Talk:Codex - Tau Auxiliary 8th edition

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Helping[edit]

If you want to help make this fandex become better (or at least have less WIP) you can do a few a lot of things.

  • Playtest units and report your findings (positive or negative).
  • Find solutions to problems on existing units.
  • Take not converted units from 7th and port them over (please play test your idea before posting).
  • Fix Spelling and or grammatical error.
  • Point out and/or fix rules inconsistencies.
  • Bring new ideas to the table (aka new units/equipment).
  • Write lore/story for the units.
  • post pictures of models (photos of painted models or artwork).
  • Clean up the mess we are bound to by making.

Layout and Style[edit]

I think the layout and style should be changed to what was found 7th edition codices (and then changed to whatever the new 8th edition style is ASAP), so no more bold special rules (Stubborn instead of Stubborn) or captilizing the first letter of every word in the name of a weapon (burst cannon instead of Burst Cannon). Which special rules will remain is also up in the air I suppose. How many special rules will be listed in the main rulebook (which is allegedly only 16 pages long). I don't really see any reason to split the races up so I suggest we get rid of that and organize it by HQ, Troops... instead, the addition of Keywords should alleviate any problems that might arrise. I would also suggest alphabetizing as much as possible because it isn't always clear which weapon is the "stronger" version of a category, having to shift around the order of a list whenever the costs of items change is kind of a bother and finally when you are looking through a list you are probably looking for what an item costs, not for which item you can get that costs x pts, therefore it IMO seems most reasonable to alphabetize lists so you can find the item you are looking for and then what it costs (- Flamer...5 pts - Burst cannon...10 pts - Fusion blaster...15 pts instead of - Flamer...5 pts - Burst cannon...10 pts - Fusion blaster. ..15 pts Angry Pirate (talk) 07:07, 4 May 2017 (UTC)

The biggest problem with this layout is just how big this fandex is. The way I originally approached it would be similar to rolling up all the separate SM codex into one book (Vanilla, Space Wolves, Dark Angels, Blood Angels, Deathwatch), with separate chapters on each actual 'faction'. I can guarantee that using the style/layout presented below with the number of units presented below will make each section (besides maybe the HQ slot) an over bloated mess. One solution to this is to take the best options from each slot and condense the list down to maybe 4-8 choices, and then cutting down on warmer bloat to create a unified coalition that shares the best of their techs and forces. Another option would be to use that layout, and make this a portal page, leading to a page for each force that uses the layout below, this keeps the number of choices, and would allow players to make a fluffy army of each species, but would also make it really difficult to follow for anyone who wanted to make an army using multiple species. Either way the biggest problem with updating the layout to this 'dex is just how we deal with the bloat. The Greater Meh (talk) 09:50, 4 May 2017 (UTC)
My opinion in structuring is that we should focus on the faction's even more. What do I mean by that? That all the information regarding a faction is on the same part of a page not that you need to look at the top for the warlord trait, in the middle for the model rules and at the end for formations, put all of the rules (and info) regarding a faction in one spot. Example first al the info/rules on gue'la then al the info/rules on Demiurg and son on.
In another note, I think that we should focus on a few faction's in the beginning and do the rest later because updating 15 (Maby more) races in one go to a new system and trying to keep it balanced without play testing is a bit much. I personally will be focusing my attention to the Demiurg, gue'la and/or liaison. and try to make those playable and fun before moving on to the rest of the fandexBibiFloris (talk) 20:10, 16 May 2017 (UTC)
Personally we did have a lot of stuff in the fandex, which ended up expanding into full blown mini codexs for a lot of races with multiple options. I personally [seeing as I was also a cause for some of the bloat adding in new stuff] liked being able to run an effective army of just one race if you liked, just like you can run just tau or with kroot mercs just kroot. Formatting wise I say keep each section self contained as much as possible, all the warlord traits for that faction in one area along with gear and formations. Then at the bottom of the codex do combined formations [if such a thing will be even possible with how the codex is]. I personally would be going for fluff more than crunch, even a bad unit as long as it is fluffy will end up on a list. Evil knows this for a fact based on how hard he has spanked me with his uber toned lists designed to break my fragile fluff armies. Anyways point being from my ramblings is that contain as much as you can in each section, when we have finished each section to a point we are happy with it, we can potentially do something to help players keep track of units. Dragoon508 (talk) 10:45, 2 June 2017 (UTC)

Should we Include Kroot?[edit]

This project is essentially a collection of mini-codexes. Should we write up a 8th edition Kroot alongside this lot? The Greater Meh (talk) 23:27, 4 June 2017 (UTC)

I think that is a great idea especial now FW doesn't support them any more (rule and model wise) . A thing to keep in mind tho is that there is a page for kroot mercs on this wiki maybe have a look at those if we want to port them.BibiFloris (talk) 08:22, 5 June 2017 (UTC)
May also want to ensure that they are not planning on updating it to 8th edition as well, if they do we can include a link to their work. Maybe add a few units that would not be considered mercs but exclusive to the tau armies. Dragoon508 (talk) 11:57, 5 June 2017 (UTC)

Well the Chapter Approved Kroot Fandex on this site hasn't had any noise made towards it being updated for 8th, and the other Fandex is on Adavnced Tau Tactica and stuck in 5th edition, so I think we should be good to give it a whirl.

Units to be included, Shapers, Great Shapers, Kindred, Krootox, Knarloc Riders, Knarloc Herds, Great Knarloc (Herds), Raptor Kindred, Headhunter Kindred, Kroot Hounds, Krootigors, Ankor Prok, Kroot Kinless (Pariah/Blank). The Greater Meh (talk) 12:47, 5 June 2017 (UTC)

Suggestion for Krrot, I notice that we had the blank unit as a suggestion, but there are also Kroot psykers with their shamans that could be included. I am thinking just a biomancy like character which would make more sense for their DNA manipulation etc etc

Example unit[edit]

This unit is a copy of the unit found on [Warhammer community] and is meant as an example wich can use to have the unit layout right in one go instead of needing to change is al the way if we missed something. Also are we interested in putting powerlevel (te new but not mandatory points system) on the entries?

Heavy: MV71 Sniper Drones ?? points

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Name M WS BS S T W A Ld Sv
MV71 Sniper Drone 8 5+ 5+ 3 4 1 1 6 4+



Unit Composition: 3 MV71 Sniper Drones
Wargear: Each MV71 Sniper Drone is equipped with a longshot pulse rifle.
Weapons

Name Range Type S AP D Abilities
Longshot pulse rifle 48 Rapid Fire 1 5 0 1 This weapon may target Characters even if it is not the closest enemy unit.



