Tau NPOS

Homebrew (Unpublished) by shadowdabest
Composition
Common Abilities and Options

Behaviour:
This model will try to stay within range of the most friendly units to provide volly fire

Markerlight (1AP):
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens

1 Saturate and Balanced weapon rules. 2 Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). 3 The target cannot be obscured. 4 Seek Light weapon rule. 5 Seek weapon rule.

Fly:
Whenever a friendly VESPID STINGWING operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

Cadre Fireblade
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Fireblade Pulse Rifle (Prc1)
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BehaviourVolley Fire (Aura)

Volley Fire (Aura): Friendly T'au operatives within 6" of the Cadre Fireblade add 1 to the Attacks characteristic of their ranged weapons.

32
Fire Warrior
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse carbine
4
3+
4.5
Gun Butt
3
5+
2/3
Abilities
Behaviour1AP: Markerlight
32
Breacher
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Rng 6", Prc1)
4
4+
5/6
Long Range (Rng 12")
4
4+
4/4
Weapon Butt
3
4+
2/3
Abilities
BehaviourClose Quarters Discipline

Close Quarters Discipline: If this operative is within 6" of an enemy when shooting them, it gains the balanced weapon rule

32
Grenadier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fusion Grenade (Rng 6", Dev2, Lim1, Prc2, Sat)
4
3+
4/3
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
Behaviour1AP: Markerlight
32
Veteran Fire Warrior
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Suppressed Pulse Carbine (Silent)
4
3+
4/5
Bionic Arm
3
4+
3/4
Abilities
Behaviour0AP: Veteran Markerlight

Veteran Markerlight (0AP): Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens

1 Saturate and Balanced weapon rules. 2 Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). 3 The target cannot be obscured. 4 Seek Light weapon rule. 5 Seek weapon rule.

32
Marksman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Marksman Rail Rifle
Standard (Dev2, Lethal 5+, Prc1)
4
3+
4/4
Dart round (Prc1, Silent)
4
3+
3/4
Gun Butt
3
5+
3/4
Abilities
BehaviourInertial Dampener1AP: Markerlight

Inertial Dampener: You can ignore any changes to the Hit stat of this operative’s marksman rail rifle.

32
Medical Technician
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
4+
2/3
Abilities
Behaviour1AP: MarkerlightMedic!1AP: Medikit

Medic!: The first time during each turning point that another friendly PATHFINDER operative (excluding DRONE) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly PATHFINDER operative (excluding DRONE) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

32
Shas'La
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
BehaviourGroup Activation1AP: Markerlight

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly PATHFINDER SHAS’LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

32
Transpectral Interference
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
Behaviour1AP: Markerlight1AP: System Jam

System Jam (1AP): Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.

This operative cannot perform this action while it has a Conceal order or while within control range of an enemy operative.

32
Weapons Expert
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ion Rifle
Standard (PrcCrit1)
5
4+
4/5
Overcharge (Hot, Lethal 5+, Prc1)
5
4+
4/5
Rail Rifle (Dev2, Lethal 5+, Prc1)
4
4+
4/4
Gun Butt
3
5+
2/3
Abilities
Behaviour1AP: Markerlight
32
MB3 Recon Drone
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless, Hvy(Repos), Punishing))
5
4+
3/4
Sweep (Ceaseless, Hvy(Repos), Punishing, Tor 1")
4
4+
3/4
Ram
3
5+
2/3
Abilities
AnalyseBehaviour1AP: Markerlight

Analyse: Whenever this operative performs the Markerlight action, each other enemy operative that’s both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.

32
MV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin Pulse Carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
Behaviour1AP: Markerlight
32
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Behaviour1AP: MarkerlightShield Generator

Shield Generator: This operative ignores the Piercing weapon rule. Once per turning point, when an attack die inflicts Normal Dmg on this operative, you can ignore that inflicted damage. You can force an enemy operative to shoot this operative if it is within 3" of a friendly operative

32
MV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
BehaviourHigh-Intensity Markerlight1AP: Markerlight

High-Intensity Markerlight: Whenever this operative performs the Markerlight action, the selected enemy operative gains two of your Markerlight tokens (instead of one).

32
Hound
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ripping fangs (Balanced)
4
3+
3/4
Abilities
BehaviourLeap and Bound

Leap and Bound: When this operative performs a Charge action, add 2" to its total movement distance.

32
Carnivore Launcher
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Tanglebomb Launcher (Blast 2")
4
4+
2/5
Blade
3
3+
3/4
Abilities
Behaviour
32
Stealth Battlesuit
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweep (Ceaseless, Tor1")
4
4+
3/4
Fusion Blaster
Short Range (Rng 6", Dev4, Prc2)
4
4+
6/3
Long Rnage (Rng 12", Prc1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
Behaviour1AP: MarkerlightStealth Shields

Stealth Shields: Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules). Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

32
Longsting
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Neutron Rail Rifle
Standard (Dev2, *Neutron Fragment)
4
4+
4/4
Aimed (Dev2, Hvy(Dash), Lethal 5+, *Neutron Fragment))
4
3+
4/4
Abilities
*Neutron FragmentBehaviourFly

*Neutron Fragment: If the target is not incapacitated but you resolve any Attack Dice, the target gains one of your Neutron Fragment tokens. Whenever an operative that has one of your Neutron Fragment tokens is activated, inflict D3 damage on it for each Neutron Fragment token it has (roll separately for each).

32
Warrior
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Neutron Blaster (Dev2)
4
4+
3/3
Claws
3
4+
3/4
Abilities
BehaviourFlyNeutron Charge

Neutron Charge: Neutron weapons are any weapons that have the word "Neutron" in their name. Whenever a friendly VESPID STINGWING operative moves or uses FLY, its Neutron weapons have the Piercing 1 weapon rule until the end of the Turning Point.

32
Swarmguard
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Flamer
Default (Rng 8", Sat, Tor 2")
4
2+
3/3
Skytorch (Sat, Torrent 1")
4
2+
3/3
Claws
3
4+
3/4
Abilities
BehaviourFly
32
Crisis star scythe Nemesis
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Fists (Brutal)
5
5+
5/7
Abilities
BehaviourShield DroneSupporting FireTowering Size

Shield Drone: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Supporting Fire: Whenever a T'au Empire NPO is within 3" of another, its ranged weapons have the Accurate 1 weapon rule.

Whenever a friendly T'au Empire Nemesis operative is within 3" of another friendly T'au Empire operative, that Nemesis operative's ranged weapons have the Accurate 1 weapon rule.

Towering Size: In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

32
Equipment
Ploys
TacOps