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The T’au Empire is a dynamic rising force in the galaxy, as yet unburdened by the bloody failures of a long history. United by their shared vision of the Greater Good, the T’au strive to bring enlightenment to other races, even if they must do so at the barrel of a gun.

This section contains all of the datasheets that you will need in order to fight battles with your T’au miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several T’au units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 2Index81.4September 2018
  Imperial Armour: XenosIndex81.5September 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  T’au EmpireCodex81.4October 2019
  Forge World: Tiger SharkDataslate8November 2017
  Forge World: Tiger Shark AX-1-0Dataslate8October 2017
  Chapter Approved 2018 EditionExpansion81.2September 2019
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

Index: Xenos 2

 Q: If a T’au unit – e.g. XV8 Crisis Battlesuits or a Commander – uses the Manta Strike ability to set up in a Manta hold during deployment, does that also apply to any Drones that are accompanying that unit?
 A
Yes. When the unit enters the fray, it and all its Drones are set up together as per the Mantra Strike ability. Once set up, they then become separate units.
 Q: Can a unit of Pathfinders benefit from their own markerlights (e.g. if half the unit shoots their markerlights, and the other other half shoot the same target with other weapons)?
 A
Yes. Declare which models in the unit will fire markerlights at the same time you declare targets for the unit to shoot at, then resolve the models firing markerlights first, one at a time.
 Q: Can models with an early warning override Support System use it to shoot at units that use psychic powers such as Gate of Infinity or Da Jump to set up within 12"?
 A
Yes.

Index: Imperial Armour: Xenos

 Q: Can DX-6 Remora Stealth Drones embark inside a TY7 Devilfish?
 A
No.
 Q: When an XV109 Y’vahra Battlesuit uses its Nova Reactor ability to do an Overcharged Burst, do I use the Nova Reactor profile on only one of its applicable weapons, or on both of them?
 A
You use the Nova Reactor profile on both applicable weapons.
 Q: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
 A
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.

