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View Full Version : Tau Fandex New HQ Option, The Kroot Shaper



Shas'o Saki
10-03-2011, 05:48 PM
Yep you Heard it in the Title BOLS, under this Tau Fandex the Shaper is finally a proper HQ choice, and what a choice he is. My peeps and I worked real hard to take the Shaper from a the position of a slightly more durable sergeant to the closest thing the Tau have to a close-combat specialist. The Shaper can be a real beast if you spend the necessary points on him, but like all Kroot he's still fragile, so throwing him up against someone elses dedicated assault troops isn't a good idea.As punchy as a Shaper can be, his real strength lies in making his fellow Kroot much more powerful and versatile.

Kroot Shaper................75 Points
Although the Kroot possess no true political system on their home planet of Pech, the Shapers are considered by the Tau as their defacto leaders. Shaper’s are distinguished by their inherent understanding of the Kroot’s ability to extract useful genetic traits from the bodies of devoured foes. This skill is considered invaluable to the Kroot as without guidance as to what to consume and what not Kroot evolution would grind to a halt, or worse. While their abilities may be inherent, achieving the rank of Shaper is no easy task. An acolyte must spend many years in front line combat learning from another Shaper before leading a Kroot army out beyond the boundaries of the Tau Empire. Only upon returning with a force of Kroot who show the obvious genetic benefits of the Shaper’s guidance will he take his place on the Shaper Council.

Special Rules:
Kroot- Like all Kroot a Shaper has the Infiltrate and Fleet Special Rules.

Evolutionary Guide- The Kroot a Shaper leads to war have served with him for many campaigns. Over the years the warriors will have benefited greatly from his genetic expertise. For each Kroot Carnivore squad in your army you may roll once before deployment on the Guided Evolution chart to see what kind of genetic enhancements that squad has gained through the Shaper’s guidance. A Shaper that has joined a Kroot Carnivore squad benefits from the same enhancements they do. Having multiple Shaper’s has no affect on the results.

Guided Evolution Table

D6.....Effect
1.......Enhanced Agility- Kroot gain the Move Through Cover Special Rule
2.......Expanded Neo-Cortex- Kroot may re-roll all rolls to hit in close combat.
3.......Enlarged Adrenal Glands- Kroot gain the Furious Charge Special Rule
4.......Chameleon Skin-Kroot Gain the Scout and Stealth Special Rules
5.......Adaptive Nervous System- Kroot gain the Feel No Pain Special Rule
6......Vestigal Wings-Kroot now move as Jump Infantry

Mercenary Weapons Stash- Every Shaper completes a tour of duty with the Mercenary armies the Kroot have fighting beyond the borders of the Tau Empire. Since the Kroot have little interest in money or wealth Shaper’s often asked to be compensated with the one thing Kroot value on the battlefield, weapons. By the time a Shaper returns to Pech he will inevitably have accrued quite a collection of exotic wargear from across the galaxy. Before a battle, a Shaper will break open his stash and distribute some of these weapons to his chosen warriors. Kroot are exceptional mimickers, and it won’t be long before they are using the weapons with the same skill as their former owners. For every Shaper in your army you may select one Carnivore Squad to be outfitted with weapons from the Shaper’s weapons stash. For every 5 Kroot in the squad, one may exchange his Kroot Rifle for one of the weapons below. Although these weapons may take many forms and be from many species for simplicities sake they are the following.

- Power Weapon and Bolt Pistol..........15 Points
- Flamer.......................................5 Points
- Storm Bolter................................5 Points
- Melta Gun..................................15 Points
- Plasma Gun............................... 20 Points
- Heavy Bolter..............................15 Points
- Missile Launcher..........................20 Points

Uneasy Allies- Although the Kroot are valued allies in times of war, it is a known fact that the Tau do not fully trust them. The Kroot’s habit of devouring dead enemies sickens Fire Warriors and their practice of sending armies to fight as mercenaries goes against the principles of the Greater Good. While the Ethereals continue to hold out hope that prolonged membership in the Tau Empire will cure the Kroot of these backwards traditions, most Fire Warriors only tolerate the Kroot on the battle field. A Kroot Shaper may only join other Kroot Carnivore Squads or an Ethereal’s Council as an Independent Character.

