Tau Auxilia
Tau Auxilia
TAU AUXILIA
Written by Stuart Mackaness
Layout and Support by Andrew Fish
This is not an official codex. It is a supplementary army list for use with Tempus Fugitive events and should not be considered in any way official outside of those events. That said the
units and rules within have been playtested and developed with balance and fairness in mind and players are welcome to use these rules in their own games of Warhammer 40,000.
The Tempus Fugitives have designed this army list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we can repay some small part of the kindness that the gaming community has shown us
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The fantastic front cover is by the extremely talented artist Jonathan Wen. You can see more of his work at http://www.ultim4.info/
IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2012. Games Workshop, the Games Workshop logo, Warhammer, Warhammer 40,000 and all
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Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.
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CONTENTS
INTRODUCTION……………………………………….00 HEAVY SUPPORT
Air Caste Barracuda 00
THE TAU AUXILIA…………….………………….......00 Fire Caste Hazard Team 00
FORCES OF THE TAU AUXILIA........…….....00 Demiurg Colossus 00
Tau Auxilia Special Rules 00 Demiurg Thunderer Cannon Battery 00
Demiurg War Golem Brotherhood 00
HQ Gue’vesa Hammerhead 00
Fire Caste Commander 00 Kroot Great Knarloc Kindred 00
Fire Caste Bodyguard 00 Kroot Krootox Kindred 00
Demiurg Hearth Master 00 Kroot Skin Shifter Kindred 00
Demiurg Living Ancestor 00 Morralian Covenant 00
Gue’vesa Command Squad 00 Nicassar Telekine 00
Kroot Shaper Council 00
Kroot Shaman 00 SPECIAL CHARACTERS
Aun’Va, Ethereal For the Auxilia 00
ELITES K’nib Swarm Mother 00
Demiurg Artisan Brotherhood 00 [to be announced] 00
Demiurg Hearthguard Brotherhood 00 [to be announced] 00
Gue’vesa Stealth Squad 00 [to be announced] 00
Ji’atrix Void Spectre 00 [to be announced] 00
Kroot Lone Hunter 00 [to be announced] 00
Kroot Howler Kindred 00 [to be announced] 00
Kroot Scar Kindred 00
H’rud Fusiliers 00 DEDICATED TRANSPORTS
Ur-Zoat Colony 00 Gue’vesa Devilfish 00
Kroot Warwheel 00
TROOPS Nicassar Zaruq 00
Water Caste Observation Team 00
Demiurg Guilder Brotherhood 00 WARGEAR……………………………………..……..….…..00
Gue’vesa Combat Squad 00 Weapons 00
Hrenian Light Infantry Host 00 Equipment 00
Kroot Carnivore Kindred 00 Armour 00
Tarellian Dog Soldiers 00
ARMY OF THE TAU’VA…………………….……....00
FAST ATTACK
Air Caste Yeldi Glider Team 00
Demiurg Outrider Brotherhood 00 TAU AUXILIA ARMY LIST…….……………….…..00
Galag Bog Wopits 00 HQ 00
Gue’vesa Piranha Squadron 00 Elites 00
K’nib Festering Swarm 00 Troops 00
Kroot Hounds Kindred 00 Fast Attack 00
Kroot Knarloc Rider Kindred 00 Heavy Support 00
Kroot Vulture Kindred 00 Special Characters 00
Morralian Deathsworn 00
Vespid Stingwings 00 SUMMARY.…………..………………..………..….….…..00
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INTRODUCTION
THE WARHAMMER 40,000 GAME Forces of the Tau Auxilia: Each and every character, troop
The Warhammer 40,000 rulebook contains the rules you type and vehicle in the Tau Auxilia army is examined in this
need to fight battles with your Citadel miniatures set in the section. Firstly you will find a full description of the unit
war-torn universe of the 41st Millennium. Every army has its describing its role within the army and its specialised combat
own Codex book that works with these rules allowing you to abilities. Secondly, you will find complete rules for the unit
turn your collection of miniatures into an organised force and details of any unique skills, wargear or abilities they can
ready for your games of Warhammer 40,000. This Codex use to defeat those who oppose the greater good.
details everything you need to know about the Tau Auxilia.
Wargear: This sect on contains all details and rules for the
COLLECTING A TAU AUXILIA ARMY exotic and unusual weapons, armour and equipment used by
the myriad species of the Tau Auxilia.