Codex: T’au Empire

 Q: If an attack inflicts mortal wounds on the target, and the attack is subsequently allocated to a DRONES unit as a result of the Saviour Protocols ability, what happens to those mortal wounds inflicted?
 A
They are cancelled. All damage and mortal wounds inflicted as the result of that attack is reduced to the mortal wound inflicted by the Saviour Protocols ability on that DRONES unit.
 Q: If an attack inflicts a rules effect on a target unit (e.g. Tremor Shells in Codex Space Marines), and that attack is subsequently allocated to a DRONES unit as a result of the Saviour Protocols ability, which unit is the rules effect applied to?
 A
The DRONES unit.
 Q: If an attack inflicts mortal wounds on a unit as a result of a hit roll, and the attack sequence ends before it successfully wounds the target (e.g. the Hellfire Shells Stratagem or an attack made with a shokk attack gun with a Strength characteristic of 11+ that fails to wound the target), can I allocate the mortal wounds to a DRONES unit with the Saviour Protocols ability?
 A
No. As the attack sequence has ended before the target has been wounded, there is no wound to allocate to the DRONES unit. Therefore the target suffers the mortal wounds as normal.
 Q: If Dahyak Grekh has been set up in pursuit, can his Concealed Booby Traps ability be used before he is set up on the battlefield?
 A
Yes.
 Q: When do you declare which units will fire Overwatch as part of The Greater Good ability?
 A
You must declare all units that wish to fire Overwatch at that charging unit before resolving any of these attacks.
 Q: In Index: Xenos 2 and Imperial Armour Index: Xenos, the Stimulant Injector was a piece of wargear that I could purchase for certain T’au Empire units. In Codex: T’au Empire, the Stimulant Injector is no longer a wargear option, but instead there is a Stimulant Injector Stratagem. Can I continue to use the Index: Xenos 2 and Imperial Armour Index: Xenos datasheets in order to purchase Stimulant Injectors for my units, as per the ‘What datasheet rules should I use?’ flowchart?
 A
No. You cannot purchase Stimulant Injectors anymore and the rules for Stimulant Injectors as presented in Codex: T’au Empire (i.e. the Stratagem) take precedence.
 Q: With regards the Cadre Fireblade’s Volley Fire ability, what exactly is meant by ‘may fire an extra shot’?
 A
It means the player can make one more hit roll for each model that is firing at a target within half range. Note that for a model with a pulse rifle (a Rapid Fire weapon) this means that it would make three hit rolls if the target is within half range.
 Q: How many shots does a model armed with multiple pulse weapons fire when affected by a Cadre Fireblade’s Volley Fire ability? Is it one extra shot with each with each of those weapons, or one extra shot with just one of those weapons?
 A
These models fire one additional shot for each weapon. For example, a Drone armed with two pulse carbines (an Assault 2 weapon) would fire three shots from each weapon (for a total of six shots from that model).
 Q: If you set up a Devilfish transport with a unit of Pathfinders embarked inside, and the Pathfinders are accompanied by a Tactical Drone, at which point does the Pathfinder unit count as ‘set up’ for the purposes of the Drone Support ability? I.e. does the Drone become a separate unit when the Devilfish is set up, or does it become a separate unit when the Pathfinder unit disembarks?
 A
The unit of Pathfinders counts as having been set up embarked within the Devilfish, so the Drone becomes a separate unit as soon as the Devilfish is set up.
 Q: When a T’AU EMPIRE VEHICLE that has the Attached Drones ability but not the TRANSPORT keyword (or a Transport ability) is destroyed, how do the attached drone models disembark?
 A
The attached drone models immediately disembark using the normal rules as if that Vehicle unit was a transport.
 Q: If several TX4 Piranhas from a single unit are destroyed, do any disembarking drones form a unit? Can these disembarking drones be set up within 3" of any Piranha model in that unit?
 A
No: Each set of drones is treated as a separate unit, in the same manner as if they had disembarked normally under their Detach ability. Drones must be set up within 3" of the model they are disembarking from as normal.
 Q: Can an INFANTRY unit with accompanying Drones be deployed within a Fortification if the Drones cannot embark inside that Fortification?
 A
Yes, but the Drones themselves cannot embark inside the Fortification – instead they must be set up within 2" of the Fortification when their unit is deployed within it.
 Q: The multi-tracker allows you to re-roll hit rolls of 1 in the Shooting phase for a model equipped with it, as long as it fires all of its weapons at the same target. What if the target is out of range for one or more of the firing model’s weapons? Do you have to pick a target that can be fired at by all of the firing model’s weapons?
 A
No, the intent is that any weapons that the firing model can legitimately fire must be fired at the same target.
 Q: Can I use the Breach and Clear! Stratagem against a unit that has 3 or more markerlight tokens on it?
 A
Yes.
 Q: Is the Experimental Weaponry Stratagem used before or after I determine how many shots are fired by a weapon?
 A
Before.
 Q: How does the Saviour Protocols ability work when a T’au Empire unit is hit and wounded by a powerful weapon, like a lascannon, when it is near to some friendly Drones?
 A
Let’s imagine a T’AU SEPT unit is targeted by a model firing a lascannon whilst a friendly T’AU SEPT DRONE unit is within 3" of it. The hit roll and wound rolls for the attack made with the lascannon are both successful. The T’au Sept player then chooses to try and intercept the attack with a nearby drone unit and rolls one D6, scoring a 3. This is more than 2+, so the drone unit suffers 1 mortal wound and the lascannon’s attack ends (i.e. you do not take a saving throw, and the weapon’s damage characteristic is irrelevant).
 Q: For the purposes of the Saviour Protocols ability, what exactly constitutes an attack?
 A
In this context, it is an attack made with a ranged or melee weapon.
 Q: Is a longshot pulse rifle considered a pulse rifle for the purposes of volley fire?
 A
No.
 Q: If a COMMANDER uses their Master of War ability to declare either Kauyon or Mont’ka, and a friendly <SEPT> unit that was more than 6" from that Commander at the beginning of the turn subsequently moves within 6" of that Commander during that turn, does that <SEPT> unit then benefit from Kauyon or Mont’ka?
 A
No. Kauyon and Mont’ka only affect those units that are within 6" of the Commander when the ability was used at the start of the turn.

