Some further rules that are still quite experimental, I skipped fluff texts for now. The iffiest one first:
Air Caste Strike
If the Commander forgoes regular shooting during the Shooting phase (it may still use any type of markerlight), it can choose to expend markerlight tokens to bring down an Air caste strike on a single unit. After all markerlights have been fired select an enemy squad visible to the Commander that has at least three markerlight tokens. Select type of attack (bombardment or precision strike), remove three markerlight tokens and place the appropriate blast marker anywhere on the unit, remove all the remaining markerlight tokens the unit has sustained, increasing the Strength and Armour Penetration values of the blast by 1 per additional markerlight token (to a maximum of Strength 10 and AP1) above the initial three, scatter D6” and resolve at:
Bombardment
range: unlimited S5 AP5 Ordnance 1, barrage, blast
Precision Strike
range: unlimited S7 AP4 Ordnance 1, small blast
It feels overcomplicated and given the sort of armament the Commander can have I doubt you would make use of it often but it is kind of cute too and can be useful for a more gunline approach.
XV22 Command battlesuit
The wearer is jump infantry (jet pack) and gains the Acute Senses universal rule. The battlesuit has 2 hard points and a stealth field generator. Some Command battlesuits are fitted with a smart missile system instead of a jet pack, in which case the wearer changes unit type to infantry, gains the Relentless special rules and may be transported in a Devilfish troop carrier but counts as two models.
A way to field either a sneaky commander or to make a mostly mechanised force with the commander joining up with the Fire Warrior teams.
And now some Ethereal rules:
Guardians of the Tau'va
As long as any Honour Guards are alive wounds that are allocated to the Ethereal are automatically moved to the Honour Guards instead. If no additional Honour Guards are added to the unit the Ethereal, any drones joined to the Ethereal and the two Honour Guards can join another unit exactly as an Independent Character can join a unit. If all Honour Guards are removed the Ethereal becomes a regular Independent Character.
(note: each Ethereal always comes with two Honour Guards as standard)
This is to add protection to the Ethereal so that it is less squishy. It also feels quite fluffy that the Honour Guards would try with fanatical devotion to keep the Ethereal alive.
For the Greater Good!
All Tau units (not independent Drones, Kroot, Vespids or vehicles) within 6” of the Ethereal gains the Stubborn universal rule, and all their pulse rifles, carbines, pistols and burst cannons counts as being twin-linked. In addition once per game a single Tau unit within 6” may perform a second round of shooting, at a different target if they so wish, this is declared at the end of the shooting phase. If upgraded to Aun'ui the range of all these effects is increased to 12”.
An offensive bonus to make the Ethereal a bit more interesting to field and not just some kind of battle standard. It also adds some tactical options with the last effect.
Inspiring Presence
All Tau units (not independent Drones, Kroot or Vespids) which have line of sight to the Ethereal can re-roll their leadership test. Any Tau unit (including the Honour Guard) containing the Ethereal gains the Counter-Attack universal rule.
The classic Ethereal deal with an added rule to show the devotion any Fire Warriors would show for having their Ethereal be part of their unit.
Price of Failure
If the Ethereal is removed as a casualty Tau units (not independent Drones, Kroot or Vespids) which had line of sight to the Ethereal's unit before it was removed and is not in close combat or falling back must pass a morale check at the start of the following Tau turn, all Tau units will also immediately gain Preferred Enemy, Rage and Relentless universal rules for the rest of the game. The Ethereal is worth 1 Kill Point even if the Honour Guards are still alive at the end of the game.
Again, classic Ethereal but with some changes to the special rules gained and an added clause for kill points.
Spiritual Leader
Ethereals are spiritual leaders, not generals and do not count as a compulsory HQ choice.
A cadre should be lead by a Commander, not an Ethereal.
Balance Sceptres
These are two close combat weapons that the Ethereal can use in defense. Any enemy models in base contact with the Ethereal reduces their attacks by 1 (to a minimum of 1).
A defensive close combat weapon felt like a fitting addition to the Ethereal.
Honour Blade
The Honour Blade increases the Strength of the wielder to 5 and may not be combined with any other close combat weapon. Any wounds caused by the Honour Blade counts double when determining assault results.
Added a clause to show how the Ethereal inspire further by performing in close combat.
Ethereal Battledress
The model has a 5+ armour save. The Ethereal battledress also contains an intricate hard-wired shield generator giving the model a 4+ invulnerable save.
There has been a clear trend to include invulnerable saves from the start in character entries and I felt it would be fitting to have a shield generator protecting the Ethereal at all times given their nature.