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40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

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T'au

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Here's the First Draft for the Force of the T'au

Warlord – Choose One

Fire Caste Warlord

Armour – 5 (5)

Aggression 8

May Take a Jet Pack.

Ethereal Warlord
Armour 5 (5)
Aggression 4

Protect the Aun: An Ethereal may use the Bodyguard Rule on any unit (Levy Count as Two).

Failure is Not an Option: Any Tau unit that Ends it’s turn within M of an Ethereal and with enough fatigue to exhaust them immediately count as having taken a free rest action before the next turn begins.

An Ethereal comes with two Drones of your choice for no cost.

Hearthguard – Must be Bi-Pedal Creatures (Battle Suits)

With the Following Changes:

Armour 5 (4)

Aggression 2 (6)

RULE: Jet Pack: May Make a Range M Move Once Per Turn, This Move Ignores all Terrain. Gain One Fatigue. This Still Requires an Activation and Only Replaces a Move it Does Not Grant a Free Move.

Warriors – Fire Warriors

Armour 4 (4)

Aggression (½ / 1½)

Levy – Gun Drones

Armour 3 (3)

Aggression ½ (½)
Jet Packs

Drones Special Rule

The Tau Regularly have Drones accompany them into combat whether as bodyguards, target identifiers or an extra set of guns.

One Warrior or Two Levy may be discarded to add a single Drone to any unit to a maximum of two per unit.

Gun Drone: Re-Roll Two Attack Dice

Shield Drone: Re-Roll Two Defence Dice

Markerlight Drone: Whenever a Battle Board Ability assigns a Markerlight add an additional markerlight.

Drones do not count as models for casualties, combat dice or anything else, when the last Tau in the unit dies they are removed.

It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths, they deny themselves the liberation that is only to be found in total surrender to the Greater Good. - Aun'Va, Master of the Undying Spirit

The Tau employ specialised target desingnators in the form of Markerlights that illuminate the fie and guide the weapons of their brother Tau

Target Sighted (1-3, 4-5 or 6)
Shooting

Resolve a Shooting Attack. After the Attack place a markerlight token on the enemy unit.

If a 6 is used re-roll the dice and add it to the pool.

When the situation calls for such actions the Tau can unleash a hail of fire although at great cost to their stamina

Rapid Fire (1-3 and 1-3)
Shooting

The Selected Unit may double their attack dice when making a shooting attack. After resolving the attack gain two fatigue.

With a Careful Aim even the Mightiest foe can fall to the Tau, it only requires patience.

Aimed Fire (4-5 or 6)
Shooting

The Selected Unit halves the number of dice fired but for each Markerlight token on the enemy unit gain +1 to hit.

When the Tau Warriors appear to be overwhelmed they can quickly redeploy using prearranged paths of retreat that enable them to withdraw through rough terrain while their foes struggle through it

Redeployment Protocols (1-3 or 4-5)
Activation

One Unit may make a range S move that ignores all terrain besides Impassible terrain, then at the end of the move can make a half strength shooting attack but may not use any benefits of any kind (re-rolls, fatigue that sort of thing).

The Tau are Masters of Supporting Fire and Covering their Allies

Mutual Support (1-3 and 6)
Melee/Reaction

A Tau Unit can use this ability when an enemy unit attempts to charge a friendly unit within M. Before the enemy can move make a shooting attack against them. Gain One Fatigue.

With a tempting target a Patient Commander can lead even the most canny foe into a trap

Kauyon – Patient Hunter (1-3 or 4-5)
Orders

Select a Unit and Reduce it’s Melee Armour to 2

All friendly units within M are activated and can provide covering fire when the “Mutual Support” Ability is played.

Some Commanders Prefer to Overwhelm the Enemy with Sudden Attacks that seek to cripple the most vulnerable in the ranks of the foe

Mont’Ka – Killing Blow (1-3 and 4-5)
Melee or Shooting

Gain Two Attack and Defence Dice.

In addition Re-Roll all 1’s and 2’s to hit if the enemy unit has suffered any casualties.

Akin to the rapid firing of the lesser races but the Tau Leaders will use the covering fire of their comrades to designate the enemy with markerlights rather than simply relying on weight of fire

Suppressing Fire (1-3 or 4-5)
Shooting

Roll half the actual number of attack dice. After resolving the action the target unit takes one fatigue and one markerlight token. Add one dice to the initial pool for each Markerlight token on the enemy unit.

The Drones of the Tau are programmed to put the lives of a Tau over their own survival and will not hesitate to intercept incoming fire or the sword of an enemy

Drone Shields (1-3, 4-5 or 6)
Order or Orders/Reaction

Until the End of the Turn your hearthguards and Warriors gain the Bodyguard Rule but this only applies to levy Models of which two mush be discarded to cancel a single hit.

The needs of the Greater Good are as Varied as the needs of a Battlefield Commander and different situations require different results, however regardless of what is asked of them a Tau will act without hesitation

For the Great Good (6 and 6)
Orders

Until the End of the turn Gain either of the following

All Warrior and Levy Units Gain Resilience (2)

or

All Warrior and Levy Units become Armour 2 (3) but add two attack Dice per Markerlight token on the enemy unit and may re-roll one attack dice for each markerlight on the enemy unit.

Our earth-caste brothers have provided us with the means to destroy our foe, utilize the sensor array and rain death on the greenskin invaders. - Shas'O Vorsheem

Kroot Mercenaries – 1 Point (Warriors)

Armour 3 (3)

Aggression 1 ½ / ½

Feast on the Slain: Each Time a Kroot mercenary unit takes a casualty they gain a “Feast” Token that can be used to gain a Melee attack Dice. If a Kroot unit Wipes out and Enemy Unit in Melee then they gain Feast tokens equal to the number of enemy that were killed.

Great Leap: A Kroot Unit with no Fatigue may ignore all terrain when charging.

Pathfinders – 1 Point (Hearthguard)

Armour 4 (4)

Aggression 1/1

Markerlight Specialists: Pathfinders may elect to make a special shooting attack with a range of L. It rolls to hit as normal but does not cause damage, instead for each hit inflicted the target takes a markerlight token.

Pathfinders: A Warband which includes pathfinders may designate a single turn of the game (Prior to the game starting but after deployment and mission selection) write this down. For this turn Tau models ignore the effects of uneven terrain and treat dangerous terrain as uneven instead.
All open terrain becomes uneven to the enemy and all uneven terrain becomes dangerous terrain. The Pathfinder may not take any actions of any kind during the turn which they have designated, if they start the turn exhausted then the ability is wasted and has no effect.

Stealth Suits – Creature One per Army

Armour 3 (3)

Aggression ½ / 5

Stealth Field: Enemy Units may not shoot at or declare a charge at a Stealth Suit more than range S from it.

Jet Pack

A Stealth Suit comes with two markerlight Drones.

A single blade of grass will bend and falter in the lightest wind. But where grass grows in pasture, in field or savannah; each blade feels but a fraction of the wind’s full force. It prospers due to the common purpose

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