STAT LINE
WS...BS...S...T...W...I...A...LD...SV
6.....4....4...3....3...6...3....9....5+

Unit Comp.
1 Shaper

Special Rules.
* Kroot
* Independent Character
* Evolutionary Guide
* Uneasy Allies

Unit Type.
Infantry

Wargear.
* Shaper’s Staff
* Friendship Amulet
* Kroot Grenades (Counts as Assault Grenades)

Options.
* The Shaper may Exchange his Shaper’s Staff With:
- Kroot Rifle............Free
- Raptor Talons......5 points
- Wind Blade...........25 Points
* May take any of the following:
- Hunting Hound.....15 Points
- Kindred Totem......20 Points
- Gene Sequencer...25 Points (One per Army)

New Weapons and Wargear:
Shaper’s Staff
Made of Jagga Wood and decorated by the Shaper’s kindred, the Staff is the traditional symbol of office for a Shaper. The hardened Jagga wood is as strong as steel and capable of an impressive degree of flexibility. The Shaper’s Staff counts as a close combat weapon that grants the Shaper +1 Strength.

Friendship Amulet
First gifted to the Kroot Angok Prok when he swore allegiance and eternal friendship to the Tau, Friendship Amulets are now gifted to every Shaper by the Tau as a symbol of the Empire’s ongoing commitment to their alliance. The Amulet’s incorporate a simple shield generator designed to keep the Shaper safe in combat. A Friendship Amulet gives the Shaper a 5+ invulnerable save.

Raptor Talons
Paying homage to their avian ancestry, Raptor Talons are a set of vicious daggers fitted to both the hands and feet of a Kroot. The Kroot employ these lethal weapons like a true bird of prey, using their powerful muscles to leap into the air and crash down on their foes for maximum damage. Attacks made by a Kroot with Raptor Talons count as Rending. The Kroot does not however gain the additional attack bonus for being armed with two close-combat weapons.

Wind Blade
Shaper’s that have distinguished themselves in the eyes of the Empire are often awarded with a Wind Blade for their exploits. Forged by Earth caste metallurgists using the most advanced alloys known, the wind blade weighs practically nothing, and in the hands of a skilled Shaper moves too quickly for most eyes to follow. A Wind Blade is a Power Weapon that strikes at Initiative 10.

Hunting Hound
Some Shaper’s are accompanied into battle by a pet Kroot Hound who has been specially trained to harass his foes. A Shaper equipped with a Hunting Hound may re-roll all rolls of 1 to hit.

Kindred Totem
The Shaper carries the Kindred symbols of the Kroot under his command on a flag attached to his back. The totem reminds the Kroot present that they fight for the honor of their families. A Kroot Carnivore Squad led by a Shaper with a Kindred Totem may re-roll all fail morale tests.

Gene Sequencer
Although the Tau publicly disprove of the Kroot’s tendency to devour their still living foes, the Earth caste are quietly fascinated by the species ability to self-evolve by extracting useful DNA. Some Earth Caste geneticists have even begun secretly sending the Kroot portable DNA Scanners so that Shaper’s may more easily identify useful strands, so long as the Shaper’s agree to send back genetic scans of their warriors after a feeding. Such an arrangement is full of risks of course, and both the Shapers and scientists are careful to keep their exchanges secret. If a Kroot Shaper is equipped with a DNA Sequencer you may choose to re-roll any result from the Guided Evolution Table at the beginning of the game. You must accept the second result. A Shaper with a DNA Sequencer may not join an Ethereal’s Council as an Independent Character.

radarbabyeater
10-04-2011, 09:39 AM
Most of the wargear seems legit. Though, I think the amulet should give a 4++ save, Wind Blade seems OP initially, Raptor Talons are meh, Kindred Totem should allow re-rolls on all failed Moral Checks and Leadership Tests. Hunting Hound seems out of place with Kroot Hounds available as a unit. Gene Sequencer should allow you to roll 2D6 and pick the result.