Tau Auxilia Army List: The army list takes all of the units
presented in the Forces of the Tau Auxilia section and
arranges them so you can choose an army for your own
games. Each unit type also has a point value attached to help
you pit your forces against an opponent in a fair match
HOW THIS CODEX WORKS
Codex Tau Auxilia contains the following sections: FIND OUT MORE
While Codex Tau Auxilia contains everything you need to
The Tau Auxilia: The first section introduces the Tau play a game with your Tau Auxilia army, there are always
Auxilia. more tactics to use, scenarios to fight and painting ideas to
try out. The monthly magazine White Dwarf contains
articles about all aspects of the Warhammer 40,000 game
and hobby, and you can find articles specific to the Tau
Auxilia on the Tempus Fugitive website.
www.tempusfugitives.co.uk
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THE TAU AUXILIA
OVERVIEW
.
7
ARMY OF THE TAU AUXILIA
This section of the book details the forces used by the The army list at the back of the book shows all of the
Tau Auxilia - their weapons, their units, and some standard and optional wargear available to a particular
famous special characters that you can choose, such as model. You will find that some items of equipment are
Aun’shi. Each entry describes the unit and gives the unique to particular characters or units, while others are
specific rules you will need to use them in your games. used by more than one unit. When an item is unique, it
As such, the army list given later refers to the page is detailed in the relevant entry for its owner, and where
numbers of these entries, so you can easily check back an item is not unique, it is detailed in the wargear
as you pick a force. section.
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TAU AUXILIA SPECIAL RULES
The models in the Tau Auxilia army use a number of special rules that are common to more than one unit, as specified in the
individual entries that follow. Details of those shared rules are given here. If a special rule is not explained on this page or in
the relevant entry, it can be found within the main Warhammer 40,000 rulebook.
AIR CASTE: Models with this rule have the Skilled Rider MASTER CRAFTED: While a unit contains a model with this
universal special rule. Vehicles instead gain the Aerial Assault rule, all failed shooting and close combat to hit rolls may be re-
special rule. rolled.
DEMIURG: Models with this rule have Stubborn universal MINDLOCK: The brain of golems and colossi function poorly
special rule and may not make a Sweeping Advance. Demiurg unless constantly supervised. From turn two onwards, a unit with
always use the lowest dice result when rolling for difficult terrain. the Mindlock rule must make a Leadership test at the start of
each friendly turn. If the unit passes the test they function
FIRE CASTE: Models with this rule may always attempt to normally. If they fail, the unit may not move, shoot or assault in
regroup even if reduced below half strength. the turn (but will fight if engaged in close combat with a WS of
1).
GALAG: Models with this rule have the Slow and Purposeful
special rule and move like Jump Infantry (Jet Pack). MORRALIAN: Models with this rule are Fearless. When
rolling to wound a model with this rule, ignore the 'To-wound'
GUE’VESA: Hated as traitors by the Imperium, Models with chart, instead they are always wounded on a 5+. Against weapons
this rule give the Preferred Enemy: Gue’vesa universal special rule without a Strength value or with a special rule that ignores the
to Imperial enemies in close combat. Additionally, Gue’vesa have usual rules of wounding (such as poisoned attacks) can still only
the Stubborn universal special rule. wound models with this rule on a 5+.
HERENIAN: Models with this rule have the Outflank special NICASSAR: Models with this rule are Psykers with a Psychic
rule. Additionally they may always re-roll the dice for Difficult Mastery Level of 2 and so may use up to two psychic powers each
Terrain and Running distance. turn (although only one in any phase). Vehicles with this rule
count as having a Leadership of 8 for all Psychic Tests. Perils of
the Warp causes them to suffer an automatic glancing hit.
HEAVY INFANTRY: Heavy Infantry move, shoot and assault
in the same way as Infantry do. Because of each individual
SUPERNUMERARY: The unit can never contest an
model’s large size, they count as two models for the purposes of
objective, nor does it count as scoring. To all intents and
being transported in a vehicle. Models of this type are modelled
purposes, at the end of the battle if the unit is still present on the
on 40mm bases. It is important to remember that upgrades or
table, remove the unit from play before calculating victory
abilities that apply to or target Infantry units cannot apply to
conditions. It does not count as destroyed if removed in this
Heavy Infantry unless otherwise specified.
manner. Because of this, a unit with this rule awards no Victory
Points if broken at the end of the battle.
JI’ATRIX: Models with this rule have the Eternal Warrior and
Deep Strike special rules. Furthermore their save is Invulnerable.
