 1, the weapon explodes, rendering the weapon unusable for the rest of the battle. This explosion deals a single hit to all models under a Large Blast Marker, using the weapons profile for Strength and AP. ===Tarellian Wargear=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Tarellian Disruption Pistol || 8" || 4 || 6 || Pistol |- | Tarellian Disruption Rifle || 18" || 4 || 6 || Assault 2 |- | Tarellian Pulse Carbine || 18"|| 4 || 5 || Assault 2 |- | Tarellian Disruption Cannon || 18" || 4 || 6 || Assault 3 |- | Heavy Disruption Cannon || 30" || 6 || 4 || Heavy 4 |- | Tarellian Burst Cannon || 18"|| 4 || 5 || Assault 4 |- | Salvaged Battle Cannon || 36"|| 8 || 3 || Ordinance 1, Large Blast |- | Salvaged Exterminator Auto-Cannon || 24” || 7 || 4 || Heavy 4, Twin-Linked |- | Salvaged Punisher Gatling Cannon || 12” || 5 || - || Heavy 20 |- | Salvaged Inferno Cannon || Template || 6 || 4 || Heavy 1, Torrent, Unstable |- | Tarellian Disruption Sniper Rifle || 42” || X || 4 || Heavy 1, Fleshbane, Sniper |- | The Arrow of Agrona || 42” || X || 3 || Assault 1, Sniper, Fleshbane, Master Crafted |- | Disruption Lancet (Tank Hunter) || 48" || 7 || 3 || Salvo 1/2, Lance |- | Disruption Lancet (Sky Hunter) || 36" || 6 || 3 || Heavy 3, Skyfire, Lance |- | Disruption Lancet (Ground-Sweeper) || Template" || 8 || 4 || Heavy 1, Torrent, Get's Hot! |} <br style="clear: both; height: 0px;" /> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Tarellian Thunder Hammer || Melee || +2 || 3 || Unwieldy, Concussive |- | Tarellian Fang Dagger || Melee || User || 5 || |- | Tarellian Claw Sword || Melee || +2 || 4 || Specialist Weapon, Master-crafted |- | Tarellian Horn Lance || Melee || +1 || 3/4 || |- | Tarellian Dragon Lance || Melee || +2 || 3/4 || Master Crafted |- | Tarellian Dragon Hammer || Melee || x2 || 3 || Unwieldy, Concussive, Fleshbane |- | Tarellian Bone Staff || Melee || +1 || 5 || Two-Handed, Master Crafted |- | Talon of Agrona || Melee || +3 || 2 || Specialist Weapon, Master Crafted, Fleshbane |} <br style="clear: both; height: 0px;" /> *'''Tarellian Hide Armour''': The thick reptilian hides of the Tarellians grant them a 5+ armor save. *'''Sun Scorched Hide''': The desert baked skin of the Thunder Walkers is even tougher than their smaller cousins, granting them a 4+ armor save. *'''Tarellian Relic Armour''' The old, but intricate, armour that Desert Priests wear offer less protection than the hides of regular Tarellians, but marks them out as leaders of their people and gives their words weight. Grants a 5+ armor save and the Stubborn USR. *'''Tarellian Stalker Armour''': ''Tarellian Stalker Armour is a rarity in Tarellian culture, worn only by the Tarellian’s Elite Sand Stalkers & some Paymasters who find the added protection to be a lifesaver, as the materials to make it have become increasingly scarce with the Tarellians current situation. This armour is made to provide more protection than the Tarellian’s naturally thick hide, this achieved by overlapping several heavily treated, and flexible, layers of Nah’Rak lizard hides, before treating them with a naturally occurring Photo-reactive agent found in the Nah’Krine Rock Fish which is reapplied regularly in order to maintain the Armours active Camouflage. Despite its almost primitive creation, this armour is as capable as the Tau’s Combat Armour, stopping Las-fire, and Bolter Shells with equal ease, if the firer can even spot the Wearer before they open fire.'' This camouflaged and reinforced armor confers a 4+ Armour Save and the ''Stealth'' USR. *'''Eye of Agrona''': This artifact grants it's holder a 3++ invulnerable save. *'''Executioner A.I.Engram Scope''': ''This piece of equipment is only given to Sand Stalkers, and is carefully maintained by its user, sometimes beyond the care that most Tarellians give their personal daggers. The scope itself contains a basic A.I that calculates the distance between the Sand Stalker and their target, alongside a very basic target recognition program that allows the Stalker to pick out an enemy’s leader from within the most chaotic of melees.'' This piece of wargear allows the user to perform a Precision shot on a to-hit roll of 5+ & grants the '''Rending''' USR on all shooting attacks. '''Tarellian Disruption Weaponry''' The Tarellian's