Wargear options

  • X points/Each May take up to 6 additional MV71 Sniper Drone

Abilities

  • For the Greater Good
  • Saviour Protocols: Lorem Ipsum Dolor Sit Amet
  • Sniper Drone Stealth Field: Lorem Ipsum Dolor Sit Amet

Faction Keywords

T'au Empire, <Sept>

Keywords

Drone, Fly, MV71 Sniper Drone

Units[edit]

HQ[edit]

Troops[edit]

Elites[edit]

Fast Attack[edit]

Heavy Support[edit]

Lords of War[edit]

Appendix[edit]

Special Rules[edit]

Wargear[edit]

Vespid[edit]

Having gotten a look at the T'au leaks, I'm fairly confident in putting up some general abilities for the Vespid.

Plunge From the Skies (Goes to every unit as a replacement for Deep-Strike)

Rather than deploying this unit directly to the battlefield during the deployment phase, this unit may instead be deployed to High-Altitude. At the end of the first movement phase place this anywhere on the board that is at least 9" away from any enemy model.

Hive-Song (Only for the Hive General, no Hive queen)

All units that have the <Vespid>, key-word within 6" of a model with this special rule gain a +1 to to-wound rolls.

Buzzing Swarm

Any unit with this special rule may move and shoot normally immediately after falling back.

or

Buzzing Swarm

Enemy units suffer a -1 to hit units with this ability in close quarters combat, so long as another unit with the <Vespid> keyword is within 3"

Which looks better? The Greater Meh (talk) 17:34, 6 June 2017 (UTC)

Otherwise, Move should be around 8"-10", T will keep around 4-5

    • How you write things has changed signifigantly, special rules for example don't exist anymore. All wargear except weapons and what was previously special rules is listed in the abilities section. All units can already shoot after falling back if I'm not mistaken so the first bussing swarm "special rule" is useless AFAIU. - Pirate
I thought that was only models with the Fly or Jet-Pack Keywords, otherwise all they could do was move. The Greater Meh (talk) 20:03, 6 June 2017 (UTC)

Okay, so there's a lot wrong with this. First of all, while most special rules are included on the abilities page of a unit, some very frequent army special rules such as And They Shall Know No Fear for Space Marines are in fact included at the front page of the faction. Also, you're both right about the first version of Buzzing Swarm. Only units with Fly (I don't know about Jet Pack, you could be right) can shoot after falling back, but Vespids would have Fly so the ability is still useless. Second version for sure.

  • So I, uhh, kinda misread the T'au stuf, the leaks really low quality, but Stingwings can move 14", correcting Move now The Greater Meh (talk) 18:10, 2 June 2017 (UTC)
Here is a very high quility leak[| Talk page W40K 8th] BibiFloris (talk) 20:41, 2 June 2017 (UTC)
Thanks man, *reads thing* immediate thoughts, Primaris Marines super special plasma rifles are BULLSHIT for balance The Greater Meh (talk) 21:03, 2 June 2017 (UTC)

E.G

Vespid Drone Soldiers ?? Points

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Name M WS BS S T W A Ld Sv
Vespid Drone Soldier 12" 5+ 4+ 3 4 1 1 5 5+
Vespid Drone Strain Leader 12" 5+ 4+ 3 4 1 1 8 5+



Unit Composition: 6 Vespid Drone Soldiers
Wargear: Each Vespid Drone Soldier is equipped with an Unrefined Neutron Blaster.
Weapons

Name Range Type S AP D Abilities
Unrefined Neutron Blaster 18" Assault 2 4 -1 1 ---



Abilities

  • Plunge From The Skies
  • Buzzing Swarm

Faction Keywords

T'au Empire, <Auxiliary>, <Vespid>

Keywords

Fly, Vespid Drone Soldier

Vespid Hive Guardian ?? Points

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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed nec velit ut nisl tristique posuere quis eu neque. Integer non volutpat libero, sit amet dapibus nisl. Cras non tempor nulla, id ultricies lacus. Nulla facilisi. Etiam ut nunc convallis, ultricies metus sed, cursus mi. Suspendisse potenti. Nulla auctor quam in ligula tempor tristique. Cras magna dolor, commodo non aliquam vitae, fermentum eget urna. Suspendisse sed ante laoreet, placerat ante pharetra, viverra risus.

Name M WS BS S T W A Ld Sv
Vespid Hive Guardian 14" 4+ 4+ 3 5 2 2 6 4+
Vespid Queen Guardian 14" 4+ 4+ 3 5 3 2 8 4+



Unit Composition: 3 Vespid Hive Guardians
Wargear: Each Vespid Drone Soldier is equipped with Combat Armour, a Focused Neutron Blaster, and a Hive Spear
Options May take another three Vespid Hive Guardians (Power Level +??) or another 6 Vespid Hive Guardians (Power Level +2x??)

  • One Hive Guardian may replace their Focused Neutron Blasterwith a Heavy Neutron Blaster
  • One Hive Guardian may be upgraded to a Queen Guardian


Weapons

Name Range Type S AP D Abilities
Focused Neutron Blaster 24" Assault 2 7 -3 1 ---
Heavy Neutron Blaster 36" Heavy 4 8 -3 1 ---
Hive Spear --- Melee +2 -1 1 Dripping Neurotoxins and biological acids cause this wapon to always wound on a 5+



Abilities

  • Plunge From The Skies
  • Buzzing Swarm

Faction Keywords

T'au Empire, <Auxiliary>, <Vespid>

Keywords

Fly, Vespid Hive Guardian

Vespid Hive General ?? points

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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed nec velit ut nisl tristique posuere quis eu neque. Integer non volutpat libero, sit amet dapibus nisl. Cras non tempor nulla, id ultricies lacus. Nulla facilisi. Etiam ut nunc convallis, ultricies metus sed, cursus mi. Suspendisse potenti. Nulla auctor quam in ligula tempor tristique. Cras magna dolor, commodo non aliquam vitae, fermentum eget urna. Suspendisse sed ante laoreet, placerat ante pharetra, viverra risus.

Name M WS BS S T W A Ld Sv
Vespid Hive General 16" 3+ 3+ 4 5 3 3 9 3+



Unit Composition: 1 Vespid Hive General
Wargear: Each Vespid Hive General is equipped with Warlord Armour, 1 Focused Neutron Blaster, and a Queen's Sting.
Weapons

Name Range Type S AP D Abilities
Focused Neutron Blaster 24" Assault 2 7 -3 1 ---
Queen's Sting Melee Melee +1 -3 D3 Should this weapon ever roll a 6 to wound it deals an additional D3 damage.



