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==Demiurg <span style="color: red"> '''WIP''' </span>== Mantic games has a beurifull set of Space dwarf miniatures (called forge fathers). The rules here are inspired by the models that can be found there so it is easer to make a army of these awesome space dwarfs.<br> Side note I am terrible at naming stuff if anybody thinks they got a better demiurg name for a unit go ahead. ===Unit List <span style="color: red"> '''WIP''' </span>=== '''HQ''' *Brotherhood Elder *Thrudrak Alemetal, Master of Runes '''Troops''' *Militia Warriors *Beard-ling Warriors *Iron Brother '''Dedicated Transport''' *Rock Hopper APC '''Elites''' *Honor Guard *Stone Souled '''Fast Attack''' *Warrior drop team *Comet Scout Tank '''Heavy Support''' *Avalanche Heavy Battle tank *Star bound Artillery *Iridium Brother ===Special rules Demiurg <span style="color: red"> '''WIP''' </span>=== {{W40kKeyword| storm}}: Storm weapons are weapons that are fully automatic if a 6+ is rolled to hit you count that hit a 2 hits instead. {{W40kKeyword| Ion Dampener}}: Models that have a Ion Dampener may roll a D6 each time they would suffer a Mortal Weapon from overcharging an Ion Weapon weapon they are carrying, on a 3+ this damage is ignored. '''Runes of the Stone-Kin''': Demiurg Runesmiths differ from the usual hectic and forceful calling of power employed by Chaos sorcerers and Ork Weirdboyz. Instead carefully carving and preparing ancient runes by inscribing them upon slates of adamantite, before imbuing them with arcane energy in lengthy rituals. In this way the Demiurg can reliably harness the primordial energy of planets that sits beyond the grasp of all but the most willful or powerful of Psykers. However activating these runes comes with a danger of their own as the Runesmith must become the conduit for this energy as the rune is activated, and reports of Rune Smiths who have lost control of this power range anywhere from the caster joining with the stone of the planet itself, to Volcanoes opening beneath beneath the battlefield and drowning entire worlds in lava.<br> For the purpose of the rules there is no difference between these and normal psychic powers. When choosing powers the caster may choose his powers or roll a D6 to see wich one he will gets. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Power !! D6 !! Charge Value !! |- | Rune of Shielding || 1 || 5/10 || Choose one friendly unit with 24", that unit gains a +1 bonus to their Armour saves Until the start of your next Psychic phase. If this power is successfully manifested on a 10+, the chosen unit gets +2 to it Armour save instead. |- | Rune of Grounding|| 2 || 6 || If this power is successfully activated, nothing happens immediately. Instead note down the difference between this powers Charge Value and the result of the Psychic test (Psychic test - 6 = +X). Until the controlling player's next movement phase, the caster gains +X as a bonus to any Deny the Witch rolls they make. Furthermore, the amount of deny the witch tests the caster may make is increased by one. |- | Rune of Devastation || 3 || 8 || Channeling the fury of the very ground they stand upon, Demiurg Runesmiths may cause the earth to rebel against their enemy. Choose one enemy unit with 24" and line of sight, that unit suffers D3 Mortal wounds if they are out of cover. If they are in cover they instead suffer D3+3 Mortal wounds |- | Rune of Protection || 4 || 7 || Choose one friendly unit with 24", that unit may roll a dice everything it receives a mortal wound on a 3+ the wound is ignored. the effect last Until the start of your next Psychic phase. |- | Rune of Amplification || 5 || 7 || If this power is successfully activated, nothing happens immediately. Instead note down the difference between this powers Charge Value and the result of the Psychic test (Psychic test - 7 = +X). The caster may either grant this bonus to another friendly Runesmith within 24", or may store power for his own use. The next psychic power cast by the target of the Rune gets a bonus of +X to it cast roll. |- | Rune of Fury|| 6 || 5 || Choose one friendly Demiurg unit with 24", that unit has re-roll 1 to hit and to wound Until the start of your next Psychic phase. |- |} <br style="clear: both; height: 0px;" /> ===Wargear and points Demiurg <span style="color: red"> '''WIP''' </span>=== ====Storm weaponry <span style="color: red"> '''WIP''' </span>==== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Storm Rifle || 18" || Rapid Fire 1 || 4 || 0 || 1 || {{W40kKeyword| storm}} |- | Storm Pistol || 6" || Pistol 2 || 4 || 0 || 1 || {{W40kKeyword| storm}} |- | Twin Storm Cannon || 36" || Rapid Fire 2 || 6 || 0 || 1 || {{W40kKeyword| storm}} |- |} <br style="clear: both; height: 0px;" /> ====Melee Weaponry <span style="color: red"> '''WIP''' </span>==== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Type !! S !! AP !! D !! Abilities |- | Forge hammer|| Melee || +2 || -1 || 2 || |- |} <br style="clear: both; height: 0px;" /> ===Troop: Militia Warriors 3 PL=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Militia, gathered and ready! -Demiurg Militia Veteran Durian Rocksmasher.'' <div class="mw-collapsible-content"> *Early stage fluff. Please levy criticism in comments* Durable miners by nature, Militia Warriors are emergency troops mustered by Demiurg Clans to fulfill trade agreements when the mining is scarce. T'au highly value these warriors, using them in garrisons, providing guard duty in fortifications, and siege warfare. In spite of their fearsome reputation, their armor is little better than the simple Guardsman. in spite, they make up for this with suicidal resolve, and almost berzerker rage that makes them a surprisingly tough enemy Despite their high demand from the Fire Caste, most militia are merely a stop gap payment until the debt can be repaid in total. After this time, the most militia will return to their clan. The select few may enjoy the glory of battle however, and become full time soldiers called Iron Brothers. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Militia Warriors|| 5" || 4+ || 4+ || 3 || 4 || 1 || 1 || 7 || 4+ |- | Militia Veteran || 5" || 4+ || 4+ || 3 || 4 || 1 || 2 || 8 || 4+ |} <br style="clear: both; height: 0px;" /> '''Unit Composition''': 4 Militia warriors and 1 Militia Veteran. this unit may include up to 5 extra Militia Warriors (for 2 Pl), 10 extra Militia Warriors (for 2 Pl) or 15 extra Militia Warriors (for 6 Pl) . Every model is equipped with a Storm rifle. <br>'''Wargear options''' * The Militia Veteran may replace its Storm rifle with a Forge hammer. '''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Storm Rifle || 18" || Rapid Fire 1 || 4 || 0 || 1 || {{W40kKeyword| storm}} |- |} <br style="clear: both; height: 0px;" /> '''Abilities''' Suicidal Resolve: When this unit advances, you may add 2" to its advance distance. Berzerker Rage: declare once per shooting phase. You must subtract 1 from shooting hit rolls, but gain d3 attacks when in melee combat. '''Faction Keywords''' :{{W40kKeyword|T'au Empire, Demiurg, <Brotherhood>}} '''Keywords''' :{{W40kKeyword| Infantry, Militia Warrior }} ===Troop: Iron Brother 4 PL=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Come lads! Its time to taste glory in war! -Iron Brother Pickhash Drillbane'' <div class="mw-collapsible-content"> *very early development fluff. please levy criticism in comments* Iron Brothers are militia warriors who elected to stay fighting for the T'au, either due to some unsatisfied honor, or lust for the glory and thrill of combat. Iron Brothers, unlike their militia kin, are given better armor, making them excellent siege and anti-infantry units, and are highly honored by their brotherhood. Many a T'au will attest to this fact, showing healthy respect for the stopping power of their Twin Storm Cannons. Additionally, their armor is forged from among the finest the Demiurg have to offer their honored kin. Even the ubiquitous Bolter and the humble Lasgun will find it difficult to penetrate. There are few sights more relieving to a Breacher team than the arrival of a squad Iron Brothers to help clear the trenches, and the few who ever survive the blow of their powerful forgehammers learn to fear and respect these honored warriors. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Iron Brother || 5" || 4+ || 4+ || 5 || 6 || 3 || 3 || 8 || 3+ |- |} <br style="clear: both; height: 0px;" /> '''Unit Composition''': 2 Iron Brother . This unit may include up to 3 additional Iron Brother (for 2 Pl each). Every model is equipped with a Twin Storm Cannon. <br>'''Wargear options''' * Any moddel may replace its Twin Storm Cannon with a Forge hammer. '''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Twin Storm Cannon || 36" || Rapid Fire 2 || 6 || 0 || 1 || {{W40kKeyword| storm}} |- | Forge hammer|| Melee || Melee || +2 || -1 || 2 || |- |} <br style="clear: both; height: 0px;" /> '''Abilities''' *Battlefield Inspiration: Any <Brootherhood> units within 3" of this unit may reroll a single missed hit roll. *Intimidation: Roll a D6 for a successful wound you deliver to an enemy unit. On a 6 they must add 1 when conducting leadership, in addition to their standard leadership. '''Faction Keywords''' :{{W40kKeyword|T'au Empire, Demiurg, <Brotherhood>}} '''Keywords''' :{{W40kKeyword| Vehicle, Iron Brother }}
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