TARELLIAN: Models with this rule have the Counter-Attack,
Fleet and Furious Charge universal special rule.
KROOT: Models with this rule have the Fleet, Infiltrate and
Move through Cover universal special rules. Too busy feasting or
looting the corpses of their victims, Kroot may never make a
Sweeping Advance.
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Fire Caste Commander
WS BS S T W I A LD Sv
Fire Caste Commander 5 5 3 3 3 4 3 10 4+
WARGEAR
Battleplate, Pulse Pistol.
SPECIAL RULES
Stubborn
Fire Caste
Independent Character
10
Aun'Shi, Ethereal of the Auxilia
Few
11
WEAPONS
AUXILIA SEEKER MISSILE: Auxilia Seeker Missile arrays are DEMIURG CUTTING BEAM: This high power laser burns
provided to allow Tau Auxilia infantry to immediately obtain fire support. through most targets in a fraction of a second allowing for a second
The drone brain in the Auxilia Seeker Missile receives targeting equally ferocious beam to slice through its target before it has even
information from the unit in the field and then launches at their target. reacted to the damage from first. .
An Auxilia Seeker Missile has an unlimited range and can only be Range Strength AP Type
used once per battle. Instead of making their normal shooting 18” 6 3 Heavy 2
actions any infantry unit may guide an Auxilia Seeker Missile to a
chosen enemy target. Draw line of sight and roll to hit with the
unit as normal. Provided the targeted enemy unit is in line of sight FORGE HAMMER: A searing head of superconducting metal held
at extreme temperature by the control shaft it is mounted on makes the
and has been hit, any Auxilia Seeker Missile can then be launched
Forge Hammer a useful tool and a deadly weapon.
at that unit regardless of the carrying vehicles range or line of
sight. Launching an Auxilia Seeker Missile does not count as
Range Strength AP Type
Shooting for the carrying vehicle. Their advanced targeting
- 2S 2 Combat, Strikes Last
systems mean they are fired at the Ballistic Skill of the targeting
unit. In effect the Auxilia Seeker Missile is carried by another
vehicle but to all intents and purposes is fired from the targeting FUSION BLASTER: Fusion blasters are carried by battlesuit
infantry unit. equipped warriors as anti-tank weapons, and many pilots have become
adept at stalking enemy armour, using their high mobility to outflank the
Range Strength AP Type enemy and engage his weaker, rear armour.
∞ 8 3 Heavy 1, one shot
Range Strength AP Type
12” 8 1 Assault 1, Melta
BURST CANNON: The burst cannon finds use across the Tau
military, primarily mounted on battlesuits and vehicles. Utilising the
plasma induction technology found in the pulse rifle and other systems, HEAVY RAILGUN: This larger version of the Railgun is a linear
the burst cannon is a multibarrel weapon able to sustain high rates of fire. accelerator which functions using standing wave acceleration along a
Range Strength AP Type number of cylindrical superconductive electrodes that surround the barrel.
It can fire either a hyper-dense solid projectile or a sophisticated bundle
18” 5 5 Assault 3
of sub- munitions.
COR-LANCE: An elegant crystalline shard which can direct the Hyper Dense Shot
Nicassar’s innate psychic talent into a beam of lethal intensity
Range Strength AP Type
This weapon requires a successful psychic test to be passed before 72” 10 1 Heavy 1 Lance
using. It counts as a psychic shooting attack.
Sub-Munitions Blast
Range Strength AP Type
Range Strength AP Type
24” 9 3 Heavy 1, Lance
72” 6 4 Heavy 1 Large Blast
CRYOGUN: Used when fighting massed, lightly armoured KROOT AXE: A deadly combination of perfect balance and a razor
opponents, the cryogun is a lethal weapon which freezes enemy forces and
sharp axe head make this a fearsome weapon indeed in the hands of the
allows them to be shattered at the slightest touch – ideal for fighting in
Kroot.
amongst densely- packed terrain.
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KROOT GUN: A larger calibre version of the Kroot rifle, the PLASMA RIFLE: Plasma technology is used by many races, despite
Kroot Gun remains a primitive slug-thrower relying on chemical its unstable nature. Tau favour a form of the technology that foregoes a
propellant and the transfer of kinetic energy. As with the Kroot rifle, the degree of stopping power for increased safety of the operator.