Abilities

  • Plunge From The Skies
  • Hive Song
  • Buzzing Swarm

Faction Keywords

T'au Empire, <Auxiliary>, <Vespid>

Keywords

Fly, Vespid Hive General

Untested Vespid Units[edit]

I have not playtested these and so I'm not adding them directly to the page, but I did some conversion from the 7E Vespid units and a substantial remake of the Heavy Support and Queen. Justification for remakes:

  • Queen: With all HQs and most CHARACTERs being moved to being primarily auras, the queen stood out much less. Her aura in 7E is also far stronger than the strongest auras on official 8E units. Looking for something extra to give her, I hit on the idea of having a 'Damocles Command Rhino' type unit which she came built into. Wide aura, substantial (though reduced) effect, and can quickly move around the board to apply the aura where needed.
  • Heavy Support: I looked at the Yellowjackets and they did not feel appropriate for the Heavy Support slot. At all. They move fast and only fight in melee; that's a Fast Attack or Elite choice, not Heavy Support. (They also don't interest me, so I didn't convert them.) With the Hive Barge moving to Dedicated Transport, that left Heavy Support empty. I added two new infantry units, both mobile but focused on dumping a bunch of damage on a target 'from range'. Swiftwings are roughly your Devastator Squad or Attack Bikes. Their main guns have 30" shooting range, but they fly 14" and can move either before or after shooting. Broadwings have higher base movement (18") but their main weapon has only 6" range... because it's a bombing run, measured from anywhere along their movement path. And it's usable every turn. Both of them feel Vespidy but also like Heavy Support. --Auroch (talk) 01:28, 16 June 2020 (UTC)


Royal Hive Barge [Headquarters, 15]

NAME M WS BS S T W A Ld Sv
Royal Hive Barge * 6+ * 6 7 10 * 8 3+
REMAINING W M BS A
7-12+ 30" 4+ 3
4-6 20" 5+ D3
1-3 12" 6+ 1


A Vespid Hive Barge is a single model, armed with three heavy neutron blasters and two neutron crystal-core missiles

WEAPON NAME RANGE TYPE S AP D Abilities
Heavy Neutron Blaster 30" Heavy 2 7 -3 2 -
Crystal-Core Neutron Missile 30" Heavy 2 7 -3 2 Each crystal-core missile can only be fired once per battle.


Only the Best: This model is equipped with complex crystal-force arrays which grant it a 5+ invulnerable save.

Protect the Queen!: Friendly VESPID units can use this model's Leadership characteristic instead of their own whilst they are within 12" of this model.

Royal Pheromones: When a friendly VESPID model within 12" of this model would lose a wound, roll one D6, adding 1 if the model is within 6" of this model. On a 6+, that wound is not lost.

Royal Prerogative: If a VESPID QUEEN in your army is not your Warlord, no other VESPID can be your Warlord. No non-QUEEN VESPID can have a Warlord trait unless every VESPID QUEEN in your army has a Warlord trait. No more than one VESPID QUEEN may be included in any Detachment.

Self-Repair: If this model has lost any wounds, you can roll one D6 at the start of your turn; on a 5+ this model regains 1 lost wound.

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords:

Fly, Vehicle, Queen, Royal Hive Barge


Vespid Hive Barge [Dedicated Transport, Pow 10]

NAME M WS BS S T W A Ld Sv
Hive Barge * 6+ * 6 8 12 * 7 3+
REMAINING W M BS A
7-12+ 20-45" 4+ 3
4-6 20-30" 5+ D3
1-3 20" 6+ 1


A Vespid Hive Barge is a single model, armed with three heavy neutron blasters and two neutron crystal-core missiles.

WEAPON RANGE TYPE S AP D Abilities
Heavy Neutron Blaster 30" Heavy 2 7 -3 2 -
Crystal-Core Neutron Missile 30" Heavy 2 7 -3 2 Each crystal-core missile can only be fired once per battle.


You may either replace both neutron crystal-core missiles with crystal-core neutron bomb bays or take two additional neutron crystal-core missiles.

Aerial Insertion: Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the transport moves 20" or more, you must roll a D6 for each model disembarking; if that model does not have Plunge from the Sky or a similar rule, subtract 2 from the die roll. On a 1 or lower, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models.

Bombing Run: Once per battle, a Hive Barge equipped with crystal-core bomb bays can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hive Barge has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE in the unit, 3D6 for each MONSTER, and a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Phased Crystal Array: This model has a 6+ Invulnerable Save.

Transport:

16 T'AU EMPIRE INFANTRY

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords:

Fly, Vehicle, Aircraft, Transport, Vespid Hive Barge


Vespid Shellwall [Troops, Pow 3]

NAME M WS BS S T W A Ld Sv
Vespid Soldier 12" 4+ 4+ 3 4 1 1 5 4+
Vespid Shell Leader 12" 4+ 4+ 3 4 1 2 8 4+


This unit contains five Vespid Soldiers and a Vespid Shell Leader. It may include up to four additional Vespid Soldiers (+2 Power), or up to eight additional Vespid Soldiers (+5 Power). Each Soldier is equipped with a Neutron repeater and a crystal spear. The Shell Leader is equipped with a neutron blaster and a crystal spear.

WEAPON RANGE TYPE S AP D ABILITIES
Neutron blaster 12" Assault 2 3 -2 1 -
Neutron repeater 24" Rapid Fire 1 3 -2 1 -
Crystal spear Melee Melee +0 * 1 This weapon has AP 0 against VEHICLEs, -1 against BIKERs, and -4 against all other units.
Crystal hammershield Melee Melee +0 -1 1 -


The Shell Leader may replace its neutron blaster and crystal spear with a neutron repeater and crystal hammershield.

Crystalline Resonance: As long as this unit has at least six models in it, all models in it have a 6+ invulnerable save. If any model in this unit receives an Invulnerable save from any other source, improve that Invulnerable save by +1 so long as there are at least siz models in this unit.

Hammershield: Models equipped with crystal hammershields have a 3+ armor save and a 5+ invulnerable save.

Shellwall Phalanx: When making melee attacks against a unit that either charged them or made a Heroic Intervention against them this turn, all models in this unit have +1 Strength.

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords:

Fly, Infantry, Vespid Shellwall

Points estimate: 9 each for the models; 0 for spear, neutron repeater, and neutron blaster; 5 for hammershield.