self-developed "Disruption Weaponry" uses highly focused Microwave Radiation, with a MASER (Microwaves Amplification by Stimulated Emission of Radiation) set-up that, when fired, will flash-boil any liquids it comes into contact with before it loses coherence. Unfortunately, with the losses that they've suffered from the Imperium, and the Tyranids, most of the Tarellians Manufacturing processes were lost on their old planet, forcing them to start from scratch, with the help of the Earth caste who've reverse engineered the manufacturing process from the few surviving weapons. Currently the only weapons in mass-production, even with the Earth Caste's help, are the Disruption Rifle, and Disruption Cannon, while the process behind making the much more focused Disruption Sniper Rifle, and Disruption Lancet are still being worked out, due in part to the scarcity of any surviving examples. The term "Disruption Weaponry" comes from the fact that the Tau, in the initial evacuation of the Tarellian planet, Eras-Drasal, found that continuous fire from nearby Tarellian weaponry would interfere with their communication wavelengths, leading to the regularly repeated battlefield communication "Disruption On" ===HQ: So-Spada, Master of the Trackless Wastes - ''180 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> While the Sand Stalkers are respected in Tarellian culture few, if any, ever reach the revered status of So-Spada, the greatest Stalker to have ever been hatched. Born in a clutch where all the hatchlings had chalk-white scales, a sign of illness and frailty, the priests of his home colony took the weak hatchlings out of the homes of their parents and placed them far away in the desert alongside other healthier hatchlings However no-one expected that 2 months later So-Spada would wander back into the village of his birth, dehydrated and malnourished but alive; he had survived the desert wastes that had claimed his hatching brethren, even those stronger than him. Taking this as a sign the priest that had taken the hatchling out to the desert brought the child back to his parents and asked them for permission to raise the child as a Sand Stalker, while they were loath to part with their child again the parents agreed and the Priest and So-Spada disappeared back into the deserts, unheard from until Hive Fleet Moloch swept down upon the Deserts of his home. As Colony upon Colony fell, the survivors reported a Tall, White Sand Stalker leading survivors and refugees through the deserts, the violent sandstorms of the deep desert keeping the Tyranids at bay while they adapted to the harsh environment. Eventually So-Spada could avoid his pursuers no more, leading the crowd of Tarellians to the place where he had been raised and trained, the Temple of Agrona, a fortress of old stone at the end of a hidden ravine, where he knew they would not be able to hold the ravening menace of Hive Fleet Moloch off forever, but they could hurt them at the very least. When the Tyranids of Moloch finally arrived through the final sandstorm, they found the ravine full of Thunder Walkers, the brutish cousins of the Tarellians, standing three abreast in the narrow corridor of stone, their sun scorched hides and mighty hammer halting the hordes of Gaunts that swarmed into the entrance of the canyon. Soon however the Hive fleet sent forward their Larger Bio-forms, Biovores filling the canyon with crackling bio-plasma and corrosive acids, as the monstrous Carnifex’s strode forward through the hail of fluids and slaughtered the flagging Thunder walkers. As the Tyranids continued through the Ravine they came across more resistance, Sand Stalkers perched high on the cliffs with their specialised rifles, far out of the reach of any ground based enemy, supporting troops of Dog Soldiers whose rage drove them on despite horrifying injuries, but one by one these resistances failed, Gargoyles plucking the Stalkers from their perches as Mawlocs tore through the cliffs, collapsing the hidden tunnels that they used to escape, Genestealers swarmed over the Dog Soldiers, drowning them in bodies and blood, and still the Tyranid horde pushed forward until all that lay between them and the last of the refugees was So-Spada himself, the White Stalker having escaped the collapsing