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ML Kurze
18-03-2005, 10:52
Hey everyone,
well, since this is a new portent, I'd like to add this army list once more so the public can view and use it for playtesting (which is still being done, but it works very nicely). Me and another portent member (Hoshi No Koe, where are you?) cooked this army list. Here goes:

Army List
HQ: Shas’o / Shas’el in a XV8 battlesuit; Shas’vre bodyguard in XV8 battlesuits; Shas’o / Shas’el on foot*; Shas’vre bodyguard on foot*

Elites: XV-8 battlesuit team ; 0-1 XV-15 battlesuit team

Troops: 1+ Fire Warrior tactical team**; Human Auxiliaries platoon***

Fast Attack: 0-1 Pathfinder squad ; Devilfish APC****

Heavy Support: 0-1 XV-88 battlesuit team***** ; 0-1 Hammerhead; Fire Warrior support team**

Mercenary restrictions
Armies which are allowed to take Kroot mercenaries are allowed to take units from the Farsight Enclave army list, using the following restrictions (note that if Farsight Enclave allies are taken, at least one must be a troops choice and may not be a Human Auxilairies platoon, though the second troop choice may be so).
0-1HQ; 0-1 Elites; 0-2 Troops; 0-1 Fast attack

ML Kurze
18-03-2005, 10:54
* Shas’o / Shas’el and Shas’vre bodyguard on foot

name pts WS BS S T W I A Ld Sv
Shas'o 55 5 5 3 3 3 4 4 10 4+
Shas'el 40 4 4 3 3 2 4 3 9 4+
Shas’vre 15 4 3 3 3 1 4 2 8 4+

Weapons: Pulse rifle or pulse carbine

Unit: a single commander may be accompanied by between 2-5 shas’vre bodyguards.

Options: May have photon grenades at +1pt and EMP grenades at +3pts. May have a Markerlight at +15pts.
He may buy equipment from the Tau armoury as normal, with the additions noted in the special rules.
The shas’vre must be equipped with photon and/or EMP grenades if their commander has taken these as well, following the points cost indicated above. Any shas’vre may take a markerlight at +10 pts.
Up to two shas’vre may be exchange their pulse rifle/carbine for a honour blade at +5 pts, or a hellpistol and monomoleculair bonding knife at no additional cost. All Shas’vre may take equipment from the armoury, but the above options do count towards their armoury limit if taken.

Special rules:

Independent Character: The Tau Commanders follow the Independent character rules unless accompanied by a Shas'vre bodyguard on foot.

Fire Caste discipline (Shas'o): Any Tau units (not Auxiliaries (kroot/human) or Drones) within 12" do not receive leadership modifiers for being below 50% starting strength or being outnumbered in close combat, and may regroup even within 6" of an enemy unit. This represents the commander maintaining focus and discipline from amongst the linewarriors instead of the detached position of a Battlesuit.

Special weapon options: Because the Tau commanders on foot are more rogue like characters and far more vulnerable to enemy fire than in a battlesuit, so they resort more to exotic weapons since very few powerful weapons can be taken by a warrior without battlesuit support.
To represent this, in addition to the armoury options, the commander may choose weapons from the following list: a hellpistol at +2 pts (range 12”, str 3, ap 5, pistol), a monomoleculair bonding knife at +1 pt (counts as a close combat weapon), a hard-wired shield generator at +15 pts (gives a 5+ invulnerable save), a sensor at +2 pts (counts as a sensor spine) or an honour blade at +5 pts.


* Firewarrior teams
Squads of Fire Warriors in the Farsight Enclave are picked from the codex entry with the following exceptions (and the Ork fighter upgrade).
Tactical teams: The standard equipment for tactical Fire Warriors are pulse carbines. Up to half of the team may exchange their carbines for Pulse rifles at no additional points cost. The other options remain the same for this unit. The tactical teams may not be mounted in Devilfishes since the Farsight Enclave rely heavily on infantry. Also, production capabilities are limited and the few recourses availeble are used to keep the battlesuit teams up to strength. Two tactical teams must be chosen as the compulsory choices on the FO chart and those teams must be bonded.
Support teams: The Fire Warrior support teams act as a fire support team, armed either with potent anti-infantry weapons or markerlights to pinpoint the anti-tanks guns onto the armour of the foe. Their standard weapon is the the pulse rifle, while halve of their number (not including special weapon troopers) may carry pulse carbines, rounding fractions down. Up one in three of their number may equipped with one of the following: a markerlight slung underneeth their pulse rifle at +5 pts per mode, a Imperial Grenade Launcher at +10 pts per model or a Spine Launcher at +5 pts per model.
Note that they may not be mounted in a Devilfish like the tactical teams.