Vespid Hiveguard Squad [Elite, Pow 5]

NAME M WS BS S T W A Ld Sv
Vespid Hiveguard 14" 3+ 4+ 4 5 2 2 8 3+
Vespid Queenguard 14" 3+ 4+ 5 5 3 3 9 3+


This unit contains 4 Vespid Hiveguard. It can include up to 4 additional Vespid Hiveguard (+5 Power), or up to 8 additional Vespid Hiveguard (+10 Power). A Vespid Queenguard can take the place of one Vespid Hiveguard (+2 Power). Each Hiveguard is equipped with a neutron glaive. The Queenguard is equipped with a crystal blastmatrix and a Queenstinger.

WEAPON RANGE TYPE S AP D ABILITIES
Neutron glaive (shooting) 18" Assault 2 5 -2 D3 -
Neutron glaive (melee) Melee Melee +0 -2 D3 -
Crystal blastmatrix 8" Pistol D6 4 -1 1 This weapon automatically hits its target. In a turn where the bearer Advances, its type becomes Assault D6.
Queenstinger Melee Melee +0 * 2 Wounds from this weapon are mortal wounds, except against VEHICLEs. Against VEHICLEs, this weapon has AP -2.


Crystalline Resonance: As long as this unit has at least six models or a Vespid Queenguard in it, all models in it have a 6+ invulnerable save. If both are true, they have a 5+ invulnerable save. If any model in this unit receives an Invulnerable save from any other source, improve that Invulnerable save by +1 so long as there are at least siz models in this unit.

Plunge from the Sky: During deployment, you can set up this unit high in the sky, instead of placing it on the battlefield. If you do so, it can plunge from the sky at the end of any of your Movement phases; set it up anywhere that is more than 9" from any enemy models.

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords (Hiveguard):

Fly, Infantry, Vespid Hiveguard

Keywords (Queenguard):

Fly, Infantry, Queenguard, Vespid Hiveguard

Points estimate: 18 each for the Hiveguard, 32 for the Queenguard, 8 for Neutron glaive, 15 for Queenstinger, 5 for the Crystal blastmatrix.


Vespid Broadwing Squad [Heavy Support, Pow 9]

NAME M WS BS S T W A Ld Sv
Vespid Broadwing 18" 5+ 4+ 3 4 1 1 5 5+
Broadwing Strain Leader 18" 5+ 4+ 3 4 1 2 8 5+


This unit contains 5 Vespid Broadwings and a Broadwing Strain Leader. It can include up to 3 additional Vespid Broadwings (+4 Power), or up to 6 additional Vespid Broadwings (+9 Power). Each model is equipped with neutron drop-charges. The Broadwing Strain Leader is additionally equipped with a neutron glaive.

WEAPON RANGE TYPE S AP D ABILITIES
Crystal cluster missiles 30" Assault D6 5 -2 1 -
Neutron drop-charges 6" Assault * * -5 1 See text
Neutron glaive (shooting) 18" Rapid Fire 1 5 -2 D3 -
Neutron glaive (melee) Melee Melee +0 -2 D3 -


Any number of models may replace their neutron drop-charges with crystal cluster missiles.

Hit and Run: When this unit Advances, increase its Movement characteristic by 6" in addition to the result from rolling a die.

Neutron drop-charges: When this unit moves in the Movement phase, you may declare that it is making a bombing run. If you do, pick one model in the unit and mark the path it moves along. In the following Shooting phase, this unit may only shoot with Neutron drop-charges and may only target one unit. However, distance to the targeted unit may be measured from any part of the marked path. This attack automatically hits; it scores 2 hits for each TITANIC MONSTER or non-TITANIC VEHICLE in the target unit, 3 hits for each non-TITANIC MONSTER in it, and a single hit for every other model in it, up to a maximum of 10 hits. For each wound roll, roll a D6 and add the number of models in the Broadwing Squad which are equipped with neutron drop-charges. These hits wound on a modified 7+. (An unmodified 1 fails as normal, even if it is a modified 7+.)

Plunge from the Sky: During deployment, you can set up this unit high in the sky, instead of placing it on the battlefield. If you do so, it can plunge from the sky at the end of any of your Movement phases; set it up anywhere that is more than 9" from any enemy models.

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords:

Fly, Infantry, Vespid Broadwing

Points estimate: 13 points per model, 16 points per model for drop-charges. Cluster missiles 13, Neutron glaive 8.


Vespid Swiftwing Squad [Heavy Support, Pow 8]

NAME M WS BS S T W A Ld Sv
Vespid Swiftwing 14" 5+ 4+ 3 4 1 1 5 5+
Swiftwing Strain Leader 14" 5+ 4+ 3 4 1 2 8 5+


This unit contains 3 Vespid Swiftwings and a Swiftwing Strain Leader. It can include up to 2 additional Vespid Swiftwings (+4 Power), or up to 4 additional Vespid Swiftwings (+8 Power). Each model is equipped with crystal cluster missiles. The Swiftwing Strain Leader is additionally equipped with a neutron blast pistol.

WEAPON RANGE TYPE S AP D ABILITIES
Crystal cluster missiles 30" Assault D6 5 -2 1 -
Neutron blast pistol 12" Pistol D3 3 -1 1 This weapon automatically hits its target.
Crystal hammershield Melee Melee +0 -1 1 -


The Strain Leader may replace its neutron blast pistol with a crystal hammershield. If it does, all other models may take crystal hammershields.

Hammershield: Models equipped with crystal hammershields have a 3+ armor save and a 5+ invulnerable save.

Mobile Artillery: Immediately after making a Shooting attack (other than firing Overwatch), if this unit did not move this turn, the unit can move, and may Advance, as if it were the Movement phase. When this unit Advances, increase its Movement characteristic by 6" instead of rolling a die.

Reconnaissance in Force: At the start of the first battle round but before the first turn begins, you can move this unit up to 14". They cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.

Faction Keywords:

T'au Empire, Vespid, <Hive>

Keywords:

Fly, Infantry, Vespid Swiftwing

Points estimate: 22 each for the models, 10 each for missiles, 5 each for hammershields, 0 for pistol.

These all look really good, very survivable, and much more like they'll fit in how 8th works (which is something I just can't get into my headspace) than the more direct translation I've been beating my head against. The Greater Meh (talk) 13:20, 16 June 2020 (UTC)
I started homebrewing 40k with 8th, so I guess I'm seeing with fresher eyes. Glad to hear you like them! --Auroch (talk) 20:31, 16 June 2020 (UTC)

Some more, including the Yellowjackets, a different version of the Hive Warlord, and another HQ; the Queenspeaker, who is a weak 'Lieutenant' type but fast even for a Vespid. Also I did some Mathhammer and revised the stats and point/power costs for the units and weapons. Note: The Hivelord and Queenspeaker have 9" range to their auras instead of 6". Given how fast all the Vespid units are, this seemed like a good idea to prevent forcing them to bunch up very tightly while moving, but it's hard to judge how impactful that change is. --Auroch (talk) 22:30, 19 June 2020 (UTC)

Vespid Hivelord [Headquarters, 4]

NAME M WS BS S T W A Ld Sv
Vespid Hivelord 12" 3+ 3+ 4 4 5 3 8 2+


A Vespid Hivelord is a single model equipped with a neutron glaive and a crystal blastmatrix.