I think the Guided Evolution table is a brilliant idea, but I think that the results should just give one USR and it needs to work like DE combat drugs; Too clunky and easy to forget/mix-up other wise. Results should be granted to every Kroot unit, Shaper, Warrior, Hound, Ox, whatever else.

Example:
1. Prefered Enemy
2. Relentless
3. Acute Senses
4. Stealth
5. Furious Charge
6. Feel No Pain

For the sake of simplicity, I think that the Mercenary Weapon Stash should be changed to either some home-brewed Kroot weapons or be Tau weapons.

What happened to Fieldcraft or Infiltrate? Do your Kroot still have that ability? If not, I think the "Kroot" special rule should be changed to giving Infiltrate and Fleet instead of Outflank and Fleet. Outflank isn't really a special rule you can just give a unit anyway, bar some special cases.

The stat line seems uncharacteristically high for a Kroot.

I think the Shaper shouldn't be able to exchange his Shaper's Staff. Instead, I think the Shaper should be able to augment his staff to do different things.

Example:
Option 1: Shaper's Staff gives: +1 WS, +1 S, +1 I or +1 A. (Pick one.)
Option 2: Shaper's Staff counts as: Power weapon, Rending weapon or a Poisoned weapon (4+). (Pick one.)

Shas'o Saki
10-04-2011, 10:25 AM
Most of the wargear seems legit. Though, I think the amulet should give a 4++ save, Wind Blade seems OP initially, Raptor Talons are meh, Kindred Totem should allow re-rolls on all failed Moral Checks and Leadership Tests. Hunting Hound seems out of place with Kroot Hounds available as a unit. Gene Sequencer should allow you to roll 2D6 and pick the result.

I think the Guided Evolution table is a brilliant idea, but I think that the results should just give one USR and it needs to work like DE combat drugs; Too clunky and easy to forget/mix-up other wise. Results should be granted to every Kroot unit, Shaper, Warrior, Hound, Ox, whatever else.

Example:
1. Prefered Enemy
2. Relentless
3. Acute Senses
4. Stealth
5. Furious Charge
6. Feel No Pain

For the sake of simplicity, I think that the Mercenary Weapon Stash should be changed to either some home-brewed Kroot weapons or be Tau weapons.

What happened to Fieldcraft or Infiltrate? Do your Kroot still have that ability? If not, I think the "Kroot" special rule should be changed to giving Infiltrate and Fleet instead of Outflank and Fleet. Outflank isn't really a special rule you can just give a unit anyway, bar some special cases.

The stat line seems uncharacteristically high for a Kroot.

I think the Shaper shouldn't be able to exchange his Shaper's Staff. Instead, I think the Shaper should be able to augment his staff to do different things.

Example:
Option 1: Shaper's Staff gives: +1 WS, +1 S, +1 I or +1 A. (Pick one.)
Option 2: Shaper's Staff counts as: Power weapon, Rending weapon or a Poisoned weapon (4+). (Pick one.)

Interesting point Radar. My bad on the Infiltrate/Outflank rule. It's supposed to be Infiltrate I just made an error. We haven't noticed the Wind Blade being too OP, with a base initiative of 6 A Shaper strikes before most foes anyways.

We tried having a single role for the Guided Evolution chart, it just didn't feel right as we wanted the Kroot to display a wide variety of traits. It's no harder to keep track of what ability they get than it is for a Dark Eldar player to track what stage of PFP each of his units is at. Just plunk a D6 next to the unit and it's all good.

Charistoph
10-04-2011, 10:37 AM
A bit of nitpicking, but this should be the Master Shaper, not just the Shaper.

