The Skyray remains a beast though like the rail and ion has the speed dropped to 25. Not good news for mech formations but its still as steal at 75 points. Indeed its difficult to price as its not worth a 100. To get round this I consider them a near compulsory upgrade and mentally consider each mech/armour formation as having bought one, absorbing some of their ability into those formations cost.
The Devilfish gets a coupler of changes, one for scenario play and the other a straight up gunning for firewarrior formations risking all at 15cm.
Burst Cannon & Gun Drones, 15cm AP4+, Disrupt
Transport (may carry two infantry units not wearing battlesuits)
All Kroot get Walker. They are apparently excellent woodsmen and this is I think the best way to show it. Imagine them infiltrating in holding their breath under the swamp water

Also kroot hounds just don’t seem to cut it, so get 2 5+ attacks instead of one 4+.
Human auxiliaries are unchanged but come in proper sized garrison formations and costed as if that is the only thing they will be used for.
Now turrets. I know they aren’t a contentious part of the list! The no bp, break etc arguments don’t wash with me. It’s the core mechanic in Epic. Whether you are a slavering genestealer, blood crazed demon, machine spirit operated Land Raider or Necron god, you get blast markers and can break. Think of it as being a network crash or processor overload as info from the battlefield becomes to much to handle. List wise I have them being able to be carried by Orca, Manta and Tigersharks to improve there flexibility and the weapon turrets are back. If they are to fragile (and remember they are now also an activation) they could become fearless, but this would probably require a relative or hard cap.
Drone turret
Light Vehicle, 0cm, 4+, CC-, FF6+
Twin-linked Missile Pods, 30cm, AP4+/AT5+
Scout, Thick Rear Armour, Expendable. May deploy up to 15cm from a transport
Drone close defence turret
Light Vehicle, 0cm, 4+, CC-, FF5+
Twin-linked Plasma Rifles, 15cm, AP4+/AT4+
Twin-linked Fusion Blaster, 15cm, MW4+
Twin-linked Burst Cannon, 15cm, AP3+, Disrupt
Scout, Thick Rear Armour, Expendable. May deploy up to 15cm from a transport
Drone remote sensor turret (these are mixed with the others for defence)
Armored vehicle (it doesn’t have to open up), 6+, 0cm, 4+, CC-, FF-
Scout, Thick Rear Armour, Expendable, Markerlight
Aircraft
Well, lots of changes here. Tau aircraft tend to follow 40k rather than the watered down version of aircraft Epic gets for lots of boring in game balance reasons and an artificial ground focus (modern battles are very dull from a wargamers point of view

). Tau are definitely sub imperial. They are slower than Imperial interceptors and lack the experience and equivalent trainins. Instead they have excellent 3d awareness (probably more useful in space). In BFG they are inferior to all the other races fighters. I’m no airpower expert but I do know that slower planes generally lose dogfights as initial speed can be all important as you try to out manoeuvre your opponent (I’m sure Biggles can tell you in detail what makes for a good fighter) and of course is nearly everything when you are attempting intercepts.
The Barracuda does have the better 3d awareness and close in maneuver, but that can’t help you dodge bullets so ground attack maneuverability drops to fighter bomber. The 40k weapon load out – ion, 2 burst cannon, missile and seekers is simply too much to be a cheap plane and far better than other races. I don’t like dropping the ion AA attack as it is in all accounts the main interceptor weapon. So two versions present themselves. There is an alternative of dropping the seekers for the missile battery however I love the ground troops guiding in the smart munitions and would fight tooth and nail to keep it in, of course reinforces the whole Tau way of war as well. Instead the seekers and missiles are merged into a ‘seeker missiles battery’.
Version 1
Aircraft Fighter-bomber 6+ n/a n/a
Seeker Missile Battery, 45cm, AT6+, Guided Missiles
Ion Cannon, 30cm, AP4+/AT4+/AA6+, Fixed Forward Arc
2 x Burst Cannon, 15cm, AP4+/AA6+
This is the ‘expensive’ version, definitely 175 for two. Excellent defensive fire and ground attack firepower and only slightly worse in an intercept than a thunderbolt.
Version 2
Aircraft Fighter-bomber 6+ n/a n/a
Seeker Missile Battery, 45cm, AT6+, Guided Missiles
Ion Cannon, 30cm, AP4+/AT4+/AA5+, Fixed Forward Arc
Burst Cannons, 15cm, AP4+/AA6+
A better 30cm intercept but weaker overall in raw AA fire. It retains the 360 defence which I think shows the drone weapons and Tau 3d awareness excellently and gives them a racial ‘edge’ over other lists bar the orks. The drop in ground firepower hopefully allows the price to become 75 each with 2-3 in a squadron, allowing older collections with odd Barracuda to be used. They might however be slightly to powerful still for 75 points, but not by much (a matter of the odd %) and I think imperceptibly in the game. Of course if I'm wrong and it is to good it could become 5+ on the burst and 6+ on the ion, but that puts it frimly as a ground attack fighter so not an ideal solution.
Tigershark, oh Tigershark. Perhaps the only aircraft in Epic to be tougher than the 40k equivalent. Given its speed advantage over the Marauder (but its weaker armour) being lumbered with 4+ armour and no extra DC is fine. In fact every race with bombers in Epic has a 4+. They become bombers leaving the skies clear for Barracuda to give fighter cover. If they need a boost they could get the fighter bomber ability back, trouble is they have awesome AA stats and would need to be considered and priced as fighters. There AT firepower is upped, again to support firewarriors and to reflect their larger component of GM’s. They come only in squadrons of two which allows the carrying of drone squadrons (they simply don’t have the room apparently for 4 stands, barely able to carry 2 and a bit).