Chapter Approved 2018 Edition

 Q: For the purposes of the Tactical Reserves beta matched play rule, how many points is each individual member of ‘The Eight’ considered to be worth?
 A
For the purposes of this rule, each individual member of the Eight (including their accompanying Drones) is considered to be worth 140 points.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <SEPT>. This is shorthand for a keyword of your own choosing, as described below.

<SEPT>

All T’au belong to a sept world, or hail from the breakaway Farsight Enclaves.

Some datasheets specify what sept the unit is drawn from (e.g. Commander Shadowsun has the T’AU SEPT keyword, so is from the T’au Sept, while Commander Farsight has the FARSIGHT ENCLAVES keyword, so is from the Farsight Enclaves). If a T’AU EMPIRE datasheet does not specify which sept it is drawn from, it will have the <SEPT> keyword. When you include such a unit in your army, you must nominate which sept that unit is from (or nominate that unit to be from the Farsight Enclaves). You then simply replace the <SEPT> keyword on that unit’s datasheet with the name of your chosen sept, or the words ‘Farsight Enclaves’. You can use any of the septs that you have read about, or make up your own.

For example, if you were to include a Cadre Fireblade in your army, and you decided they were from the Vior’la Sept, their <SEPT> Faction keyword is changed to VIOR’LA SEPT and their Volley Fire ability would then say ‘Models in VIOR’LA SEPT units within 6" of any friendly VIOR’LA SEPT Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon’s range.’

Note that the T’au of the Enclaves reject the dominion of the Ethereal Caste, and as such ETHEREALS may not be drawn from the FARSIGHT ENCLAVES.

Accompanying Drones

Many T’au Empire datasheets allow units to be accompanied by Drones. In such instances, unless stated otherwise, all wargear options only apply to the unit that is being accompanied by Drones, and not to the Drones themselves. After deployment, units of accompanying Drones are treated as having the Battlefield Role of the unit they accompany, and are considered to have a Power Rating of 0.

Tactical Drones accompanying units use their own datasheet, while profiles, wargear, abilities and keywords for other types of accompanying Drones can be found on their parent unit’s datasheet.

Abilities

The following abilities are common to several T’AU EMPIRE units:

Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the beginning of your turn, a single COMMANDER from your army can declare either Kauyon or Mont’ka:

Kauyon: On a turn in which you declare Kauyon, at the start of your Movement phase, you can select any friendly <SEPT> units that are within 6" of the <SEPT> COMMANDER. Until the end of the turn, the selected units cannot move for any reason, but you can re-roll failed hit rolls for attacks made by these units.

Mont’ka: Friendly <SEPT> units within 6" of the COMMANDER can both Advance and shoot as if they hadn’t moved this turn.

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

For the Greater Good

The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.

When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit’s targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.

XV89 Battlesuits

Forge World’s XV89 Battlesuits represent a prototype iteration of the well-known XV8 Crisis Battlesuit, and on any datasheet that presents a unit or CHARACTER clad in a Crisis Battlesuit, an XV89 may be used to represent them instead. In all cases, the characteristics and abilities of the unit are unchanged and this substitution is purely cosmetic.

Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.

Using the Eight in Battle

This section details the rules that allow you to field the Eight in your battles, including the datasheet for these mighty heroes and the rules required to include them in your army. You will also find a summary of the weapons they wield here, along with abilities that are common to several of their number.


