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WARHAMMER 40,000 - Chaos Tau Army List by Matt Hunter

Insight from Matthew B. Hunter III
Well here you have it. A week’s worth of poring over the Chaos and Tau codexes and the rulebook have come up with this, CHAOS TAU dundundah. Well anyway happy gaming (don’t forget to e-mail me and tell me what you think (feedback details at bottom of page - James :-P)).

Quick Note
This is not a 'stand alone' army list. In order to use it to best effect, you will need to possess a copy of both Codex: Tau and Codex: Chaos Space Marines.

James :-P

HQ

Ethereal Caste Traitor

                 Points    WS   BS   S   T   W   I   A    LD     SV
Ethereal       90          5      3     4   4    3    4   4    10     -/+5

Equipment: Symbols of Office (+1 Attack), He may be given a dishonor blade at + 15 pts.
Options: He may be given demonic armor at + 10 pts.

Special Rules:

  • Independent Character: The Ethereal Traitor is an Independent Character and uses the Independent Character rules specified in the Warhammer 40K rulebook.

  • Inspiring Presence: The Ethereal is what all Chaos Tau look up to, the ultimate in deceit, power and evil. When ever an Ethereal Traitor on the board all Tau (not Kroot or Drones) may re-roll any failed moral checks

  • Price of Failure: Any time a friendly Ethereal Traitor is killed all Chaos Tau must make a moral check at the start of their turn.

Commander Shas’O

             Points   WS  BS   S   T   W   I   A    LD  SV
Shas’O     75        5      5    5   5    4    4   4    10    3+

Equipment: Crisis suit (manditory, additional equipment may be taken from the Chaos Tau armoury.

Special Rules

  • Bodyguard: A bodyguard of either Crisis suits or fire warrior veterans must accompany the commander.

Chaos Tau Crisis suit hard point options

Flamer                                    +6 pts.
Burst cannon                          +10pts. , +15 if twin-linked
Plasma Rifle                           +16pts. , +24 if twin-linked
Fusion Blaster                         +12pts. , +18 if twin-linked
Missile pod                             +14pts. , +21 if twin-linked
Demonic weapon                    +30pts.

Multi-tracker                           +5pts.
Target lock                              +5pts.
Shield Generator                     +20pts.
Drone Controller, and 2 gun drones, +10pts.
Drone Controller, and 2 shield drones, +15 pts.
Spiky bits                                +10pts.

Marks of Chaos

            Undivided                   +0pts
            Khorne                        +25pts.
            Slaanesh                      +10 pts.
            Nurgle                         +15pts.
            Tzeench                       +20pts.  

Crisis Suit Bodyguard Team

                Points   WS   BS   S   T   W   I   A   LD   SV  
Shas’vre       40        4      3     5   4    2    4   2     8    3+

Team: 1-2 Shas’vre
Equipment: Crisis suits,
Options: The bodyguards may take four weapon or support systems.
Bonded: The team may be bonded by the black Ta’lissera at a cost of +10pts.

Fire Warrior Veterans Bodyguard

                Points   WS   BS   S   T   W   I   A   LD   SV
Shas’ui        15        3      3     4   4     2   4   2     7      4+
Shas’vre    +15         4      3     4   5     2   4   2     8      3+

Team: 6-9 vets
Equipment: Pulse Carbine’s and Close Combat weapon.
Options: Up to four vets may exchange their Pulse Carbine and close combat weapon for a pulse rifle, The Shas’vre may exchange his Pulse Carbine and close combat weapon for a bolt pistol and material gift from the Chaos Gods:

Khorne                                            Khornate chain axe  +20pts. Nurgle                                             Plague sword +15pts. Slaanesh                                          Doom siren +18pts. Tzeench                                           Tzeenchian warp flamer +25pts.

Bonded: The veterans may be bonded with the Black Ta’lissera at +10pts.

Special Rules: none

Demon Prince

See Codex: Chaos Space Marines

Possessed Crisis suit

                                    Points   WS   BS   S   T   W   I   A   LD   SV Possessed Crisis Suit     160       6       4    5    4    4    4  3     10    3+ inv.

Weapons/Equipment: The possessed suit must take one Chaos Tau crisis suit ranged weapon, one demonic weapon, one Chaos Tau support system and one Chaos Tau armoury choice.

Special Rules

  • Independent Character: see Ethereal Traitor

  • Psychic power: the possessed suit may take a psychic power as the armory choice.