WEAPON NAME Range Type S AP D Abilities
Neutron glaive (shooting) 18" Assault 2 5 -2 D3 -
Neutron glaive (melee) Melee Melee +0 -2 D3 -
Crystal blastmatrix 8" Pistol D6 5 -1 1 This weapon automatically hits its target. In a turn where the bearer Advances, its type becomes Assault D6.


Phased Crystal Array: This model has a 6+ Invulnerable Save.

Plunge from the Sky: During deployment, you can set up this unit high in the sky, instead of placing it on the battlefield. If you do so, it can plunge from the sky at the end of any of your Movement phases; set it up anywhere that is more than 9" from any enemy models.

Swarmsong Conductor: Friendly VESPID units within 9" of this unit may reroll hit rolls of 1.

faction Keywords:

T'AU EMPIRE, VESPID

Keywords:

CHARACTER, FLY, INFANTRY, QUEENGUARD, VESPID HIVELORD

Points estimate: 55 for the model. 8 for glaive, 5 for the Crystal blastmatrix.


Vespid Queenspeaker [Headquarters, Pow 3]

NAME M WS BS S T W A Ld Sv
Vespid Queenspeaker 18" 4+ 3+ 4 4 4 2 8 4+


A Vespid Queenspeaker is a single model equipped with a crystal spear and a twin neutron blaster.

WEAPON NAME Range Type S AP D Abilities
Twin neutron blaster 12" Assault 4 3 -2 1 -
Crystal spear Melee Melee +1 * 1 This weapon has AP 0 against VEHICLEs, -1 against BIKERs, and -4 against all other units.
Queenstinger Melee Melee +0 * 2 Wounds from this weapon are mortal wounds, except against VEHICLES. Against VEHICLES, this weapon has AP -2.


This model may replace its crystal spear with a Queenstinger.

My Voice Is Hers: Friendly VESPID units within 9" of this unit may reroll wound rolls of 1.

Plunge from the Sky: During deployment, you can set up this unit high in the sky, instead of placing it on the battlefield. If you do so, it can plunge from the sky at the end of any of your Movement phases; set it up anywhere that is more than 9" from any enemy models.

Wind of the Messenger: When this unit Advances, increase its Movement characteristic by 6" rather than rolling a die. Additionally, this unit may Advance while Falling Back.

faction Keywords:

T'AU EMPIRE, VESPID

Keywords:

CHARACTER, FLY, INFANTRY, QUEENGUARD, VESPID QUEENSPEAKER

Points estimate: 35 for the model. 0 for spear, 15 for Queenstinger, 8 for twin blaster.


Yellowjacket Pack [Fast Attack, Pow 4]

NAME M WS BS S T W A Ld Sv
Yellowjacket 14" 2+ - 5 6 4 4 3 4+
Distance Dodge
Moved Save
23"+ 4+
15"-22" 5+
8"-14" 6+


This unit contains a single Yellowjacket. It may include up to three additional Yellowjackets (+3 Power per model).

NAME Range Type S AP D Abilities
Stinger lance Melee Melee +2 -3 D3 Subtract 1 Damage against VEHICLES; add 1 against other targets.


Dispersed Pack: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

Feral Assault: This unit cannot Fall Back. When an enemy unit (other than a unit that contains a model with a minimum Move characteristic) within 1" of a Yellowjacket is chosen to Fall Back, you can roll one D6; on a 4+ that unit cannot Fall Back this turn.

Furious Dive: A Yellowjacket may Advance and Charge in the same turn. At the start of your Charge phase, if this unit is within 12" of any enemy units, it must declare a charge.

Too Fast to Hit: As long as it has moved at least 8" since the beginning of your last turn, a Yellowjacket has a dodge save. Its strength is based on the total distance moved, including Advances, Charges, and Consolidate moves, as specified in the table above. This dodge save is an invulnerable save which applies only against shooting attacks; it applies against Overwatch attacks, but does not apply to shooting attacks made by units within 1" of the Yellowjacket (i.e Pistol attacks).

faction Keywords:

T'AU EMPIRE, VESPID

Keywords:

BEAST, FLY, YELLOWJACKET PACK

Points estimate: 70 per model (incl. weapon)

--Auroch (talk) 22:30, 19 June 2020 (UTC)

Small change because the Shellwall troops could take Crystal Hammershields so if they take those, and have the number required for "Crsytalline resonance" they'll stack together. Might be too tanky for a Troops slot, but it made sense to me. The Greater Meh (talk) 23:36, 21 June 2020 (UTC)

Galg Special Rules[edit]

Bigger Booms

Whenever a model with the Galg keyword rolls Xd3 or Xd6 to determine the number of hits a weapons delivers (E.G Heavy 1d3) they may roll one extra dice and drop the lowest result.

Gue'vesa[edit]

What do you guys think is the best? I personal lean towards V4 or V5. Another thing is how do we balance them against a boltgun or pulse rifle, especially because those are 0 points.

Name Range Type S AP Damage Abilities Note
Mont'Ka Pattern Lasgun V1 24" Rapid Fire 2 3 0 1 - Direct port from old TW to dubble shots
Mont'Ka Pattern Lasgun V2 24" Rapid Fire 2 3 +1 1 - Giving it a it of a downside
Mont'Ka Pattern Lasgun V3 24" Assault 2 3 0 1 - make it just a bit better then a normal lasgun
Mont'Ka Pattern Lasgun V4 24" Rapid Fire 1 3 0 1 At half range you fire a extra shot (1 long 3 short) in between normal and dubble shot
Mont'Ka Pattern Lasgun V5 24" Rapid Fire 1 3 -1 1 - better armour penetration is something the tau would do
Mont'Ka Pattern Lasgun V6 24" Rapid Fire 1 4 0 1 - better damage is also something the tau would do


BibiFloris (talk) 10:35, 10 June 2017 (UTC)

  • A Mont'Ka Pattern Lasgun was just a regular lasgun, why do you want it to be anything other than || 24" || Rapid Fire 1 || 3 || 0 || 1 || ? Angry Pirate (talk) 21:43, 10 June 2017 (UTC)

It was not [codex 7th] BibiFloris (talk) 21:49, 10 June 2017 (UTC)

I think I'll just head to sleep... I like V1 the best for what it's worth. Angry Pirate (talk) 22:28, 10 June 2017 (UTC)

Gue'vesa Errors[edit]

There are some issues with the way this list is written.