tunnels of the Mawlocs, and fought his way free of the hordes of Genestealers. Stepping forwards So-Spada spoke a single word, not heard by the Tarellians behind him, and not understood by the ravening hordes before him, before the wall of Tyranids surged forwards to meet him. For a single day So-Spada held the door to the temple of Agrona, the bodies of the Tyranids he killed piling around him as his ceremonial swords swept left and right, the blades tearing through whatever lay in their paths, the dull steel creating patterns of light in the air as they deflected blasts of bio-plasma from their wielder. Finally, covered in wounds, his flesh blistered, his bones broken, So-Spade fell to his knees, as the unending hordes of Tyranids closed in for the kill, before a resounding crack was heard. The wall of Tyranids that filled the ravine was blasted apart in a flash of blue light, as figures clad in yellow armour descended from huge gunships hovering in the air over the canyon. So-Spada pushed himself to one knee as one of the figures approached, a strange, thin, blue face speaking unknown words as it extended one yellow gloved hand towards him. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | So-Spada, Master of the Trackless Wastes || 5 || 4 || 4 || 4 || 4 || 5 || 5 || 10 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Type''': Infantry, Independent Character, Unique<br> :'''Unit Composition''': 1 So-Spada, Master of the Trackless Wastes<br> :'''Wargear''': Tarellian Claw Sword, Talon of Agrona, The Arrow of Agrona, Tarellian Stalker Armour, Eye of Agrona :'''Special Rules''': Independent Character, Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Scout, Infiltrate, Counter Infiltration, Execution Confirmed :'''Warlord Trait''': Beyond Rage ===HQ: Tarellian Desert Priest - ''60 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''The desert is vast and empty, until you can see each grain of sand'' <div class="mw-collapsible-content"> A relic from the beginning of the Tarellian culture; the Desert Priests function as the Spiritual leaders of the Tarellian people, preforming the old rituals of water calling and blessing each soldier before they go to battle so that they might return safely. While the purpose of these rituals has not changed, with the Tarellians march into advanced technology, the necessity has; no longer as rigorously enforced as they once were, the desert priests instead act as both arbiters of the law and moral leaders, espousing messages of co-operation with other cultures and vengeance against the enemies of Tarell. While they are rarely found on the battlefield, the Desert priests wield words as their weapon, the scripture they quote inspiring their charges to greater levels of rage against their foes, as the weight and force of their words settles on their opponents with the vast alien stillness of the deserts that their people have lived in since their birth. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Desert Priest || 4 || - || 3 || 3 || 2 || 4 || 2 || 10 || 5+ |} <br style="clear: both; height: 0px;" /> :'''Wargear''': Tarellian Bone Staff, Tarellian Relic Armour :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Adamantium Will, Independent Character *'''Scriptures of the Desert''' – While normally used as an inspiration to their people when in need of spiritual guidance, the scriptures of the Desert that The Tarellian Desert Priests carry with them can inspire a battle-force to new heights of fervor against their foes, or strike fear into an enemy’s heart. Each turn a Desert Priest may choose a new scripture of the desert sands to recite or continue reciting the currently chosen scripture. ** Raging Storm of Desert Sands – All friendly units within 12” of the Desert Priest treat their cover saves as 1 higher, and all enemy units within 12” of the Desert Priest treat their BS and WS as 1 lower. ** Grinding Strike of Desert Winds – All friendly units within 12” of the Desert Priest can sacrifice their Melee attacks to make a single attack at AP2 and increase their strength bonus by +1. ** Blistering Heat of the Desert Sun – All enemy weapons within 12” of the Desert Priest gain the Gets Hot! rule. ** Freezing Cold of the Desert Night – All enemies within 12” of the Desert