**Human Auxiliaries platoon
In the aftermath of the Damocles Gulf Crusade, many Imperial guard regiments were left behind as prisoners of war. Given the choice to stay prisoners or join the greater good, many pledged allegiance to the Tau. When Commander Farsight reclaimed the systems lost to the Imperials, he earned the respect of many an Imperial officer and their were many who choose to side with him. Farsight Enclave hunter cadres have been seen with humans in their armies, fielded in platoons reminiscent of the structure of the Imperial guard. The Auxiliary platoon is made up from the following:
1 Gue'vesa Command team, consisting of 1Gue'vesa’vre (use the junior officer stats from the Imperial Guard codex) and 3-7 Gue'vesa’la (use the chapter approved stats). Up to 2 Gue'vesa’la may be upgraded to Gue'vesa’ui at +10 pts. Up to half the team may upgrade their lasguns to pulse carbines or pulse rifles at +3pts per model. The team may take Emp grenades at +3pts per model and/or photon grenades at +1pt per model.
1-3 Gue'vesa team(s) -taken from the entry in Chapter Approved-
All Gue’vesa troops fall under the Traitors special rule -see the Chaptor Approved article-.

*** Devilfish
Since the production capabilities doesn’t allow an APC per infantry squad, the Devilfish skimmer operate without a squad, instead transporting whatever unit is in dire straigths and needs immediate transportation out of the danger zone.
The Devilfish is taken from the transport entry in the Tau codex, but doesn’t count as part of an infantry unit. Instead, it may transport any Fire Warrior or Human Auxiliaries (one warrior takes up one transport point), just like a Land Raider or an Immolator. Please note that still only one unit may be transported.

**** XV88 team
Either Broadside configuration or using the Firestorm weapon mounts. The firestorm configuration cost 45pts as standard (including the ork fighter skill). The suit than has to fill out 5 hardpoints, following the Crisis Team entry, of which one has to be a support system. The other four must be used to mount weapon systems. The Firestorm may not be equipped with a strike weapon. In addition, the XV88 Firestorm may Deepstrike if the mission allows this (it is dropped from an Orca dropship using grav chute or a similar device).
Operate independantly: Due to lack of resources the amount of XV88 suits that can be produced is limited. For this reason, the XV88 pilots chosen are usually those in the cadre that have the most promise for acting independantly, using their initiative (these warriors are also the most temperamental and hot-blooded of their cadre). Therefore the XV88 suits operate independantly on the battlefield; they are deployed at the same time but one or more may be held in reserve seperatly (so when rolling for reserves and you want two out of three XV88’s in reserve then one is placed on the table and for the other two you get to roll separate dice to see if they show up. They may also deploy separatly –eg. walking onto the field or deep striking–).

ML Kurze
18-03-2005, 10:56
Special Rules

Ork fighters
After years of war with the Orks, Commander Farsight understood the inevitability of Close combat in battle. For this reason each warrior is trained in basic closecombat training. All units in a Farsight Enclave have the Ork fighter skill (except human auxiliaries platoons) as written in the entry for Commander Farsight in codex: Tau. This confers +1 WS and +1 Initiative to all models in the army except for drones.
All crisis suits, stealth suits and XV88 suit models are +5pts per model.
Firewarrior teams and pathfinder teams are +2pts per model.

Hardened professionals
Considering that the Farsight Enclave is ruled by the millitary and their warriors are involved in many mercenary activities, the average Firewarrior will see a lot more combat than his Tau' va counterpart. For this reason, the proportion of Bonded teams in a Farsight Hunter Cadre will be substantially larger than in a normal Tau Empire army. The two compulsory Troop choices must be two teams of Firewarriors and both must be bonded. In addition, HQ, Elite, Fast Attack and XV88 teams must always be bonded.


New wargear

Or’es Strike Blade: 10pts
This is a new option that is added to the Crisis suit, Bodyguard and Commander entries. The Strike weapon takes up single hardpoint and the bearer counts as being equipped with a close combat weapon that counts as a rending weapon. You may never take two strike weapons for an additional attack in close combat.

Flechette Drones: 12 pts
Understanding the need for assault in some situations the Earth caste engineers in the Farsight Enclaves have modified some gun drones to carry flechette dischargers usually seen on vehicles. When a Flechette drone is engaged in close combat all enemy models in base contact with the Flechette Drone suffer a single S4 hit on the roll of a 4+ which is resolved at Initiative 10. Armour saves are taken as normal. Additionaly if there are at least 2 flechette drones in a squad, the unit counts as being equipped with frag grenades.

ML Kurze
18-03-2005, 10:58
Human Auxiliary Platoon

A Human Auxiliary Platoon consists of a single command section and between one and three support teams. All gue’vesa fall under the Traitors! special rule:

Traitors!
While the descendants humans that were left in the aftermath of the Damocles Gulf crusade have no hard feelings towards the Imperium for their desertion, the Imperial Guard do not take the betrayal of their ancestors so lightly. To represent this, any Imperial Guardsmen in close combat with a gue’vesa will always hit on a 3+, regardless of weapon skill, whereas the gue’vesa use their weapon skill as normal.

