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40K NEWS: Tau Special Rules – 1st Hand Sighting

3 Minute Read
Apr 3 2013
Warhammer 40K
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Tau Empire Codices are showing up here and there all over the world.  Here’s the latest word on the Fishmen’s special rules from the codex itself:

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.

Adquired 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.

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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.

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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.

~I’m liking the cleaner more elegant Markerlights, and hey look a use for Etherials! What’s your favorite new rule? I haven’t beent his excited about a codex release in a long time!

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Author: Larry Vela
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