Also, Guided Evolution allowed for the Kroot to guide the evolution and choose what boosts they got. The version above turns him into another Possessed.

Shas'o Saki
10-04-2011, 12:31 PM
A bit of nitpicking, but this should be the Master Shaper, not just the Shaper.

Also, Guided Evolution allowed for the Kroot to guide the evolution and choose what boosts they got. The version above turns him into another Possessed.

We have plans for a Special Character that allows you to choose from the Guided Evolution Chart Charistoph. I'll bring up the idea of calling them Master Shapers with my Friends when we meet this Friday.

Shas'o Saki
10-04-2011, 12:50 PM
The Drunken Master here with another exciting new addition from our Tau Fandex. All lovers of Dreadknights, Hive Tyrants, and Wolf Lords take note. There's a new monster in town and it's gonna chomp you in two! The Great Knarloc already has a Forge World profile but all my amigos agree it sucks! Our Great Knarloc is an unholy terror, it's Decapitating Bite can slay a mighty Trygon with a single chomp! Such a beast is hard to resist and besides, who wouldn't want to field what is essentially an armored Tyrannosaurus alongside your Hammerheads?:cool:

Kroot Great Knarloc................200 Points
Of the thousands of Knarlocs born on Pech every year only a handful possess the special mutation that will transform it into a Great Knarloc. This mutation will turn this normally docile riding beast into the greatest predator on the planet. A Great Knarloc is a living war machine, many times the size of an ordinary Knarloc and many more times as dangerous. Only Great Knarlocs raised from birth in captivity can be trained for use by the Kroot in war, and even then only under the close supervision of specially trained handlers. In Battle a Great Knarloc charges into enemy positions like a living battering ram, using its powerful claws and beak to tear them apart.

Special Rules:

Kroot- Like all Kroot a Great Knarloc has the Infiltrate and Fleet Special Rules.

Primal Roar- A Great Knarloc always enters battle screaming at the top of its massive lungs. Since ordinary Kroot have a pension for loud war calls the cacophonic scream of a Great Knarloc is enough to deafen foes and rupture ear canals. The Great Knarloc and his handlers count as having assault and defensive grenades.

Apex Predator- Although Great Knarlocs grow up in captivity where they are trained to follow a Kroot’s commands, keeping a fully grown Knarloc in captivity for long periods of time is risky at best and suicidal at worst. As such Great Knarlocs return to the wild till they are needed for war, where they will constantly battle with wild Knarlocs for territory and mates. To survive in such a dangerous environment, the Great Knarloc must become highly skilled at slaying opponents its own size. A Great Knarloc has the Preferred Enemy Special Rule when fighting other Monstrous Creatures and Dreadnoughts.

Toughened Hide- Great Knarlocs fight ferociously in the wild and the beast’s are accustomed to shrugging off hits that would normally incapacitate other creatures its size. The Great Knarloc has the Feel no Pain Special Rule.

Kroot Handlers- Although they spend years in training a Great Knarloc is still a wild animal and must be accompanied by specially trained Kroot lest it run amok on the battlefield. These Handlers do their best to goad the Great Knarloc towards their desired target without angering the creature to the point that it turns on them instead. A Great Knarloc and its handlers count as a single heavy weapons choice. The Handlers benefit from the Great Knarlocs Monstrous Creature status in that they are Fearless and have the Move Through Cover Special Rules. If a Great Knarloc’s Handlers are all killed the beast will fall back on its base instincts, and is now subject to the Rage Universal Special.