1 Command Section

name pts WS BS S T W I A Ld Sv
gue'vesa’la 6 3 3 3 3 1 3 1 7 5+
gue’vesa’ui +10 3 3 3 3 1 3 2 8 5+
gue’vesa’vre 25 4 4 3 3 1 3 2 8 5+

Team: a command section consists of one gue’vesa’vre and between 3 and 7 gue’vesa’la.

Equipment: Lasgun

Options: Any gue’vesa’la may exchange his or her lasgun for an autogun at no extra points cost. Up to half of the gue’vesa’la in the command section (rounding fractions down) may exchange their lasgun for a pulse rifle for +3 pts or a pulse carbine at +3 pts. The entire squad may take photon grenades at +1 pt per model and/or EMP grenades at +3 pts.

Characters: Up to two gue’vesa’la may be upgraded to gue’vesa’ui at an additional cost of +10 pts. They may select equipment from the armoury, just like a shas’ui. In addition, they may be equipped with a markerlight at +10 pts.
The gue’vesa’vre may take equipment from the armoury just like a shas’vre, with the exception that he may take up to two hard-wired armoury options. He may also be equipped with shas’la armour at +5 pts (upgrading his armour save to 4+). In addition, the gue’vesa’vre may take a single Ancient Guard Relic for +20 pts. When deciding what it is, role a D6 for the battle, with your opponent watching. Consult the table below for the effect of the role:
1-4: Mark of Union; the gue’vesa’vre carries a potent symbol of human and Tau co-operation, taken from a time in which the human officers swore allegiance to the Tau Empire. Any gue’vesa unit within 6” of the gue’vesa’vre do not get any negative modifiers for being outnumbered in assault and may use the gue’vesa’vre leadership for any morale checks they have to take.
5: Weapon of Destruction; the gue’vesa’vre has taken an ancient sidearm with him to battle, which is a dangerous weapon, for the foe and for the bearer. Count it as a plasma pistol.
6: Blade of Penetration; the gue’vesa’vre has taken with him an ancient close combat weapon from an Imperial Guard officer. The training of the gue’vesa’vre is of a normal level, but the sword seems to have a mind of it’s own, protecting the bearer from harm. Count it as a power sword.

1-3 Support team

name pts WS BS S T W I A Ld Sv
gue'vesa’la 6 3 3 3 3 1 3 1 7 5+
gue’vesa’ui +10 3 3 3 3 1 3 2 8 5+

Team: a support team consists of between sic and twelve gue’vesa’la

Equipment: Lasgun

Options: Any gue’vesa’la may exchange his or her lasgun for an autogun at no extra points cost. Up to two of the gue’vesa’la in the support team may exchange their lasgun for a pulse rifle for +3 pts or a pulse carbine at +3 pts. The entire squad may take photon grenades at +1 pt per model and/or EMP grenades at +3 pts.

Characters: Up to one gue’vesa’la may be upgraded to gue’vesa’ui at an additional cost of +10 pts. He may select equipment from the armoury, just like a shas’ui. In addition, they may be equipped with a markerlight at +10 pts.


Fire Warrior Tactical Team

name pts WS BS S T W I A Ld Sv
shas’la 10 3 3 3 3 1 3 1 7 4+
shas’ui +10 3 3 3 3 1 3 2 8 4+

Team: the team consists of 6-12 Fire warriors

Equipment: Pulse Carbine

Options: Up to half of the Fire warriors in the team (rounding fractions down) may exchange their pulse carbine for a pulse rifle at no extra points cost. The team may carry photon grenades at an additional cost of +1 pt per model and EMP grenades at an additional cost of +3 pts per model.

Character: One Fire warrior Shas’la may be upgraded to a Shas’ui team leader at an additional cost of +10 pts. The Shas’ui may be given extra equipment from the Tau armoury. The Shas’ui may also buy a markerlight for +10 pts.

Bonding: A Fire warrior team may be bonded by the Ta’lissera at an additional cost of +10 pts.


Fire Warrior Support Team

name pts WS BS S T W I A Ld Sv
shas’la 10 3 3 3 3 1 3 1 7 4+
shas’ui +10 3 3 3 3 1 3 2 8 4+

Team: the team consists of 6-12 Fire warriors

Equipment: Pulse rifle

Options: Up to one in three of the Fire warriors in the team (rounding fractions down) may equip their pulse rifles with an underslung markerlight at an additional cost of +5 pts. The team may carry photon grenades at an additional cost of +1 pt per model and EMP grenades at an additional cost of +3 pts per model.

Character: One Fire warrior Shas’la may be upgraded to a Shas’ui team leader at an additional cost of +10 pts. The Shas’ui may be given extra equipment from the Tau armoury. The Shas’ui may also buy a markerlight for +10 pts.

Bonding: A Fire warrior team may be bonded by the Ta’lissera at an additional cost of +10 pts.

Lady Bastet
20-03-2005, 03:48
Hi, minor thing that seems a little weird is that the commander will fight on foot but not the veterans. You would think that the highest ranking officer in the army would have the best equipment.