  • Fearless: The Possessed suit is fearless and atomically passes all morale/pinning checks.

  • Monstrous creature: The possessed suit counts as a monstrous creature, ignores all armor saves, and rolls two D6 for armor pen.

  • Invulnerable: The Possessed suits armor along with the demons thick skin gives the creature a 4+ invulnerable save.

  • Jump pack: see Codex: Tau

Ethereal Traitor Sorcerer

                                     Points   WS   BS   S   T   W   I   A   LD   SV
Ethereal Traitor Sorcerer    90         4       4    4   3    2   4   2    10    -

Equipment: Sorcerer staff, counts as a close combat weapon (+1 attack). Options: The Ethereal Traitor Sorcerer may take equipment from the Chaos Tau armory.

If the Ethereal Traitor Sorcerer takes the mark of Tzeench then he may switch his Sorcerer staff for a Staff of Tzeench (see Codex: Chaos Space Marines).

Special Rules:

  • Independent Character: see Ethereal Caste Traitor

  • Psychic Powers: The Ethereal Traitor Sorcerer may take two psychic powers (see Codex: Chaos Space Marines).

Elites

 Crisis Battle Suit Teams

               Points   WS   BS   S   T  W   I   A   LD   SV
Shas’ui    40         2       3    4   4   2   3   2    8      3+
Shas’vre   +15        3       4    4   4   2    4   3     9     3+   

Team: 1-3 Shas’ui
Equipment: Crisis suits.
Character: One Shas’ui per team may be upgraded to Shas’vre at the cost of +15 points and may select equipment  from the Chaos Tau armory.
Special Rules:

  • Bonded: see fire warrior veterans.

  • Crisis Battlesuit  Hard point options: See Tau commander.

Stealth Suit Teams

               Points   WS   BS   S   T   W   I   A   LD    SV
Shas’ui     30        3      3     4    3    1   3   2     8      3+
Shas’vre  +15        4      3     5    4    2   4   3     9      3+

Team: 3-6 Shas’ui.
Equipment: Stealth Battlesuit,
Character: One Shas’ui per team may upgrade to Shas’vre at a cost of +15pts. The Shas’vre may select extra equipment from the Chaos Tau Armory.
Special Rules:

  • Stealth armor: see Tau codex. (What you didn’t expect me to write all that did you?).

  • Infiltrators: All stealth suits may use the infiltrators rule defined in the Warhammer 40k rulebook. This rule is not used when the preliminary mission does not allow it.

  • Bonded: See Fire Warrior Veterans.

Possessed Fire Warriors

                               Points   WS   BS   S   T   W   I   A   LD   SV
Possessed Shas’la     20        3       4    4    4    2   3   2     9      3+

Squad: 6-9 possessed warriors
Weapons: Pulse Carbine and close combat weapon.
Options: Up to half the possessed warriors may switch their Pulse Carbine and close combat weapon for a Pulse Rifle.
Transport: The possessed warriors may be transported only if there is an Ethereal on the board. 

Troops

Chaos Tau Fire Warriors

              Points   WS   BS   S   T   W   I   A   LD   SV
Shas’la    15         3       3    3    4    1    4  1     7      4+   
Shas’ui   +15        3       4     4    4    2    4  2    9       4+

Team: 6-12 Fire Warriors
Character: One Shas’la may be upgraded to Shas’ui for the cost of +15pts. He may also exchange his pulse rifle for a bolt pistol and a material gift from the Chaos gods (see Chaos Tau Fire Warrior veterans).
Special Rules:

  • Bonded: (also see Chaos Tau Fire Warrior Veterans)

Kroot Carnivore Squad

See Codex: Tau

Fast Attack

Gun drones

                   Points   WS   BS   S   T   W   I   A   LD   SV
Gun drone      15         3       3    4    3    1   3   2     8      4+

Squad: 4-8 drones
Equipment: Twin-linked pulse carbines with assault attachment. The extra attack from the attachment is already incorporated into the drone’s stats.