First, many of the units here are listed as being equipped with CCWs. This is very ambiguous since the days of weapons of obviously varying strengths being lumped into one weapon are gone. Chainswords, combat blades, anything you can think of, all have unique and specific statlines now, all of which actually provide some small bonus. Did you intend for these to be combat blades? Chainswords? Makeshift melee weapons? Dig around in Index: Imperium 1 Imperial Armor: Forces of the Astra Militarum for human melee weapons to equip them with. If you can't let me know what your intentions were when writing this and I'll do it myself.

Right, I think I've fixed the CCW issues, they were supposed to be Combat knives. The Greater Meh (talk) 10:23, 5 August 2017 (UTC)

Second, the Valkyrie Pisces should be in the Flyers category, not Dedicated Transport. Just because something can carryb troops doesn't mean it goes into the DT slot, like other units, DTs are determined by the actual battlefield role they serve. While a squad might use the Valkyrie for an airdrop, the aircraft isn't going to hang around with them and act as a mobile base of operations like a chimera would because it's main role is air support. I will just change this myself right now, but I'm writing it here so people know what I'm getting at.

Fairy nuff. The Greater Meh (talk) 10:23, 5 August 2017 (UTC)

Third, there should not be any points costs listed on the datasheet for the standard Gue'vesa squad. Points cost are NEVER different for one unit than for another in 8th edition, a vanguard veteran taking lightning claws pays the same points for them as an assault terminator, who pays the same cost that a captain does for them. Every type of model, weapon, and piece of equipment has one points cost which is what is payed for it wherever it appears in the army.

and yet Wargear cost will fluctuate from army to army which is why a 9 point T'au flamer, and a 7 point Genestealer Cult flamer makes no sense, and all the sense at the same time. The Greater Meh (talk) 10:23, 5 August 2017 (UTC)
I didn't mean that it was all the same between factions, just that it would be listed for this particular faction in the wargear and points section instead of on the datasheet. Sorry for the confusion.

Fourth, and this is carrying over from 7th edition, why are Sniper and Heavy Weapons squads troops choices when they should be heavy support? While this may have been a necessity in 7th edition due to the large number of heavy support choices this army would need to take, in 8th edition, with a much higher number of generic detachments, battlefield roles don't need to be based off of the availability of everything else anymore, but rather, they can actually be based on their intended battlefield role in actual warfare. Sniper Squads aren't the line troops who march up the field, secure objectives, and provide the backbone of the force. They are heavy support because they remain in the backfield with heavy equipment and provide fire support to the real troops choices. While this leaves a shortage of troops choices for the faction, it brings me to my personal opinion rather than a correction.

I'm essentially just copying over the slots at the moment. if you think there should be some shifts, then do it, and explain your reasons why. If it's good reasoning then it'll stick, if it's snipers should be in Heavy Support because they should be in Heavy Support, I'll point you to Ratlings, who have been Elites since their inception into the game. The Greater Meh (talk) 10:23, 5 August 2017 (UTC)
After I wrote this I went through the Astra Militarum stuff and realized all the special weapons and snipers are elites, which I've fixed in my own version.

I believe that this section has been done all wrong. The Gue'Vesa are so similar to the Imperial Guard that a much better way to do this would be to create statistics for their unique units, such as their vehicles, the Liaisons, and maybe Strike Teams, and for the rest, make a list of usable units from the Astra Militarum faction and give different wargear options as well as a section replacing faction keywords as well as certain abilities. We've already seen Games Workshop do this with the Renegade Militia section of the Imperial Armor: Forces of the Astra Militarum where GW put in a few special units and ported the rest from AM with different keywords. I personally will be working on something like this for my own use, and I will put it here if people agree with me.

I'd be way interested in seeing that. Part of why I like doing homebrews is seeing how other people do the same thing in different ways, and it gives everybody else options to works with, so we can throw ideas at a wall and see what sticks. The Jackson Pollock method of game design. The Greater Meh (talk) 10:23, 5 August 2017 (UTC)
Great, it's a bit bare-bones now but I've worked out the outline of what the changes would entail. Everything is written here, the link grants commenting permission: https://docs.google.com/document/d/1yc5cCNAEgieKTXIzGBAUEQYFP0Vzhi7aku0QYv590ow/edit?usp=sharing Feedback would be appreciated, although write now there's not much there. It is largely based off of the 7th edition Gue'vesa rules but I have changed some things that I found odd as well as adding in a Shorefish APC which is just a Chimera with T'au weapons a la Dogfish Leman Russ variants. Because of the way I did infantry units, the sniper squads of the old version are now just a normal Astra Militarum Special Weapons squad but with a different weapons list.

I understand why it might seem like a good idea to make the regiment keyword Gue'vesa, it is certainly easier, but the reason I left it as a wild keyword is because it prevents people from creating death stars. 7th edition games were the places where you would see bike units with a white scar, a space wolf, a dark angel, and whatever else you wanted and they all gave some USRs to each other. The reason GW gave almost all armies one of these keywords is so that you can't have Marneus Calgar, Kayvaan Shrike, and Captain Lysander giving buffs to the same unit, and as we still have unique special characters, that still applies here. For some reason both the Gue'vesa regiment and regiments within the Gue'vesa are listed on the codex page, I lean 100% towards the second version.

Just PL no points[edit]

This idea just popped into my head why don't we (at least for the time being) only add Power level to units and leave the points out. people can try the unit in a friendly game (where this fandex belongs) and mabby somewhere down the line we can ad points for the most used units. Or at least it is a small effort to let at least somebody use the unit instead of the quiet zone this has been for the last few months.

on top of that adding points and keeping things up to date with codex, imperial armor, chapter approved and FAQ makes this a bad place for a extra points list for everything.

Should we have this unit?[edit]

Heavy Support: Swordfish Heavy Gunship ??? Points WIP [edit]

Lorem Ipsum Dolor Sit Amet

The Swordfish gunship is a Tau vehicle that is a relatively new addition to the Fire Caste’s armed forces. Its design is based on the familiar chassis of the Hammerhead and Devilfish. The Swordfish's defining feature is the huge, twin-linked Railgun mounted on its turret, which makes it extremely effective at eliminating enemy armour at great range.

