Tau Havok Upgrades
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XV58 Havok Battlesuits
Empty XV58 Battlesuit
XV Battlesuit UpgradesAs the Tau Empire expanded, many a resistance was encountered in the outer fringe of the empire. Gue'la soldiers confronted the Tau many times, and although the battles were mostly victories, at what cost would these Cadre's produce?
Tau military might, and resources are not as heavily available as that of the Gue'la, and so, the Ethereals and Earth Castes set out to build the ultimate killing machines.
Tau commanders have observed the uses of Gue'lahn technology, that killed Shas'ui and Shas'o Battlesuits by the tenfold. As a shielded wall against this, the Earth Caste began to build the Ultra-'Crisis,' or 'Havok' Battlesuits. These Battlesuits gained the benefits of a heavily armoured space marine, with the manoeuvrability of a drone.
Although this cost the Ethereal command an expensive sum invested in the research, they willingly took the blow, to enable the Shas Fire warriors to be a more reliable unit on the battlefield. As the Battlesuits began to be used more and more often, the study of the eagerness for personal glory in some lower ranked Fire warriors proved to be a major setback, it just wasn't a good idea to let Shas'ui run around with an expensive Battlesuit at their cocky control.
The Battlesuit controls were handed over to the more proven Fire warriors, the Aun'o, Shas'o, Shas'el, and Shas'vre.
XV58 Havok Battlesuits
|Aun'O XV58 *||85 pts||6||5||6||5||5||4||5||10||3+|
|Shas'O XV58||80 pts||5||5||6||5||4||4||4||10||3+|
|Shas'el XV58||55 pts||4||4||6||5||3||4||3||10||3+|
|Shas'vre XV58||45 pts||4||4||6||5||3||4||3||8||3+|
Empty XV58 Battlesuit
|+3||+2||+2||3+||See "Enhanced Jetpack" below|
Special RulesEnhanced Jetpack The Havok Battlesuit automatically comes with an enhanced jet pack. This enhancement acts as an extra weapons platform enabling the Battlesuit to move 9" in movement, and 6" in assault. The Battlesuit may also move and fire a Heavy 2 weapon if equipped. If firing a Heavy 3, roll a D3 for how far the Battlesuits movement is reduced, (subtract D3 from 9").
The jet pack enables deep strike as normal, but instead of coming in on a D6, the Battlesuit automatically deep strikes on Turn 2, and does not take a scatter roll. The Battlesuit still must test for Dangerous terrain, but if the test is failed, damage to the Battlesuit is doubled. The Battlesuit will fall back 4D6 instead of 3D6.
Heavy Armour The Havok is equipped with a heavy armour that is similar to the XV89 Heavy armour, but does not use a heavy jet pack, and does not have to sacrifice hard points and movement for the 2+ Re-roll save, and the automatic 3+ Invulnerable save. It does not have the +3 to Toughness, but its Strength is boosted to +3 instead of only +1 on an XV89.
The armour does not have an automatic Invulnerable save, but it does have a 3+ normal save which can be re-rolled if failed. The Battlesuit suffers from no movement penalties, and no super expensive point values.
Character Havok Battlesuits can only be equipped on Force Commanders or their Bodyguards, all rules for Bodyguards and Independent Characters apply.
Hard Points The Havok has three Hard Points, but like a XV89, one hard point counts as a single twin-linked weapon. You must therefore automatically have at least one hard point filled with a twin-linked weapon. You do not have to fill all Hard Points-but you must have one twin linked weapon. You cannot have two twin-linked weapons though, and you can not place a weapon or support system on every single slot.
Only three parts on the Battlesuit model may be filled with weapons, any additional slots remaining must either be allotted to an extra support system, or must be fitted on an already equipped weapon. (Example: A burst cannon with a Target Lock glued towards the back, this boosts the weapons characteristics. See below.)
Weapon RulesEnhancing Characteristics Some Shas Firewarriors will put additional equipment on their Battlesuit's weapons. These qualities will sometimes boost the weapon, or have no effect at all in certain circumstances. You can not equip the weapon with more than one enhancement quality, unless you count it as a twin-linked weapon.
In which case, it takes up two Hard Points, and does not impede the other additional Twin-linked Hard Point option. Weapons gain no bonus from a Shield Generator, as the shield extends to the user, not the weapon. The following list includes bonuses for available weapon configurations:
|Weapon||Enhancement||Pts||Bonus on Weapon||Double bonus on enhancement|
|Burst Cannon||Target Lock||+5||Increase range by 8"||Increase range by 12"|
|Burst Cannon||Multi-Tracker||+5||Increase AP to 3||Increase AP to 2|
|Plasma Rifle||Target Lock||+5||Increase Range by 6"||Increase Range by 10"|
|Plasma Rifle||Multi-Tracker||+5||Changes Weapon to Assault 4||Adds Pinning Effect|
|Missle Pod||Target Lock||+5||Adds D3 to Assault shots||None|
|Missle Pod||Multi-Tracker||+5||No Line of Site Needed||None|
This weapon counts as two Hard Point Slots, or one Twin-Linked Slot, it may not be counted as Twin Linked. You may only put one Enhancement on the weapon if available.
|Havok Gun||+20||36"||9||1||Heavy 1||Pinning Test|
|Havok Cannon||+24||36"||10||1||Heavy 3||Pinning Test + 2D6 Armour Penetration within 12" range|
Battlesuit WeaponsMust fill all hard points
- Flamer +6 points, No twin-linking
- Burst Cannon +6 points, +9 points for twin-linking
- Plasma Rifle+12 points, +18 points if twin-linked
- Fusion Blaster +8 points, +12 points if twin-linked
- Missile Pod +10 points, +15 points if twin-linked
- Havok Gun +20 points, counts as twin-linked weapon
- Havok Cannon +24 points, counts as twin-linked weapon
- Multi Tracker +5 points, +8 points if hardwired
- Shield Generator +15 points