INCLUDING THE EIGHT IN YOUR ARMY

The datasheet for the Eight can be found here. If your army is Battle-forged, you can only include this datasheet in a Super-heavy Auxiliary Detachment; if you do the Command Benefits of that Detachment are changed to ‘-3 Command Points’, you cannot give any model in your army a Signature System. This is to take account of the Signature Systems that are always equipped on various members of the Eight (effectively, the Emergency Dispensation Stratagem has automatically been used to give the Eight the various Signature Systems they require).

Matched Play Rules

The Matched Play Rule: Commanders presented in Codex: T’au Empire that restricts COMMANDERS to one per Detachment does not apply to the Eight’s Detachment.

Commander Farsight

If you include the Eight in your army then you cannot also include the Commander Farsight datasheet from Codex: T’au Empire. Furthermore, if you include the Eight in your army, Commander Farsight must be your army’s Warlord, and he has the following Warlord Trait:

Hero of the Enclaves: Your Warlord can perform a Heroic Intervention if they are within 6" of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.

Points Value

If you are playing a matched play game, or a game that uses a points limit, then the points value for the Eight can be found below. Simply add this to the cost of your other models and the wargear they are equipped with to determine your army’s total points value.

THE EIGHT
UNITMODELS PER UNITPOINTS PER UNIT
The Eight8 Characters, 14 Drones1120 (Including wargear)

ABILITIES

The following abilities apply to several of the Eight:

Sept Tenet

If your army is Battle-forged, all models in the Eight’s Detachment gain the Farsight Enclaves: Devastating Counter-strike Sept Tenet.

Enclave Drone Support

When a CHARACTER from the Eight is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit with the HQ Battlefield Role, and are considered to have a Power Rating of 0.

Saviour Protocols

When resolving an attack made against a FARSIGHT ENCLAVES INFANTRY or FARSIGHT ENCLAVES BATTLESUIT unit whilst that unit is within 3" of a friendly FARSIGHT ENCLAVES DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that Drones unit suffers 1 mortal wound and the attack sequence ends.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include T’AU EMPIRE Detachments – that is, any Detachment which includes only T’AU EMPIRE units.


Warriors of the Greater Good

Every Fire Warrior is a zealous believer in the T’au’s utilitarian philosophy, and will lay down their life without a second thought to advance the empire’s cause.

If your army is Battle-forged, all Troops (except DRONES) units in T’AU EMPIRE Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Matched Play Rule: Commanders

If you are playing a matched play game, then in a Battle-forged army, you can include no more than one COMMANDER in each Detachment.

Sept Tenets

The septs have developed their own unique ways of war, contributing reams of combat-tested doctrine and tactical data to the academies of the Fire caste.

If your army is Battle-forged, all <SEPT> units in T’AU EMPIRE Detachments gain a Sept Tenet, so long as every unit in that Detachment is from the same sept. The Sept Tenet gained depends upon the sept they are drawn from, as shown on the table on the right. For example, all units in a VIOR’LA Detachment gain the Strike Fast Sept Tenet.

If you have chosen a sept that does not have an associated Sept Tenet, you can choose the tenet that best suits the fighting style and strategies of the warriors that hail from it.

Alien Auxiliaries

The inclusion of KROOT and/or VESPID units in a T’AU EMPIRE Detachment does not prevent other units in that Detachment from gaining a Sept Tenet. Note, however, that KROOT and VESPID units can never themselves benefit from a Sept Tenet.

Sept Tenets

Bork’an Sept: Superior Craftsmanship

From Bork’an Sept’s renowned applied science divisions come the most advanced and ingenious weapon prototypes, field tested by elite contingents of Fire caste soldiers.

Models with this tenet may add 6" to the maximum Range of any Rapid Fire and Heavy weapons they are armed with.

Dal’yth Sept: Adaptive Camouflage

The T’au of Dal’yth prize victory at any cost, and have mastered the art of sudden ambushes and elaborate traps. They utilise adaptive camouflage fields to elude and disorient their foes.