Decapitating Bite- A Great Knarloc’s beak is as hard as diamond, and driven by some of the most powerful jaw muscles in the natural world. Luck be with any warrior a Great Knarloc singles out for a snack, as no armor known to exist can withstand the bite of this mighty beast. Before combat begins you may announce that your Great Knarloc is using its Decapitating Bite attack. If you do this you sacrifice the Great Knarlocs normal attacks including charge bonus if you assaulted that turn. Nominate a single enemy model in base contact with the Great Knarloc. The Decapitating Bite is a single attack resolved at Initiative 1 Strength 10. If the selected model suffers an unsaved wound from the Decapitating Bite it is killed instantly. Even Monstrous Creatures or units normally immune to Instant Death due to a Toughness higher than 5 cannot survive a Great Knarloc’s bite. Models with the Eternal Warrior Special Rule are unaffected.

Territorial- Great Knarloc’s are fiercely protective of their hunting grounds on Pech and will attack any other Knarloc they come across, this make deploying multiple Great Knarlocs to a single combat zone impractical as well as dangerous. A Knarloc is a 0-1 Heavy choice for a Tau Army.

War Knarloc- Great Knarlocs that have proven to be reliable over several campaigns are elevated to the stature of War Knarloc. These Knarlocs are outfitted with Iridium armor plates with built in Shield Generators by the Tau. A War Knarloc has 6 Wounds and a 5+ Invulnerable save.

STAT LINE
..................WS...BS...S...T...W...I...A...LD ...SV
Great Knarloc: 5......-....6...6...5....5...4..10....6+
War Knarloc: 5......-....6...6....6...5...4...10...5++
Kroot Handler: 4......3....4.. 3....1...5...1...10....6+

Unit Comp.
1 Great Knarloc and 4 Kroot Handlers

Special Rules.
* Monstrous Creature
* Kroot
* Feel no Pain
* Primal Roar
* Apex Predator
* Krrot Handlers
* Decapitating Bite

Unit Type.
Monstrous Creature

Wargear.
* Claws and Beak
* Goading Spears (Counts as close combat weapon)

Options.
* Add up to 4 Additional Kroot Handlers....10 points per model
* Great Knarloc may be upgraded to a War Knarloc....40 Points

Charistoph
10-05-2011, 10:19 AM
We have plans for a Special Character that allows you to choose from the Guided Evolution Chart Charistoph. I'll bring up the idea of calling them Master Shapers with my Friends when we meet this Friday.

That would still be a nerf, over all, compared to the Kroot Merc IA article. It's your project, so you can do as you like, but I was just letting you know.

And I should remind you that random abilities is one reason that Possessed Chaos Marines are not taken.

Shas'o Saki
10-05-2011, 02:23 PM
That would still be a nerf, over all, compared to the Kroot Merc IA article. It's your project, so you can do as you like, but I was just letting you know.

And I should remind you that random abilities is one reason that Possessed Chaos Marines are not taken.

Funny it doesn't seem to stop Dark Eldar players from taking Witches? Also Possessed are an Elite choice, not Troops. You expect really high performance out of an Elite option, for troops it's just icing on the cake.

Dominic
10-05-2011, 02:28 PM
Funny it doesn't seem to stop Dark Eldar players from taking Witches? Also Possessed are an Elite choice, not Troops. You expect really high performance out of an Elite option, for troops it's just icing on the cake.

I agree with this, I'd leave the table random for just the Master Shapers, you're paying for basic troops with an added bonus, not an elite (and costly) set of warriors where they may be completely useless for the role you had planned for them because an unwanted results came up on a D6
:)

SotonShades
10-05-2011, 04:22 PM
i would say make the war knarloc's sv 5++/6+, lest the beast comes across a weapon that ignores invulnerable svs but not armour (I forget if they still exhist, but I'd prefer not to lose such a large chunk of my army because of something as daft as that).Maybe make it a 5+/5++.

I'm also not sure about the Ld 10. Seems a bit high. If I were a handler for such a big beasty in the middle of a war, I'd be a little concerned about going mad, and would probably leg it at the first sign it might go a bit off the rails (i.e if half the handlers suddenly dissappear... the beasty would be a little less likely to accept being controlled). Maybe make it so the handllers run off and leave the knarloc doing it's thing?