Priest cannot Run, Thrust, or Turbo-Boost. ===HQ: Tarellian Paymaster - ''70 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> The oldest, and most experienced of the Tarellian Dog Soldiers are sometimes elevated to this position by a Desert Priest, responsible for securing contracts with the many species of the Galaxy, and negotiating the terms of these contracts, these Dog Soldiers are known as the “Paymasters” to the rest of the group that they oversee. Famous for their ability to negotiate terms of payment with even the most hard headed of employers, the Paymasters often benefit from their position by securing copies of their employers weaponry and armour, including some rare and valuable pieces that are passed down from paymaster to paymaster. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Paymaster || 5 || 4 || 3 || 3 || 2 || 4 || 3 || 10 || 4+/5++ |} <br style="clear: both; height: 0px;" /> :'''Unit Type''': Infantry (Character) :'''Unit Composition''': 1 Paymaster :'''Wargear''' Tarellian Disruption Rifle, Tarellian Disruption Pistol, Tarellian Stalker Armour, Tarellian Claw Sword, Personal Shield Generator :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Furious Charge, Fearless, Independent Character * '''Forward Payment''': A Tarellian Paymaster must be attached to any Tarellian force that is an allied detachment to any force other than the Tau Empire, the Paymaster may make use of any signature piece of Wargear from their allies codex, except for items from the Astra Miltarum, Space Marines, Sisters of Battle, & Tyranids Codex’s. * '''Sidearm''': A Tarrellian Paymaster may exchange his Disruption Pistol, for any any other pistol type weapon found in their allies codex (excluding Codex Astra Militarum, Spaces Marines, Sisters of Battle, and Tyranids) ===Elite: Tarellian Sand Stalker - ''125 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> The Tarellian Sand Stalkers are the elite of the Tarellian military, while the Dog Soldiers sell themselves for the sake of revenge and the Hunting Bikers ride for the sake of glory, The Sand Stalker hunt the great beasts of the T’ros deserts that threaten their colonies on the arid planet. Rarely seen by the Tau diplomats to the Tarellian colonies, the few Water caste that have seen them describe them all tall and lean, standing a few inches taller than an average Tarellian, with scales the colour of the desert sands, and long barreled sniper rifles slung over their backs next to their ceremonial Claw Swords. While their normal duties keep them busy on their new colonies, a few Sand Stalkers are found with every group of Dog Soldiers, acting as general group leaders. Responsible for making sure that each soldier gets his pay, equipment and if he dies, that his family gets his belongings. On the Battlefield the Sand Stalkers fight almost completely opposite to the fervent rage that fuels the Dog Soldiers they watch over. Acting as cold snipers they assassinate enemy commanders as the Dog Soldiers and Thunder Walkers wreak havoc on the front lines, only using their ceremonial swords if the enemy draws close, or they need to secure a sniping position silently. They take some pleasure from killing imperial Commissars after they have performed a summary execution on their own men, using such tactics to sow fear and confusion in their enemies with extreme efficiency. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Tarellian Sand Stalker || 3 || 4 || 3 || 3 || 2 || 4 || 2 || 8 || 4+ |- | Tarellian Sand Master || 3 || 4 || 3 || 3 || 3 || 4 || 3 || 9 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Type''': Infantry<br> :'''Unit Composition''': 5 Tarellian Sand Stalkers<br> :'''Wargear''': Tarellian Disruption Sniper Rifle, Tarellian Stalker Armour, Tarellian Claw Sword :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Scouts, Infiltrate * Counter Infiltration – If Tarellian Sand Stalkers are placed in reserve, when they are arrive on the battlefield you can choose to have them arrive at a point where an enemy unit is, they are immediately considered locked in combat, with their opponent acting at Initiative order 1 for that turn only. * Execution Confirmed – Whenever an Imperial Commissar or Lord Commissar uses the Special Rule Summary Execution within