A unit with the tenet receives the benefit of cover, even while in the open. A unit with this tenet that moves for any reason loses the benefit of this tenet until the start of its next Movement phase.

Farsight Enclaves: Devastating Counter-strike

Commander O’Shovah’s mastery of Mont’ka has bled into the martial culture of the Farsight Enclaves. Its warriors are experts in the deadly art of engaging the enemy in close confines.

Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6" of the firing model.

Sa’cea Sept: Calm Discipline

The Fire Warriors of the densely populated Sa’cea Sept train extensively for the closerange hell of city combat, learning the vital importance of fire discipline and combined arms.

Add 1 to the Leadership characteristic of models with this tenet. In addition, in the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots.

T’au Sept: Coordinated Fire Arcs

The rigorously drilled Fire Warriors of T’au Sept utilise overlapping fields of fire to envelop charging enemies in a kill-storm of searing pulse energy.

When a unit with this tenet uses their For the Greater Good ability, or when they fire Overwatch whilst they are within 6" of another friendly T’AU SEPT unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

Vior’la Sept: Strike Fast

The Commanders of Vior’la harness their warriors’ fiery temperament by embracing a highly mobile and aggressive form of warfare, taking the fight to the heart of the enemy.

If a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.

Stratagems

If your army is Battle-forged and includes any T’au Empire Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the T’au Empire on the battlefield.
1CP

MULTI-SPECTRUM SENSOR SUITE

T’au Empire Stratagem

The battlesuit’s integrated sensor suite scans multiple ranges on the electromagnetic spectrum, analysing telemetric data and feeding optimised firing solutions to the pilot.

Use this Stratagem before a BATTLESUIT unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.
1CP

FAIL-SAFE DETONATOR

T’au Empire Stratagem

The battlesuits of high-value T’au operatives are equipped with a fail-safe self-destruct algorithm, ensuring that the pilot cannot be taken alive for interrogation.

Use this Stratagem when a BATTLESUIT unit from your army is destroyed in the Fight phase, before removing the last model. Roll a dice for each unit (friend or foe) within 3" of that model. On a 4+ that unit suffers one mortal wound.
2CP

AUTOMATED REPAIR SYSTEM

T’au Empire Stratagem

Nanite repair drones swarm over the damaged battlesuit or vehicle, knitting together ruptured composite plating and repairing vital life-support systems.

Use this Stratagem at the start of any turn. Pick a VEHICLE or BATTLESUIT model from your army. That model regains D3 lost wounds. You can only use this Stratagem once per turn.
2CP

NEUROWEB SYSTEM JAMMER

T’au Empire Stratagem

This device emits an intense electrostatic jamming field, causing the enemy’s weapons to malfunction.

Use this Stratagem at the start of the enemy Shooting phase. Pick an enemy unit within 18" of a BATTLESUIT COMMANDER from your army. Your opponent must subtract 1 from hit rolls made for that unit this phase.
1CP

REPULSOR IMPACT FIELD

T’au Empire Stratagem

Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.

Use this Stratagem after an enemy unit successfully charges a BATTLESUIT unit from your army. Roll a dice for each model in the enemy unit within 3" of your unit. On a 6 that model suffers a mortal wound.
1CP

COMMAND-AND-CONTROL NODE

T’au Empire Stratagem

The Commander’s AI-networked transition system generates firing arcs and enhanced strike-patterns, feeding this raw data to nearby battlesuit teams.

Use this Stratagem at the start of your Shooting phase. Pick a <SEPT> COMMANDER from your army. That Commander may not shoot this phase, but one <SEPT> BATTLESUIT unit from your army that is within 6" of that Commander may re-roll failed wound rolls this phase.
1CP

EMP GRENADE

T’au Empire Stratagem

This device emits an intense electrostatic field capable of overloading vital computer systems.