Tau have adapted the weapon to fire a charged heavy pulse round. The
new ammunition gives the Kroot gun far greater penetrative power. Range Strength AP Type
24” 6 2 Rapid Fire
Range Strength AP Type
48” 7 4 Rapid Fire
PULSE CARBINE: The pulse carbine sacrifices range for
portability and the chance to mount an underslung photon grenade
KROOT RIFLE: The Kroot rifle is fitted with blades near the launcher.
muzzle and stock, which are a throwback to early traditional Kroot
fighting staves. The incredible hand speed that a Kroot possesses makes Any unit suffering at least one wound from pulse carbine fire must
these blades effective assault weapons. test for pinning.
A Kroot rifle counts as two close combat weapons in an assault. Range Strength AP Type
18” 5 5 Assault 1, Pinning
Range Strength AP Type
24” 4 5 Rapid Fire
PULSE PISTOL: The pulse pistol is a smaller version of the pulse
rifle, issued to Tau Auxilia personnel as a hold-out weapon for use in
MISSILE POD: A simple shoulder or arm mounted multiple missile desperate situations.
delivery system, the missile pod is used by battlesuit- equipped teams for
engaging enemy light vehicles at medium range. Range Strength AP Type
12” 5 5 Pistol
Range Strength AP Type
12” 8 1 Assault 1, Melta
PULSE RIFLE: The standard weaponry of Tau Fire Warriors. While
about the size of an Imperial Lasgun, it is far more powerful. It fires a
ION CANNON: The Ion Cannon brings three streams of plasma pulse, which is generated when an accelerated particle breaks down
accelerated high-energy particles that react explosively with matter at the as it leaves the barrel. The particle is accelerated by means of an induction
atomic level as they are directed towards their target. field. The small circular device near the end of the barrel is a housing for
a gyroscope that is part of an aim-stabilization system that allows the rifle
to remain steady on target and angled for optimal firing at distance
Range Strength AP Type
regardless of factors like shaking hands This helps to give pulse rifles a
60” 7 3 Heavy 3 greater effective range than many other infantry weapons.
ION BOLTER: Hurling a tightly packed stream of high-energy Range Strength AP Type
particles in a decaying electromagnetic field, the particles are given an 30” 5 5 Rapid Fire
explosive charge as the field collapses, obliterating any matter they
encounter.
SMART MISSILE SYSTEM: The smart missile system fires
self- guiding missiles with the intelligence of a drone, which first search
Range Strength AP Type
for then hunt down the target, passing around any blocking terrain.
18” 7 4 Assault 1
The smart missile system can engage any target in range regardless
of whether there is a line of sight to it or not. The target can count
ION RIFLE: Ion weaponry generates a stream of high-energy particles the benefits of cover they are in, or are touching if it lies between
that are accelerated by an electromagnetic field. These will react them and the firer. Smart missiles are not affected by Night
explosively with the target as a result of direct transfer of energy at the
Fighting, Stealth Fields, Disruption Pods, Dark Eldar Night
atomic level.
Shields or any other ability to affect the range or line of sight to a
target.
Range Strength AP Type
24” 3 4 Rapid Fire
Range Strength AP Type
24” 5 5 Heavy 4
NEUTRON BLASTER: A hybrid of Vespid and Tau technology,
the crystal mounted upon each blaster emits a powerful neutron blast that
is able to bypass all but the most efficiently ray shielded armour.
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RAILGUN: The Railgun uses linear accelerator technology to project
a solid projectile at hypervelocity. It is capable of punching through the
thickest of armour and of taking down the largest of enemies.
14
EQUIPMENT
BATTLEPLATE: A combination of sturdy solid plas-ceramic plates EMP GRENADES: EMP grenades emit a brief electromagnetic
with a flexible mesh under weave, the Battleplate is the most widespread pulse that overloads circuitry, causing fires, meltdowns and other critical
protection the Tau Auxilia see. malfunctions.
Models with Battleplate have a 4+ Armour save. They are used when assaulting enemy vehicles and hit as normal
for a grenade. When determining damage, roll a D6. On a 4 or 5
COR-SHIELD: A crystalline halo placed around the Nicassar’s head they inflict a glancing hit, on a 6 they inflict a penetrating hit.
allows it to project a formidable mental shield around any craft it pilots.
This shield requires a successful psychic test to be passed at the HAZARD BATTLESUIT: The XV-9 Hazard Close Support
start of the turn before using. Its use each turn counts as a psychic Armour has seen limited deployment in the Auxilia. The huge cost of
resources is felt by many in the Empire to be better spent elsewhere. On
power. Once active the shield counts any penetrating hits as
the battlefield however, a Fire Caste can have no finer or more advanced
glancing hits. battlesuit.
