Thursday, April 4, 2013

Tau Rules and Information


A lot is being translated from the Spanish codex leaks, and while I am not going to be posting them here, the rules discovered through them are not only here, but all over the internet. Here is the latest translations.

This is one of the better translations I have come across.

These come via Bols translated by Fran M.
Fire Burst: If the unit doesn't move in the movement phase they can fire an extra shot with their induction rifles and carbines in the next shooting phase.

Hammerhead Ace: Sha'ng's Hammerhead has BS5. He dies if the Hammerhead is destroyed but doesn't give extra victory points.

Aquired Target: Markerlight don't cause wounds and there are no saves against them. Place a token close to the unit for each hit. Before any unit shoots, if the target has any token you can spend them to gain the following abilities. A Unit can't use the tokens of their own markerlights:
- Precise +1BS for each spent token (can spend several)
- Strafe (Cost 2 tokens) The shots gain Ignore Cover rule
- Seeker Shoot a seeker missile for each spent token.

High Speed Deployment: Can disembark during movement even if Swooping. A Solarshark that moves before their drones disembark can still move immediately.

Defender of the Greater Good: The Stealth Shas'ui and Shas'vre of O'Shaserra unit gain Oathbound Protector (all Look out Sir rolls for a independent character joined to a unit with this rule automatically succeed)

Failure is not an option: All Tau units with a miniature withing 12 use the Ethereal's leadership for Fear, Morale, Pinning and Regroup checks. Killing the Ethereal gives an extra victory point.

Infantry Warrior: Can only join Firewarrior or Pathfinder units.

Great Invocation: Aun'Va can invoke two elemental powers per turn.

Invoke the Elements:
At the beginning of the Movement Phase, choose one of the four elemental powers. The ethereal and all non-vehicle friendly Tau Empire units gain that power until the next movement phase of the Ethereal. The power ends if the Ethereal dies:
-Calm tide: Stubborn.
- Firestorm: All induction weapons get an extra shot against targets closer than half their range. Doesn't affect induction bombs.
- Stone Toughness: Feel no Pain (6+)
- Zephyr's Grace: Can make snapshots after running.

Supreme Loyalty: As long as Aun'Va is alive, all friendly Tau Empire units can reroll any Fear, Morale, Pinning and Regrouping failed tests.

Blade Master: In a challenge, Aun'Shi must choose an style each turn before any rolls are made: - Patient Blade: reroll any missed saves, - Lethal Blade: Rending

Afterburners: Can use Turbo Boost as if it was a jetbike.

Oathbound Protector: all Look out Sir rolls for a independent character joined to a unit with this rule automatically succeed

Nova Reactor: Declare your use of the Nova Reactor at the beginning of each movement phase. If you use it, roll a die. 1-2 the Riptide suffers a wound without saves. On 3+ you gain one of the following benefits (your choice) until the next movement phase:
-Nova Shield: Invulnerable save 3+
-Propulsor: Can move 4d6
-Chain fire: Can fire the twin-linked fusion blaster, twin-linked plasma rifle or twin-linked missiles twice
-Nova charge: Can use the nova charge profile of its weapons.

Tactical Fall-Back: Shi'Vre and his unit can consolidate after firing Overwatch.

Drone Turret: Recon Drones embark on a Devilfish as a passenger but they don't count for the transport capacity.