DrLove42
10-06-2011, 02:50 AM
I agree with the save comment. Last thing you want is a Vindicator taking away its Invuln save and suddenly it having no save...cept its FNP

Fellend
10-06-2011, 03:05 AM
Except for it having almost every USR in the book...(-.-).
You mean to tell me that a creature that
A Great Knarloc always enters battle screaming at the top of its massive lungs. Since ordinary Kroot have a pension for loud war calls the cacophonic scream of a Great Knarloc is enough to deafen foes and rupture ear canals.
Somehow is stealthy enough to infilitrate? You'd think that this massive roaring beast would be detected by say... everyone...
It also has leadership 10, can with a normal bite (by normal I mean no magic or tech) instakill things which cannot be killed by say, magic, tech, being driven over by a landraider, orbital bombardment, vindicator shells and god knows what else is out there.

I'm sorry to say but this feels like just an excuse to throw an overpowered CC unit into the Tau army. Not to mention the horrible wound allocation buisness with the handlers...

Fellend
10-06-2011, 03:16 AM
A kroot with stats that beats the Marine HQs in close combat. Also with a I strike first powerweapon... and also with I give all my units access to space marine weaponry... and ooh did I forget all the USRs in the book.

The stat line needs to come down, The windblade needs to be a powerweapon OR I 10, the space marine weaponry nees to go. Use Tau weaponry instead. And the USR as said by Charistoph is to unreliable.

I've been looking at your fandex entries and it seems like you are making Kroot into better Assault units then SM elites and Tau into better Fire units than GK elites.
And all units seems to have a million of options either all at once or able to select them. I'd suggest making them Cheaper with fewer options, and then give the options you remove to a new entry in the codex. But that's my five sarcastic cents

DrLove42
10-06-2011, 04:12 AM
A kroot with stats that beats the Marine HQs in close combat. Also with a I strike first powerweapon... and also with I give all my units access to space marine weaponry... and ooh did I forget all the USRs in the book.

The stat line needs to come down, The windblade needs to be a powerweapon OR I 10, the space marine weaponry nees to go. Use Tau weaponry instead. And the USR as said by Charistoph is to unreliable.

I've been looking at your fandex entries and it seems like you are making Kroot into better Assault units then SM elites and Tau into better Fire units than GK elites.
And all units seems to have a million of options either all at once or able to select them. I'd suggest making them Cheaper with fewer options, and then give the options you remove to a new entry in the codex. But that's my five sarcastic cents

This is always the prblem with Fandexes. Stuff tends to be alittle OP, and everyone else goes "Oh my GODZ! This stuff is teh haxxorz! How can a different army have better stuff than me!"

Also maybe not have a choosing on the table...have a similar power to the Duke in the DE codex, and roll twice on the chart and pick whcih one you want

ZenPaladin
10-06-2011, 11:46 AM
I agree. This critter needs to be compared to a carnifex. If it's hands down better then it's OP. Consider ditching FNP. consider making it start charging the nearest unit friend or foe! Consider stoping infiltrate, the roar, the decapitation and the I5. Seriously? I5!?

Also consider an armored howdah with kroot guns and other cool heavy weapons. Maybe I3 and furious charge. If you wana keep it nasty on the charge.

Charistoph
10-06-2011, 01:44 PM
Funny it doesn't seem to stop Dark Eldar players from taking Witches? Also Possessed are an Elite choice, not Troops. You expect really high performance out of an Elite option, for troops it's just icing on the cake.

Ah, but we're not talking about drug addicts grabbing anything for their next fix, we're talking about THE individuals resposible for guiding their race's evolution and who plan their next steps as conciously, though nowhere as quick, as a Tyranid Norn Queen. Should Termagaunts have random weapons and upgrades now?