Range of a Unit of Sand Stalkers, one Model may make a Leadership test. If successful, that model may make a shooting attack against the model preforming the Summary Execution. If this attack is successful the targeted unit must make another leadership test on its unmodified leadership against the condition that Summary Execution would have negated. Any Model that uses this rule cannot fire in its next shooting phase. :'''Options''': * Any model in this unit may take a Tau Shield Generator for ''25 points'' * Any model in this unit may upgrade their Claw Sword to have the '''Poisoned (4+)''' USR for ''4 points/model'' * Any model in this unit may purchase an Executioner A.I.Engram Scope for ''10 points/model'' * May Upgrade one Tarellian Sand Stalker to a Tarellian Sand Master for ''15 Points'' ===Elite: Tarellian Nah'Rak Lizard Riders - ''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 |- | Tarellian Rider || 4 || 3 || 3 || 3 || 2 || 4 || 2 || 8 || 4+ |- | Tarellian Rider Master || 4 || 3 || 3 || 3 || 3 || 4 || 3 || 9 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 4 Rider's, 1 Rider Master<br> :'''Unit Type''': Calvary (Rider Master is a Character)<br> :'''Wargear''': Tarellian Hide Armour, Tarellian Horn Lance, Tarellian Disruption Rifle, Tarellian Fang Dagger :'''Options''': *May Take 5 aditional Riders for ''14pts/model'' *May take EMP Grenades for ''3pts/model'' *Any model can upgrade their Tarellian Fang Dagger to have the Poisoned (4+) special rule for ''4pts/model'' *Rider master may exchange his Fang Dagger for a Claw Sword for ''10 points'' *A Rider Master may upgrade his Tarellian Claw Sword to have the Poisoned (4+) special rule for ''4 points'' *Rider Master may exchange his Horn lance for a Dragon lance for ''15 points'' :'''Special Rules''': Move through Cover, Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids) *Hunting lizards are not as quick as mounts of other races and do not gain the benefits of the Fleet special rule. However their tough hide helps protect the rider and improves their saving throw by 1. ===Troops: Tarellian Dog Soldiers - ''32 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 |- | Tarellian Dog Soldier|| 3 || 2 || 3 || 4 || 1 || 3 || 2 || 7 || 5+ |- | Tarellian Hatch Leader || 3 || 2 || 3 || 4 || 2 || 3 || 4 || 9 || 5+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 4 Dog Soldiers<br> :'''Unit Type''': Infantry (Hatch Leader is a Character)<br> :'''Wargear''': Tarellian Hide Armour, Tarellian Disruption Rifle, Tarellian Fang Dagger :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Furious Charge, Fearless (Hatch Leader) :'''Options''': * May take up to 12 extra Tarellian Dog Soldiers --- 8 points/model * Any model can upgrade their Tarellian Disruption Rifle to a Tarellian Pulse Carbine for ''2 points/model'' * Any model can upgrade their Tarellian Fang Dagger to have the Poisoned (4+) special rule for ''4 points/model'' * One Tarellian Dog Soldier may be upgraded to a Tarellian Hatch Leader for ''10 points'' * A Tarellian Hatch Leader may upgrade his Tarellian Fang Dagger to a Tarellian Claw Sword for ''10 points'' * A Tarellian Hatch Leader may upgrade his Tarellian Claw Sword to have the Poisoned (4+) special rule for ''4 points'' * The Entire unit may take a Tarellian Sand Junker as a Dedicated transport (55 Points) ===Fast Attack: Tarellian Sand Junker - ''55 Points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Even on their home planet, where the settlements were far closer together than the few settlements on T’ros the Tarellian relied almost solely on the Sand Junkers for transport between their settlements, whether transporting the Tarellian Deserts Priests from settlement for spiritual purposes, Tarellian Thunder Walkers for heavy labour, or the Hunting Bikers to deal with the large desert creatures that constantly threatened the old Tarellian settlements. Now that the Tarellians have been dragged in to the nigh constant warfare that peppers the galaxy, the Sand Junker has been repurposed into a general troop transport with a hardier engine, and a modest armament consisting of 2 Heavy Disruption Cannons, and several Vehicle sub-systems that Tau earth caste engineers that have installed. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FAV !! SAV !! RAV !! HP |- | Sand Junker || 2 || 11 || 11 || 10 || 2 |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Sand Junker<br> :'''Unit Type''': Vehicle (Transport, Open-Topped)<br> :'''Wargear''': 2 Tarellian Heavy Disruption Cannons, Blacksun Filter :'''Transport Capacity''': 16 Models :'''Special Rules''': Preferred Enemy (Forces of the Imperium, Tyranids) * Across the Trackless Wastes: This Vehicle ignores Difficult Terrain, and may reroll Dangerous Terrain tests. * Gears that Grind: When this Vehicles suffers an immobilized results on the Vehicle Damage Table roll a D6, on a result of 1-2 the Vehicle is immobilized as normal, on a roll of 3-4 the Vehicle instead suffers a Weapon Destroyed result instead, and on a roll of 5-6 the Vehicle damage table is ignored. :'''Options''': * May replace either of the Tarellian Heavy Disruption Cannons with a Tau Smart Missile System (Tau Codex pg66) for ''10 points'' * May take items from the Tau Vehicle Equipment list. ===Fast Attack: Tarellian Hunting Bikers - ''60 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 |- | Tarellian Hunting Biker || 3 || 2 || 3 || 5 || 1 || 4 || 2 || 7 || 4+ |- | Tarellian Hunt Leader (character) || 3 || 2 || 3 || 5 || 2 || 4 || 4 || 9 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Type''': Bike<br> :'''Unit Composition''': 3 Tarellian Hunting Bikers<br> :'''Wargear''': Tarellian Hide Armour, Tarellian Disruption Cannon, Tarellian Horn Lance * Tarellian Hunting Bike: Confers a 4+ Armour Save. :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Furious Charge, Fearless (Hunt Leader), Monster Hunter (Hunt Leader), Skilled Rider (Hunt Leader) :'''Options''': * May take up to 6 extra Tarellian Hunting Bikers for ''20 points/model'' * Any Model can upgrade their Tarellian Disruption Cannon to a: :-Tarellian Burst Cannon for ''4 points/model'' :-Fusion Blaster for ''10 points/model'' * Any Model may Take a Disruption Pod for ''15 points/model'' * One Model may be upgraded to a Tarellian Hunt Leader for ''20 Points'' * A Tarellian Hunt Leader may replace his Tarellian Horn Lance with a Tarellian Dragon Lance for ''5 points'' ===Heavy Support: Tarellian Thunder Walker Shock Trooper - ''80 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> The Thunder Walkers are an offshoot of the Tarellian evolutionary process; named after the Tarellian’s earliest known ancestor, the Thunder Lizard, these heavy set reptilians stand over twice the height of their genetic cousins, with much thicker hides, and greater musculature. Often found doing the heavy labour on their T’ros colonies the Thunder Walkers form the backbone of Tarellian labour forces, and are the only members of their colonies to brave the desert storms of the arid deserts that cover 95% of T’ros’s surface in order to find the richest deposits of mineral rich sand, before transporting them back to the processing plants of the colonies where the unique minerals are used to create the Tarellians sonic weaponry. When called into battle the Thunder Walkers eschew the use of the normal Tarellian weaponry and armour assigned to the Dog Soldiers, and Hunting Bikers, instead relying on their sun scorched hides, monstrous strength and the battle cannons that they salvaged from the remains of imperial tanks that still litter the sands of the deserts. The few enemies that survive their battle with the Thunder Walkers tell feverish tales of groups of the monstrous creatures marching onward through salvos of tank fire, the shells bursting off their hide without even slowing their relentless advance as they returned fire with Tank cannons carried in their claws, before falling on platoons of soldiers with their massive hammers, each swing turning even the strongest of men into broken corpses. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Tarellian Thunder Walker Shock Trooper || 4 || 2 || 4 || 5 || 3 || 2 || 2 || 8 || 4+ |- | Tarellian Thunder Walker Hatch Leader || 4 || 2 || 4 || 5 || 3 || 2 || 3 || 9 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Type''': Monstrous Creature<br> :'''Unit Composition''': 1 Tarellian Thunder Walker Shock Troopers<br> :'''Wargear''': Sun Scorched Hide, Tarellian Thunder Hammer, Salvaged Battle Cannon :'''Special Rules''': Hatred (Forces of the Imperium, Tyranids), Preferred Enemy (Forces of the Imperium, Tyranids), Slow and Purposeful, Feel no Pain (4+), It Will Not Die, Extremely Bulky :'''Options''': * May take up to two additional Thunder Walkers for ''80 points/model'' * May Upgrade one Tarellian Thunder Walker Shock Trooper to a Tarellian Thunder Walker Hatch Leader for ''10 points'' * A Tarellian Thunder Walker Hatch Leader may upgrade his Tarellian Thunder Hammer to a Tarellian Dragon Hammer for ''25 points'' * A Tarellian Thunder Walker Shock Trooper, or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Exterminator Auto-Cannon for ''10 points'' * A Tarellian Thunder Walker Shock Trooper, or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Punisher Gatling Cannon for ''10 points'' * A Tarellian Thunder Walker Shock Trooper, or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Inferno Cannon for ''20 points'' ===Heavy Support: Tarellian Sand Crawler - ''75 points''=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''You call that a Tank? I call it an oven'' <div class="mw-collapsible-content"> The Tarellian Sand Crawler is a recent creation, cobbled together out of spare parts, and a repurposed Sand Junker Chassis, it’s so named both for its low profile and slow gait it has as it crawls inexorably over the Desert sands of T’ros. The Sand Crawlers main weapon, the Disruption Lancet, is mounted in the tail-bed of the chassis. The Lancet consists of a set of large multi-celled batteries, connected to a constructive Disruption Chamber, which then feeds the Disruptive microwave radiation down an amplification conduit into an adjustable E-M Radiation dish, which can be focused into one of 3 patterns. These variable patterns allow the Lancet to either flood the inside of an enemy vehicle with disruptive Microwaves, cover the sky in explosive flares of Radiation, or sweep along the ground with a single highly focused beam of destruction that has no regard for friend or foe. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FAV !! SAV !! RAV !! HP |- | Sand Crawler || 3 || 12 || 12 || 10 || 3 |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Sand Junker<br> :'''Unit Type''': Vehicle (Heavy, Open-Topped)<br> :'''Wargear''':Tarellian Disruption Lancet, 2 Sponson mounted Tarellian Heavy Disruption Cannons, Blacksun Filter :'''Special Rules''': Preferred Enemy (Forces of the Imperium, Tyranids), Gears that Grind :'''Options''': * May replace either of the Tarellian Heavy Disruption Cannons with a Smart Missile Systems (10 Points each) * May take items from the Tau Vehicle Systems list. ===Lords of War: Tarellian Dune Worm - ''1150 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 |- | Tarellian Dune Worm || 5 || - || 9 || 7 || 6 || 5 || 8 || 5 || 2+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1 Tarellian Dune Worm<br> :'''Unit Type''': Gargantuan Creature<br> :'''Wargear''' * Dune Worm Maw: Close combat attacks are AP 1 and have the Shred special rule. * Dune Worm Hide: Confers a 2+ Armour Save and a 5++ invulnerable save. :'''Special Rules''': Fearless, Armourbane, Fleshbane, Feel No Pain (3+), It Will Not Die (4+) * Swallow Whole: If this model deals an unsaved wound to an Infantry model without the "Extremely Bulky" Rule, that model is Swallowed Whole, it may make a single invulnerable save, if it has one, if it fails, it is removed from play. This does not count as Instant Death for the Purpose of Eternal Warrior. * Burrow: An unengaged Dune Worm can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Dune Worm cannot Deep Strike and Burrow in the same turn. * Terror From The Deep: When arriving from Deep Strike Reserve, a Dune Worm can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Dune Worm Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the Apocalypse blast marker directly over the spot the Dune Worm is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 9 AP1 hits with the Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour. If, after removing casualties, it is now possible to place the Dune Worm on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Dune Worm, replace the Apocalypse blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Dune Worm, roll on the Deep Strike Mishap table.
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