It was for this explicit role that the vehicle was originally developed by the Tau, after the sometimes painful encounters by the Fire Caste with Imperial armour and heavy armour during the Damocles Gulf Crusade. The Swordfish was not designed as a replacement for the Hammerhead gunship, but instead as an addition to the Tau vehicle arsenal that could take on exceptionally well-armoured, super-heavy targets. However, the Swordfish vehicle design is not yet fully developed and the vehicle does suffer from several minor deficiciences, especially during extended campaigns. This is because the Swordfish requires an extensive amount of maintenance and repair or refit after each engagement. However, its impressive fighting capabilities make up for this drawback.

Rumours abound that the Earth caste have pushed forward an even more heavily armed prototype of this Gunship to field testing in order to aid the defenders of the Startide Rift.

(An old/Discontinued Tau Unit from Epic Apocalypse/Chapter Approved, there are a lot of Homebrewed Swordfish on the internet, so it shouldn't be too hard to design or make your own)

Name M WS BS S T W A Ld Sv
Swordfish Heavy Gunship * 6+ * 8 8 16 * 8 3+
W M BS A
9 - 16+ 12 3+ 3
5 - 8 6 4+ D3
1 - 4 3 5+ 1



Unit Composition: 1 Swordfish Heavy Gunship
Wargear: A Swordfish Heavy Gunship is equipped with a Supremacy Railgun and 2 High-output Burst Cannons
Weapons

Name Range Type S AP D Abilities
Supremacy Railgun 72" Heavy 2 10 -4 D6 Should this weapon roll a 6+ to wound, the target unit suffers an additional D3 Mortal wounds
Supremacy Railgun (Submunitions) 72" Heavy 2D6 6 -1 1 ---
Supremacy Ion Cannon 60" Heavy 6 7 -3 2 ---
Supremacy Ion Cannon (Overcharged) 60" Heavy 2D3 8 -3 3 If the target unit contains 10 or more models, change this weapons type to Heavy 2D6, In addition, if this weapon ever rolls a 1 to hit it suffers a Mortal Wound after resolving its shooting attacks.
High-output Burst Cannon 18" Assault 8 5 0 1 ---
High Yield Missile Pod 36" Heavy 4 7 -1 D3 ---




Wargear options

  • This model may take up to two seeker missiles
  • This model may replace its Supremacy Railgun with a Supremacy Ion Cannon
  • This model may replace both High-output Burst Cannons with a pair of High Yield Missile Pods


Abilities

  • Hover Tank: Distances must be measured to and from the hull of this model rather than its base
  • Explodes: If the Swordfish Heavy Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark. On a 6+ it explodes and each unit within 6" suffers D6 mortal wounds


Faction Keywords

T'au Empire, <Sept>

Keywords (Swordfish)

Vehicle, Fly, Earth Caste Experiment, TX8 Swordfish Heavy Gunship


It is just a bigger hammerhead, tau doen't need a bigger hammerhead because it has a hammerhead. I do know that the railgun is crap but that is not a reason to put a that thing you like but then better version up here. putting it here if somebody says that I am wrong on this front. BibiFloris (talk) 19:05, 20 March 2018 (UTC)

Things is you want to get rid of this, then you also have a good case for removing the Stingray as both of them sit squarely between their regular counterpart (Hammerhead / Skyray) and their Super Heavy counterpart (Scorpionfish / Megalodon). Personally I like this one enough that I'd rather keep it over the Megalodon.

My opinion but this is my personally. Having a hammerhead does not invalidate having the megalodon and the other way around but in case of swordfish is will invalidate having a hammer head (or the hammerhead will invalidate having the swordfish). Where as the megalodon adds something to the table a big hulking titanic the swordfish is just a one up hammerhead. they stingray does bring something new to the table and has a fundamently diffrent role that will never invalidate any of the other two. This is why I think that the swordfish shouldn't be here looking trough a game designer / balancing perspective. The other side of the coin is lore the Megalodon doesn't fit the tau way of big things they put bigger things (bigger than a riptide weapons) on air cast ships not on skimmer orcas. The premise of those two (Scorpionfish & Megalodon) just seems wrong to me but on the other hand having a bit more variety in LOW is nice. (the stormsuge is in my opinion a bad thing to have in a tau army lore wise but that is a whole different story) BibiFloris (talk) 10:13, 22 March 2018 (UTC)

Demiurg rework[edit]

One of the things that I have sort of noticed when we were working on the Demiurg, we really were going off of existing available proxy models and sort of ignored the fluff presented in BFG, I have read the lore once more to refresh myself, and one of the big things we missed was their focus on automation. So on this I think we can look at Demiurg as two forces to a degree, elite high point Demiurg, and cheap repurposed drones/robots. Maybe they will have some rules similar to the cybernetica from forge world

If anyone is really excited about SPACE DORFs even separate from this project, leave a message on my talk page; I've been working on Codex: Durazi, a wholesale WHFB Dwarfs -> 40k reimagining. (They're living rocks. Just seems right.) --Auroch (talk) 01:34, 16 June 2020 (UTC)

Demiugurge Backup[edit]

I hope that this backup isn't needed but I want to redo the line up

All rules backed up before I got to work with them BibiFloris (talk) 19:07, 16 July 2018 (UTC)

Demiurg WIP [edit]

Unit List WIP [edit]

HQ

  • Brotherhood Elder
  • Thrudrak Alemetal, Master of Runes

Troops

  • Warriors
  • Demiurg Mining Suit

Dedicated Transport

  • Rock-Hopper Grav-Transport

Elites

  • Honor Guard
  • Iridium Brother
  • Stone-Souled

Fast Attack

  • Demiurg Starbound

Heavy Support

  • Avalanche Heavy Grav-Tank
  • Comet Bombardier
  • Mining Probe

Fliers

  • Urist Attack Flier

Lord of War

Special rules Demiurg WIP [edit]

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.
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.

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. The amount of deny the witch test 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.


Wargear and points Demiurg WIP [edit]

Shot weaponry WIP [edit]

Name Range Type S AP Damage Abilities Points
Shot Pistol 12" Pistol 1 4 0 1 If the target is within half range add 1 to this weapon's strength.
Shot Carbine 12" Assault 2 4 0 1 If the target is within half range add 1 to this weapon's strength.
Shot Rifle 18" Rapid Fire 1 4 0 1 If the target is within half range add 1 to this weapon's strength.
Shot Auto-Rifle 18" Rapid Fire 1D3 4 0 1 If the target is within half range add 1 to this weapon's strength.
Shot Cannon 24" Heavy 4 6 0 2 If the target is within half range add 1 to this weapon's strength. You may re-roll failed wound rolls for this weapon.
Rotary Shot Cannon 24" Heavy 8 6 0 2 If the target is within half range add 1 to this weapon's strength. You may re-roll failed wound rolls for this weapon.