I agree with this, I'd leave the table random for just the Master Shapers, you're paying for basic troops with an added bonus, not an elite (and costly) set of warriors where they may be completely useless for the role you had planned for them because an unwanted results came up on a D6
:)

Again, we're talking about a race that takes knowing steps to evolve. That is why the Merc 'dex called it 'Guided Evolution', and why these leaders are called 'Shapers' to begin with.

Shas'o Saki
10-06-2011, 03:34 PM
I agree. This critter needs to be compared to a carnifex. If it's hands down better then it's OP. Consider ditching FNP. consider making it start charging the nearest unit friend or foe! Consider stoping infiltrate, the roar, the decapitation and the I5. Seriously? I5!?

Also consider an armored howdah with kroot guns and other cool heavy weapons. Maybe I3 and furious charge. If you wana keep it nasty on the charge.

Well let's actually take a look at a Carnifex and a Great Knarloc Zen. A Great Knarloc is I, a Fex5 I1, point Knarloc. A Carnifex can be taken in squads of 3, you can only have 1 Knarloc max, point Carnie. A Knarloc can kill a monstrous creature in a single luck bite, a Carnifex can't, one to the Knarloc. A Carnifex has an assortment of long range weapon options, a Great Knarloc is strictly CC, point for the Nid. A Great Knarloc can have up to 8 handlers protecting it from fire, a Fex can be joined by a Tyranid Prime and 3 other fexes, results dead even. A Knarloc can infiltrate, a single Fex can deep strike. The Knarloc has a 5+ invuln and feel no pain, the Fex has 3+ armor which can be increased and he can purchase regen.

I guess the point I'm trying to make here is if you actually play the model in a game you'd find the Great Knarloc is far from overpowered. It can strike hard and fast yes but it lacks the durability of other monstrous creatures to survive a prolonged fight. And luck be with your beastie if he infiltrates on the wrong side of the table. I've had his Kroot handlers shot out from under me only to see him get swarmed by Death Company. Sure he killed three of them, but they wiped him off the board in two turns.

Fellend
10-07-2011, 03:51 AM
and a death company elite assault unit being tied down by a tau (ultimate ranged) for two rounds don't strike you as odd?

Also I think your comparison is different. Deep strike and Infiltrate is not the same (Still with the shout and infiltrate, at least change the fluff for the reason. A being that screams loud enough to break through armor that proctects people's earcannals from point blank explosions CAN NOT sneak around)

Yes the fex has 3+ save which is mostly useless as the things that harms him ignore saves anyway. Point to Carnie.
A Knarloc that has 8 handlers (that's 8 extra wounds!) compared to the fex. That means you have to 1: waste small fire to get rid of them before you can shoot it. 2: displace the heavy fire wounds onto the useless dudes.

It also strikes faster than a fex. making sure it gets to deal out those wounds. Infact it strikes faster than most assault units, it's right up there with HQ's meaning it can rip appart the HQ's which is the unit most likely able to kill it before it has a chance to rip everyone else apart.

It's invu save also protects it from force weapons. Removing yet another option to kill it which the fexes don't have.

(I don't know the cost difference between 8 handlers and 2 fexes and a prime but I'm guessing it's huge)

Infiltrate also makes sure that he's in assault from round one because... he has fleet! Deep strike means they come in at best in round two, and that round can't assault.

Also fexes doesn't come with every USR in the book... Nor defensive AND assault grenades meaning that it doesn't even help to stand in cover or get the assault on it.... Not to mention that it's fearless so you can't even rout it from that first turn assault if you shoot out the handlers... which is still a feat because this mindless beast has the same leadership as a Veteran of 10 000 years of battle...

Taken into account that this is a Tau army you pretty much need to dedicate your entire army to bringing this thing down, meaning everyone needs to leave their transports (being shot up by superior tau firepower and losing two turns of movement) or aiming all guns at it (means that all those heavy weapons would be unstunned)


I'm sorry but this thing reeks of OP. Take a step back and look at how many special rules it has, how many USR it has, how great statline it has. No single unit entry should ever have that much stuff.