Use this Stratagem when a T’AU EMPIRE model from your army is chosen to throw a photon grenade at an enemy VEHICLE unit. Only make a single hit roll with the weapon this phase; if it hits, the target suffers D3 mortal wounds.
1CP

HUNTING HOUNDS

T’au Empire Stratagem

The Kroot unleash their razor-beaked hounds, and a tide of mottled green flesh tears into the enemy ranks.

Use this Stratagem when a Kroot Hound unit from your army completes a charge against an enemy unit. Until the end of the phase, you can re-roll failed charge rolls for other friendly KROOT units that are within 12" of that Kroot Hound unit after it completes its charge move.
1CP

UPLINKED MARKERLIGHT

T’au Empire Stratagem

Some markerlights are uplinked directly into the T’au command network, enabling a much faster and more accurate tactical targeting support.

Use this Stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place D3+1 markerlight counters next to that unit instead of only 1.
1CP

BRANCHED NOVA CHARGE

T’au Empire Stratagem

This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.

Use this Stratagem when you choose to use a XV104 RIPTIDE BATTLESUIT’s Nova Reactor. You may choose two effects from those listed rather than one.
1CP

SUPPORT TURRET REPLACEMENT

T’au Empire Stratagem

Field-logistics drones swoop down from above, bearing a replacement support turret in an underslung grav-harness.

Use this Stratagem at the end of your Movement phase. Pick a friendly STRIKE TEAM or BREACHER TEAM whose DS8 Tactical Support Turret has been destroyed. You may immediately set up a new DS8 Tactical Support Turret in unit coherency with the unit as described in their DS8 Tactical Support Turret ability.
1CP

POINT-DEFENCE TARGETING RELAY

T’au Empire Stratagem

Automated subroutines direct this vehicle’s secondary weapon systems towards encroaching enemies.

Use this Stratagem when an enemy unit declares a charge against a VEHICLE unit from your army. When your unit fires Overwatch this phase, a 5 or 6 is required for a successful hit roll, instead of only 6.
1CP/3CP

EMERGENCY DISPENSATION

T’au Empire Stratagem

Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.

Use this Stratagem before the battle. Your army can have one extra Signature System for 1 CP, or two extra Signature Systems for 3 CPs. All of the Signature Systems that you include must be different and be given to different T’AU EMPIRE CHARACTERS. You can only use this Stratagem once per battle.
3CP

ORBITAL ION BEAM

T’au Empire Stratagem

A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.

Use this Stratagem in your Shooting phase if a T’AU EMPIRE COMMANDER from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick two points on the battlefield 2D6" apart. Draw an imaginary straight line 1mm wide between these two points and roll a dice for each unit (friend or foe) that has models under this line. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. This Stratagem can only be used once per battle.
1CP

BREACH AND CLEAR!

T’au Empire Stratagem

Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.

Use this Stratagem in your Shooting phase, before a BREACHER TEAM from your army shoots at an enemy unit that is receiving the benefit of cover. The Breacher Team re-rolls failed wound rolls against the enemy unit until the end of this phase.
1CP

RECON SWEEP

T’au Empire Stratagem

Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.

Use this Stratagem at the start of your Shooting phase. Select a PATHFINDER TEAM from your army. That unit can immediately move 2D6" but cannot shoot or charge this turn.
1CP

WALL OF MIRRORS

T’au Empire Stratagem

The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their deadly advance. This process is known as mesme’j’kaara – the wall of mirrors.

Use this Stratagem at the start of your Movement phase. Pick a <SEPT> XV25 STEALTH BATTLESUITS unit from your army that is within 6" of a <SEPT> XV95 GHOSTKEEL BATTLESUIT from your army. You may immediately remove the Stealth Battlesuits unit from the battlefield and set it up again, anywhere within 12" of that Ghostkeel Battlesuit and more than 9" from any enemy models. Note that this does not count as Falling Back if the Stealth Battlesuits unit was within 1" of an enemy unit when it was removed.
1CP

STIMULANT INJECTOR

T’au Empire Stratagem

Many battlesuits contain an emergency revivication system to bring their injured pilot back from the brink of death.