Ion Weaponry WIP [edit]

You can find the ion cannon, rifle, accelerator and quad ion turret in codex tau. When firing a ion weapon you must choose to fire one of the profiles to fire (either standard or overcharge).

Name Range Type S AP Damage Abilities Points
Ion Pistol (Standard) 12" Pistol 1 5 -1 1 ---
Ion Pistol (Overcharge) 12" Heavy 1D3 6 -1 1 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapons shots have been resolved.
Ion Annihilator (Standard) 12"-72" Heavy 4D3 6 -1 1 This weapon may target units that are not visible to the bearer.
Ion Annihilator (Overcharge) 12"-72" Heavy 1D6 10 -3 3 Change the type to Heavy 2D6 against units containing 10 or more models. This weapon may target units that are not visible to the bearer. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapons shots have been resolved.
Ion Hunter (Standard) 48" Heavy 2 7 -2 3 ---
Ion Hunter (Overcharge) 48" Heavy 1 9 -4 1D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapons shots have been resolved.


Gravitic Weaponry WIP [edit]

When firing a Gravitic weapon you must choose one of the profiles to fire (either Gravitic Field or Mass Driver).

Name Range Type S AP Damage Abilities Points
Gravitic Impellar (Gravitic Field) 18" Assault 1D3 - - - This profile does not inflict any damage. If this weapon successfully hits a unit, that unit may only move half their regular Movement, and may not advance or charge.
Gravitic Impellar (Mass Driver) 18" Assault 2 4 -1 1 The target unit does not gain any bonus to their save for being in cover. Each time you make a wound roll of 6+ with this weapon, that hit is resolved as AP-3 instead of -1.
Gravitic Impulsor (Gravitic Field) 36" Heavy 2D3 - -- - This profile does not inflict any damage. If this weapon successfully hits a unit, that unit may only move half their regular Movement, and may not advance or charge.
Gravitic Impulsor (Mass Driver) 36" Heavy 4 4 -1 1 The target unit does not gain any bonus to their save for being in cover. Each time you make a wound roll of 6+ with this weapon, that hit is resolved as AP-3 instead of -1.


Melee Weaponry WIP [edit]

Troop: Brotherhood Warrior Squad - ?? PL[edit]

Unit quote goes here

Fluff text goes here

Name M WS BS S T W A Ld Sv
Brotherhood Warrior 5" 4+ 4+ 3 4 1 1 7 4+
Brotherhood Veteran 5" 4+ 4+ 3 4 1 2 8 4+


Unit Composition: 4 Brotherhood warriors and 1 Brotherhood Veteran. this unit may include up to 5 extra Brotherhood Warriors
Wargear: Every model is equipped with a shot rifle.
Weapons

Name Range Type S AP D Abilities
Shot Rifle 18" Rapid Fire 1 4 0 1 If the target is within half range add 1 to this weapon's strength.


Abilities

Faction Keywords

T'au Empire, Demiurg, <Brotherhood>

Keywords: Model 1

Infantry, Brotherhood Warrior Squad

Gue'Vesa'O Orion Pax and John "Redtail" Mather[edit]

Was there an idea behind these characters? (Other than the Orion Pax reference, that is.) Did whoever put those names down have a basic premise in mind? I'm interested in them (especially Pax) but I have nothing to go on.

I can't speak for Orion Pax, but John is a generic name, the Redtail idea came from that most of the Gue'Vesa characters are from the Elysian Drp Troops or teh Harazoni Warhawks, and Mather was a friend's surname (Because I suck at original names). The Greater Meh (talk) 10:43, 12 December 2019 (UTC)
Thanks for the reply! That makes sense. He's listed in the HQ section though, are there plans there? I sort of just discovered this page (the Auxiliary Codex, I mean) a few weeks ago and I'm really into a lot of the ideas. I've been doing a bit of modeling based on the units listed here, and I'm curious about stuff like the wargear for these characters, so I could take a crack at building them. I ended up building a model that could probably be either Orion or John, depending...
Yeah, this has really fallen by the wayside (I find 8th kinda hard / boring to homebrew with, it's just a lot of Plus +1 to something, re-roll 1s, etc, etc) but if you're interested in modeling these guys, the original 7th ed fan-dex is a lot more complete. The Greater Meh (talk) 10:02, 13 December 2019 (UTC)
I should be make no more edits in the near future, gonna have a bunch of free time soon, unfortunately I’m on my iPad sooooo... zero formatting..The Greater Meh (talk) 17:25, 13 December 2019 (UTC)

https://1d4chan.org/wiki/Codex_-_Tau_Auxiliary

And where John is in that page (He's an upgrade for a strike team)

https://1d4chan.org/wiki/Codex_-_Tau_Auxiliary#Elite:_Gue.27Vesa_Strike_Team_-_50_points

Oh wow, I had missed this! There's a lot more flavor text here, a lot to work with. Glad to have a story/premise to go off for Orion. This is great stuff, thanks!

This is just a suggestion[edit]

So obviously I've not done anything on this project, though I would like to, maybe, but if you focus in on the "main" auxiliaries - vespid, kroot, and gue'vesa, though maybe Demiurg, cause spess dorfs - we put more time into them and make the whole project feel more coherent. Maybe they'd each get their own psychic list, a solid playstyle unique to them, and the whole shibang.

when we were working on the orginal codex idea it was to do things for each of the mentioned races or at least have something brief on each one. The main problem with 8th is as stated in the talk page that there is a struggpe on makung stuff unique, irl, and just not interested with homebrewing for 8th. Gue vesa kroot and vespid have some of the most units and thoughts put into it already with Demiurg behind it. But if people wish to work on their own passuon parts of it i am all for it
The fluff and variations in army's come from relics, warlordtraits and everybody's favourite stratgems. If we want to put life back in this codex I think that the best plan would be to push through the boring part and start working on those items. But as you can see from GW those rules are hard to balance even for their rules team. On top of that tau is in a bad state itself for variety plain simply due to drones. They make the go to play style unfun for both parties. BibiFloris (talk) 17:07, 30 January 2020 (UTC)

Ranghon[edit]

My glorious return starts off with one of the races I pushed for in the last edition with the Ranghon. The idea around them is still sneaky tree people, but will not be as fast as kroot so they can have their niche as well. Mortal wounds outside of their psyker will probably also be rare, as well as the fact that while they do well in assault, they tend to not have the weapons to back it up outside of the Sisters of Ash. I will be slowly working on them and porting the units from the old dex into this one