DEMIURG EXO-ARMOUR: Exo-armour is a form of powered Models with a Hazard Battlesuit gain +2 to their Strength and
armour. The extensive protection it provides is especially useful when Toughness values, +1 Wound, a 3+ Armour save and the Jump
fighting in confined spaces where movement is restricted and it is difficult Infantry (Jet Pack) unit type. Additionally Hazard suits provide
to avoid concentrated enemy fire. Exo-armour is thus greatly valued by the wearer with Defensive Grenades, and the Acute Senses and
Demiurg, who often find themselves in combat during contested mining Deep Strike universal special rules. Models in a Hazard Battlesuit
operations. count as three models for the purposes of transport capacity.
Models with Demiurg Exo-Armour gain +1 to their Strength and
Toughness values, +1 Wound and a 2+ Armour save. Additionally LANDING GEAR: Though they utilise advanced anti- gravitic
Demiurg Exo-Armour suits provide the wearer with the Acute technology, Many Tau Auxilia vehicles are fitted with basic landing gear
Senses, Slow and Purposeful and Deep Strike special rules. in case they should suffer malfunction.
Models in Demiurg Exo-Armour are Heavy Infantry. Bonuses to In any turn that the vehicle does not move, it may choose to no
the model are already incorporated into the characteristics if longer count as a Skimmer until it moves again. This benefit does
Demiurg Exo-Armour is part of their listed Wargear (such as with not apply on the first turn of the game.
Hearthguard).
MULTI-TRACKER: The multi-tracker is a sophisticated fire control
DISRUPTION POD: A disruption pod throws out distorting system mounted in a sensor node, often upon a battlesuit’s shoulder or in
images in both visual and magnetic spectra, making it hard to target at a vehicle’s sensor pod.
range.
It enables a model to fire two weapons in the same turn or a vehicle to
Models equipped with a disruption pod gain a 4+ cover save against fire its weapons as though it were a fast vehicle.
weapons firing from more than 12" distant
PHOTON GRENADE: A grenade that blinds and disorients
EJECTION SYSTEM: This system provides the pilot a chance of attackers with multi- spectral light and a sonic burst.
escaping catastrophic damage to his wargear.
Photon Grenades are Defensive Grenades.
Should the battlesuit lose its last wound to a shooting attack that
does not cause Instant Death, the battlesuit is replaced with a SHIELD GENERATOR: The cohesive energy field projected by
single model, representing the pilot. the shield generator gives significant protection to the wearer.
A Shield Generator confers a 4+ Invulnerable Save.
In a vehicle, if it suffers a vehicle destroyed result the pilot is
immediately placed within 2” of the vehicle. Resolve any effects STEALTH BATTLESUIT: The XV-25 Stealth Infiltration
such as the vehicle exploding and any wounds it might cause Armour has seen favourable service amongst the Gue’vesa and certain Fire
(including to the ejected pilot). Caste commanders. Its unique suite of systems makes for a valuable asset
to the Tau Auxilia.
In either case the pilot has the profile indicated below and is
Models with a Stealth Battlesuit gain +1 to their Strength value, a
equipped with a pulse pistol only.
3+ Armour save and the Jump Infantry (Jet Pack) unit type.
Additionally Stealth suits provide the wearer with the Acute
WS BS S T W I A LD Sv Senses, Infiltrate and Deep Strike universal special rules.
Air Warrior 3 3 3 2 1 3 1 7 -
Additionally this variant of the Stealth Battlesuit incorporates a
Fire Warrior 3 3 3 3 1 2 1 8 - Disruption Pod. Drones attached to a model wearing a Stealth
Gue’vesa 3 3 3 3 1 3 1 7 - Battlesuit gain the Disruption Pod benefits as well. Bonuses to the
15
model are already incorporated into the characteristics if the
Stealth Battlesuit is part of their listed Wargear (such as with a
Gue’vesa Stealth Squad Team).
16
TAU AUXILIA ARMY LIST
The following army list enables you to field a Tau Auxilia army and fight battles using the scenarios included in the Warhammer
40,000 rulebook.
