Tau Redux (Sac'ea Infantry Brigades)Tau Redux (Intro)HQ: Carapace Commander, Ethereal, Shas’mek, Major Sirol, Master Shaper Laqi, XV 66 ‘Disruption’ Teams
Elites: Tau Ion Team*, Vespid Elders, Gue'vesa Strike Team*, Kroot Elder Shaper 0-1*
Troops: Fire Warrior Team 1+, Kroot Carnivore Squad, Gue'vesa Platoon, Tau Sniper Team 0-2*
Fast Attack: Gun Drone Squadron, Vespid Stingwings, Pathfinder Team*, Gue'vesa Sentinal Squadron*
Heavy Support: Suppression Team*, Seeker Missile Strike*, Sniper Drone Teams, Gue'vesa Heavy Weapons Platoon*
*indicates a unit is new or changed
Special Rules: Esteemed Leaders: Thanks to the wisdom and knowledge of the Ethereals, they on occasion will lead the Infantry Brigades without the help of a shas’el. To represent this, Ethereals count as commanders for purposes of fulfilling the 1+ requirement.
Co-ordinated Fire: redo...
Infantry Division: No model may be equipped with a jetpack, (except gun drones), and no unit may select a transport option. However, because of their specialized defensive nature, XV66 'Disruption' teams may be used as normal. In addition, because of the extra defenses needed to fight a ground war, the all Tau and gue'vesa (not kroot or vespid) units have photon grenades for free.
Honour Guard (Tau: shas’vre) pts WS BS S T W I A Ld Sv
shas'vre 25 3 4 3 3 1 3 2 9 3+
Team: 4 shas'vre.
Type: Infantry.
Equipment: Pulse Cannon.
Special Rules:
Special Deployment: 0-4 Honour Guards may be taken per Ethereal chosen. They deploy as an HQ choice, along with the Ethereal, but they do not take up a FOC slot.
Devotion: If the Ethereal has joined an Honour Guard team, then the team gains the Feel No Pain USR.
Battle Rage: If the Ethereal dies, each honour guard unit automatically passes the Price of Failure morale check, and instead starts steadily advancing into the enemy, laying down a withering barrage of fire. Each unit gains the Feel No Pain USR, and becomes Slow and Purposeful. In addition, in their blind rage, they always must advance towards the enemy each turn. They do not have to charge and their pulse cannons become heavy 3. However, they count as destroyed at the end of the game.
Carapace Commander pts WS BS S T W I A Ld Sv
shas’o 60 4 5 3 3 3 3 4 10 3+
shas’el 35 3 4 3 3 2 3 3 9 3+
Team: 1 Commander.
Type: Infantry.
Equipment: Pulse pistol.
Options: A carapace commander may choose from the Tau Infantry Armoury.
Special Rules
Independent Character: see the Warhammer 40,000 rulebook.
Support System Implant: The commander may choose one battlesuit support system from the Tau Battlesuit Armoury.
Ion Assault Team pts WS BS S T W I A Ld Sv
shas'ui 21 2 3 3 3 1 2 2 8 3+
Team: 4-8 shas'ui
Type: Infantry
Equipment: Ion rifle, reinforced carapace.
Options: Entire Squad may take an ion assault rifle at +6pts/model. The squad may also take EMP and ion grenades from the Tau Infantry Armoury.
Kroot Elder Shaper pts WS BS S T W I A Ld Sv
Elder Shaper 50 4 3 4 3 3 3 3 9 6+
Unit Type: Infantry
Team: 1-3 kroot elder shapers
Equipment: Kroot rifle
Options: A Kroot Elder Shaper may replace his kroot rifle with an Eviscerator at +25pts
Special Rules:
Feral Leap: The Elder Shaper and its Kroot Carnivore Squad gain the Furious Charge special rule.
Independent: Each Kroot Elder Shaper must be attached to a different kroot carnivore squad, and must stay with it until the game ends. They count as the same unit for VP purposes.
Suppression Team pts WS BS S T W I A Ld Sv
shas'ui 23 2 3 3 3 1 2 2 8 3+
Team: 4-8 shas'ui.
Type: Infantry.
Equipment: Heavy pulse rifle, and reinforced carapace.
Gue'vesa Strike Team pts WS BS S T W I A Ld Sv
gue’vesa’vre 16 3 4 3 3 1 3 2 8 4+
gue’vesa’ui 10 3 4 3 3 1 3 1 8 4+
Team: 1 gue'vesa'vre and 3-7 gue'vesa'uis.
Type: Infantry.
Equipment: Pulse pistol and CCW, or pulse carbine. They also have carapace armour.
Options: Two models may be equipped with a meltagun at +10pts, a grenade launcher at +8pts, or a flamer at +6pts. All models may purchase EMP grenades at +3pts/model.
Character: The unit must take a gue'vesa'vre at 16 points. He may select from the Tau Infantry Armoury.
Special Rules:
Scouts USR
Stealth USR
Tau Sniper Team pts WS BS S T W I A Ld Sv
shas'ui 16 2 4 3 3 1 2 2 8 5+
Team: 4-8 shas'ui.
Type: Infantry.
Equipment: Tau sniper rifle.
Options: Each member may select EMP grenades +3pts/model, carapace armour at +3pts/model, and/or fusion rounds at +2pts/model.
Special Rules:
Move Through Cover USR
Stealth USR
Gue'vesa Sentinals pts WS BS S FA SA RA I A
sentinal 35 3 3 5 10 10 10 3 1
Type: walker, open-topped.
Team: 1-3 sentinals.
Equipment: Each sentinal must be armed with a multi-laser at +10pts, a missile pod at +12 pts, an autocannon at +15pts, or a missile launcher (no frag) at +15pts.
Options: Each sentinal may take a targeting array at +10pts, or a blacksun filter at +3pts.
Gue'vesa Heavy Weapons Platoon(1-2 Gue'vesa Heavy Weapons Teams)
pts WS BS S T W I A Ld Sv
gue’vesa’la 6 3 3 3 3 1 3 1 7 5+
Team: 6 gue'vesa'la.
Type: infantry.
Equipment: Lasguns. 3 members must be upgraded to have a heavy bolter or a pulse cannon at +10pts, a missile pod launcher at +12pts, an autocannon at +15pts, or a missile launcher (no frag) at +15pts.
Seeker Missile Strike 0-150 points/ strike
'Team': 1-3 Strikes
Equipment: Each strike can consist of either of six seeker missiles, two tracer missiles, three submunition rounds, six barrage missiles.
Special Rules:
Strike: A strike can be called down upon any enemy unit that has at least three markerlight hits on it. Once the strike is called, the three markerlight hits are expended, as well as any excess hits. In addition, due to the slight inaccuracy of the seeker missiles at long range, each seeker missile hit is conducted at BS 4, which cannot be upgraded by any means.
Cheers!