Pathfinder Team

See Codex: Tau

Kroot Hound pack

                        Points   WS   BS   S   T   W   I   A   LD   SV
Kroot hound          7         4      0     4   3     1   4   2     -       -
Alpha Hound        +3        4      3     4   3     1   4   2     -       -  

Pack: 2-8 hounds
Equipment: Fangs , claws and raw strength!
Options: Up to one hound may be upgraded to Alpha hound for the cost of +3pts. The alpha hound may be equipped with a twin-linked pulse carbine turret for +5pts.
Special Rules:

  • Attached unit: (see Codex: Tau)

 0-1 Saboteur

               Points   WS   BS   S   T   W   I   A   LD   SV
Shas’vre      100      4       3    4    3    3   3   2     9      3+

Equipment: Pulse carbine, steathsuit armor, Fission detonators (automatic hit, Str 8 AP 3, ordinance template).
Special Rules:

  • Stealth Armor: see Codex: Tau
  • Infiltrator: If the mission allows it, the saboteur may infiltrate within 18” of the enemy.
  • Deepstrike: If the mission allows it the Saboteur may deepstrike anywhere on the board.
  • Independent Character: The Saboteur is an independent character (see Ethereal Caste Traitor) and may NOT join another unit.
  • Place and run: When placing a fission detonator the Saboteur can not move in its movement phase, but must place the detonator then move a full 12” in any direction away from the detonator.
  • Extreme skill: Due to the Saboteur’s extreme skill NO model may shoot or engage it in close combat at it until the Saboteur itself has either shot, placed a detonator or attacked in close combat. After it has done one of the things outlined it may be shot at and attacked for the rest of the game.

Heavy Support

Broadside Battlesuit Team

               Points

Shas’ui      70          (see Codex: Tau)

Shas’vre  +15

Hammerhead Gunship

  See Codex: Tau

Krootox

                Points   WS   BS   S   T   W   I   A   LD   SV
Krootox       50         4      3     6   5    3    4   3    *      *

Herd: 1-3
Equipment: Kroot Gun
Options: The Krootox may switch it’s Kroot gun with a Havoc missile launcher at +30pts, a Heavy Bolter at +25 pts, or a Twin linked  burst cannon for +35 pts.

In addition, one Krootox in the herd may choose to be a Juggernought hybrid and count as a Monstrous Creature in CC and roll 2d6 for armor pen.

Special rules:

  • Attached unit: (see Codex: Tau)

Ion Cannon Turret

           Points   Front   Side   Back   BS
I.T.C.      84         10       10       10      4

Type: Turret                    Crew: Three fire caste members

Weapons: Ion Cannon
Special Rules
:

  • Uproot: The Ion Cannon Turret only needs one Fire Caste member to fire it. This means the other two members may fire their Pulse rifles. But if the wanted you may give up the two caste members shooting up (including 12” one shot) to uproot the Ion Cannon Turret and move it 6” in any direction without penalty to the I.T.C. shooting.

Chaos Tau Havoc’s

                Points   WS  BS  S  T  W  I  A  LD  SV
Shas’ui        15        3      4   3   3   2  2  1    8     4+   
Shas’vre     +15        3      4   3   3   2  3  2    9     4+  

Team: 6-9 Fire warriors
Equipment: Pulse rifle
Options: One may take a plasma rifle at + 24 pts, one may take a fusion blaster at +18 pts, one may take a havoc missile launcher at +28 pts, one may take an auto cannon at +20 pts, ona may take a heavy bolter at +15 pts. Two Fire warriors may take a pulse carbine and CC weapon at +8 pts apiece.
Character: On Shas’ui may be upgraded to Shas’vre at +15 pts and be given a bolt pistol and material gift of the Chaos Gods (see Chaos Tau fire warrior veterans).
Special Rules:

  • Bonded: (see Chaos Tau fire warrior veterans)

Kroot Heavy warriors

               Points   WS   BS   S   T   W   I   A   LD   SV

K.H.W.      70         4      3     4   5    2   4    2   7/8    +3

Teams: 1-3
Equipment: Twin-Linked Kroot gun, power claws 
Options: Two heavy warriors in each squad may switch his Twin-Linked Kroot gun for a havoc missile launcher at +28 pts.
Specia
l Rules: 

  • Attached Unit: (see Tau codex).


Ahahahahahaha I finally did it. It took me forever but I finally finished it. One more thing for those of you who are wondering the Chaos Tau pulse carbine acts as a Pistol in CC E.G. a Pulse Carbine and CC weapon give the user +1 attacks.

Cheers,

Matthew B. Hunter the Third

Send your feedback direct to the author at sythedeathstrike@hotmail.com.

 

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