USING A FORCE ORGANISATION CHART Unit Type: This refers to the Warhammer 40,000 Unit
The army list is used in conjunction with the force Type Rules chapter. For example, a unit may be classed as
organisation chart from a scenario. Each chart is split into infantry, vehicle or cavalry, which will subject it to a
five categories that correspond to the sections in the army number of rules regarding movement, shooting, assault, etc.
list, and each category has one or more boxes. Each
greytoned box indicates that you may make one choice Wargear: This section details the weapons and equipment
from that section of the army list, while a dark-toned box the models in the unit are armed with. The cost for all these
indicates a compulsory selection. models and their equipment is included in the points cost
listed next to the unit name.
STANDARD MISSIONS
Special Rules: Any special rules that apply to the models in
the unit are listed here. These special rules are explained in
further detail in either the Army of the Tau Auxilia section
or the Universal Special Rules section of the Warhammer
40,000 rulebook.
Each unit entry in the Tau Auxilia army list is split into
several sections:
17
HQ
18
TROOPS
Demiurg Guilder Brotherhood…....….…..…..…..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..…..…...110 PTS
Options:
WS BS S T W I A LD Sv • Add up to ten Demiurg Guilders to the unit at +10pts per model.
Demiurg Guilder 3 4 3 4 1 2 1 8 4+ • The Artisan may replace his Ion Rifle with a Cryogun for +5pts, a Fusion
Demiurg Artisan 4 4 3 4 1 2 1 9 4+ Blaster or Ion Bolter for +10pts, or a Forge Hammer for +20pts.
19
ELITES
Demiurg Artisan Brotherhood…....….…..…..…..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..……..…...85 PTS
Options:
WS BS S T W I A LD Sv • Add up to five Demiurg Artisans to the unit at +17pts per model.
Demiurg Artisan 4 4 3 4 1 2 1 9 4+ • Any Artisan or the Artificer may replace his Ion Bolter with a Cryogun
Demiurg Artificer 4 4 3 4 1 2 1 10 4+ for free, a Fusion Blaster for +5 pts or a Forge Hammer for +15pts.
• An Artisan may upgraded to an Artificer for +30pts.
Unit Composition: Wargear
• 5 Demiurg Artisans • Ion Bolter
• Battleplate
Unit Type: Infantry
Special Rules
• Demiurg
• Master-Crafted (Artificer only)
Special Rules
• Demiurg
20
FAST ATTACK
Kroot Hound Kindred..…..…...…..….…...…..…..…...…..….…..…..…..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..…..…...…36 PTS
Options:
WS BS S T W I A LD Sv • Add up to six Kroot Hounds to the unit at +6pts per model.
Kroot Hound 4 0 4 3 1 5 2 7 -
21
HEAVY SUPPORT
Air Caste Barracuda...…..…...…..….…...…..…..…...…..….…..…..…..…..…...…..…………….…..…..…..…..…...…..….…..…..…..…..…………......165 PTS
Armour Special Rules
BS F S R • Air Caste
Air Caste Barracuda 3 10 10 10 • Aerial Assault
• Supersonic
Unit Composition: Wargear • Interceptor
• 1 Gue’vesa Devilfish • Ion Cannon
• Two Burst Cannon Sponsons Options:
Unit Type: • Twin-Linked Missile Pod • The Air Caste Barracuda may be equipped with up to four Auxilia Seeker
• Vehicle (Fast Skimmer) • Target Lock Missiles for +10pts each.
• Ejection System (Air Caste) • The Air Caste Barracuda may take a Disruption Pod for +30pts.
• The Barracuda can replace its Ion Cannon with a Heavy Rail Gun for +45pts.
22
DEDICATED TRANSPORTS
Gue'vesa Devilfish...…..…...…..….…...…..…..…...…..….…..…..…..…..…...…..…………….…..…..…..…..…...…..….…..…..…..…..…………….....…75 PTS
Armour Special Rules
BS F S R • Gue’vesa
Gue’vesa Devilfish 3 12 11 10
Options:
Unit Composition: Wargear • The Gue’vesa Devilfish may be equipped with up to two Auxilia Seeker
• 1 Gue’vesa Devilfish • Burst Cannon Missiles for +10pts each.
• Smart Missile System • The Gue’vesa Devilfish may take a Target Lock for +5pts, a Multi-
Tracker for +10pts, and/or a Disruption Pod for +15pts.
Unit Type: • Landing Gear
• Vehicle (Skimmer Tank) • Ejection System (Gue’vesa)
Transport Capacity
• 10 Models
• Cannot transport any model equipped
with a Battlesuit.
Transport Capacity
Unit Type:
• 6 Models
• Vehicle (Fast, Open Topped)
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