Aircraft Bomber 4+ n/a n/a
2 x Seeker Missile Batteries45cm AT6+ Guided Missiles
Twin-linked Ion Cannons, 30cm, AP3+/AT3+/AA4+, Fixed Forward Arc
Burst Cannons15cm AP4+/AA6+
Transport (may carry three of the following units: Gun Drones, Heavy Drones, Turrets); the Tiger Shark cannot land (and hence not air assault or embark troops) but can disembark Drones in the normal way after its approach move is completed.
The AX-10 gets a similar make over and at last can have a bit of sanity when it comes to try and price its excellent ground attack. And the gun stats relate better to the normal raicannon now as well. Comes in pairs only.
Aircraft Bomber 4+ n/a n/a
2 x Seeker Missile Batteries, 45cm, AT6+, Guided Missiles
Twin-linked Heavy Railcannon 30cm MW3+, Titan Killer (D3), Fixed Forward Arc
Burst Cannons, 15cm, AP4+/AA6+
A new addition! The Tiger Shark AX-2-2 and Remora Drone Stealth Fighters is in as it exists and makes a nice diorama (apparently though I’m still waiting to be show this mythical diorama). It needs a role and finds it as a cheap fighter for those that don’t want to splash out on barracuda or prefer flying war engines. Plus the stats are somewhat unique and deserve to be out there!
War Engine, Aircraft Fighter 6+ n/a n/a
3 x Seeker Missile Batteries, 45cm, AT6+, Guided Missiles
3 x Twin-linked Burst Cannons, 15cm, AP3+/AA5+
Damage Capacity 2. Critical Hit Effect: The Drone Control Relay is destroyed and the AX-2-2 aborts leaving the game. The aircraft counts as destroyed for victory point purposes
The Orca gets some changes. Well it gets less firepower and a better transport capacity following its fluff abilities and opening it up game wise. List wise there is a certain firewarrior restriction and it seems to on paper limit them well enough. The burst cannon gets a boost as well making it slightly harder to intercept.
Twin-linked Burst Cannon, 15cm, AP3+/AA5+
Transport (may carry up to 6 turrets OR ten infantry units with battlesuits taking two spaces each and an additional two units of drones)
Manta! Two different configs, mostly relating to transport capacities. This is the infantry list version. In brief the Manta goes to reaver size. This makes it a) easier to field in a game b) makes the self planetfall less of a devestaing tactic (really was grim) and c) reinforces that the Tau are not a ‘heavy’ force like the Imerpium. Note in the fluff Warlord are defeated by multiple Manta. The DC is higher but save lower as befitting a massive starship (well massive compared to infanty). Also int eh fluff it’s a super heavy assault transport so the capacity is upped massively. Wether this allows overwaelming assaults to be done cheaply is something I would need feedback on. Going to reaver size also allows the 40k weapons load out to be used. The Burst cannons though are an abstraction as it seems to be covered by them at every angle by 4, that’s how many they are abstracted to. As a spaceship it gets AA defence as well. The long range represents the longer distance to the horizon for a massive hovering UFO. The self planetfall is clarified to. A question can it arrive on the same turn as another spacecraft?
War Engine, 20cm, 5+, CC n/a, FF 5+
4 x Seeker Missiles75cm AT6+ Guided Missiles
Twin-linked Heavy Railcannon105cm MW2+ Titan Killer (D3), Fixed Forward Arc
3 x Twin-linked Long-barrelled Ion Cannon90cm AP3+/AT3+, Fixed Forward Arc
Multiple Long-barrelled Burst Cannons30cm4 x AP4+/AA6+
Support Craft, Planetfall, Markerlight, Reinforced Armour, Tau Deflector Shield, Fearless, Damage Capacity 10. Critical Hit Effect: The Manta’s shield control systems are damaged and the deflector shield fails. It is unavailable for the remainder of the game. Further Critical hits will cause an additional point of damage. Transport  (may carry 38 infantry units, with battlesuits taking two slots each. Up to 12 light vehicles may be carried, taking two slots each. Up to 4 armoured vehicles may be carried taking 7 infantry spaces each, or 5 if they are Devilfish).
Note that the Manta is a space capable craft, and therefore does not require space assets in order to planetfall. Normal planetfall rules apply, including the designation of the planetfall turn and plotting a drop zone, placing the Manta as the space craft. The manta must choose an action (sustain, assault etc), successfully activate and then descends to ground level at its planetfall drop zone and immediately conducts its activation, any troops on board are treated as in a WE transport and may disembark after the Manta has moved and fire/assault with it.
Lastly the Hero. The weapons load in Epic is half the BFG load so its carrying too many torps, which dovetails neatly with 4 separate attacks being too much for some enemies to cope with. I would like people to consider making it init 1+ to stop a curious anti marine air assault army. It toasts grounded thunderhawks and some players use this as a turn 1 deterrent, and if it work use a retain to activate it, actively trying to fail the roll and have it as a threat next turn. Leads to the rules question of can you SC a successful activation.
2x Pin-point attack, MW2+
Gravitic Tracer Salvo, 3xMW6+ Guided Missiles