Use this Stratagem at the start of any turn. Choose a BATTLESUIT model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
2CP

POSITIONAL RELAY

T’au Empire Stratagem

Zeroing in on the pulse flares of a Recon Drone, T’au reinforcements strike their target drop zone with unerring accuracy.

Use this Stratagem at the start of your Movement phase. Pick a <SEPT> MB3 Recon Drone from your army. One of your <SEPT> units that has been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of the MB3 Recon Drone.
3CP

FOCUSED FIRE

T’au Sept Stratagem

T’au Sept doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.

Use this Stratagem after a T’AU SEPT unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to wound rolls for attacks made by other T’AU SEPT units from your army that target the same enemy unit this phase.
1CP

STRIKE AND FADE

Dal’yth Stratagem

Dal’yth T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.

Use this Stratagem at the start of your Shooting phase. Pick a DAL’YTH SEPT unit from your army. That unit may shoot and then immediately move up to 6" as if it were the Movement phase. They cannot Advance as part of this move.
1CP

EXPERIMENTAL WEAPONRY

Bork’an Stratagem

Bork’an scientists have distributed the latest prototype weapons amongst their Sept’s Fire caste contingents, optimised to increase range and accuracy.

Use this Stratagem when a BORK’AN SEPT unit from your army fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.). You can re-roll one of the dice used to determine the number of attacks made.
2CP

HOT-BLOODED

Vior’la Stratagem

The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.

Use this Stratagem at the start of your shooting phase. Pick a VIOR’LA SEPT INFANTRY unit from your army. That unit may be chosen to shoot twice this phase, but all models in the unit must target the closest enemy unit each time they do so.
2CP

ORBITAL MARKER DISTRIBUTION UPLINK

Sa’cea Stratagem

Sa’cea Sept has innovated the use of markerlight scatter-flares, dropped from the upper atmosphere by networked Recon Drones to illuminate the greatest concentrations of enemy troops.

Use this Stratagem at the start of your Shooting phase. Pick an enemy unit visible to a SA’CEA SEPT CHARACTER from your army. That unit and all other enemy units within 6" of it gain a markerlight counter.
2CP

DROP ZONE CLEAR

Farsight Enclaves Stratagem

O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.

Use this Stratagem at the start of your Shooting phase. Choose a FARSIGHT ENCLAVES BATTLESUIT unit from your army that was set up on the battlefield using its Manta Strike ability this turn. Add 1 to hit rolls for that unit this phase.

Warlord Traits

The Commanders of the T’au strive from birth to master the theory and practice of warfare. Each specialises in a distinct arena of battle, from the precise lethality of stealth combat to the aggressive ebb and surge of close-quarters engagements.

If a T’AU EMPIRE CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

D6WARLORD TRAIT
1

Precision of the Hunter

The Warlord stalks the deadliest enemy war machines.

Re-roll wound rolls of 1 made for your Warlord against enemy VEHICLES or MONSTERS.

2

Through Unity, Devastation

The Warlord is an expert in the application of concentrated fire.

In each of your Shooting phases, you can pick an enemy unit that is visible to your Warlord. Until the end of the phase, each time you make a wound roll of 6+ against that unit for an attack made by a friendly <SEPT> unit within 6" of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1).

3

A Ghost Walks Among Us

The Warlord walks unseen until the moment is right to strike.

When your Warlord Advances, add 6" to their Move characteristic for that Movement phase instead of rolling a dice.

4

Through Boldness, Victory

The Warlord favours bold and aggressive action.

If your Warlord is within 12" of an enemy unit at the start of your Shooting phase, you can re-roll failed hit rolls made for your Warlord until the end of the phase.

5

Exemplar of the Kauyon

The Warlord has mastered the art of Kauyon, the Patient Hunter.

You can re-roll failed hit rolls for your Warlord as long as they have not moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn.

6

Exemplar of the Mont’ka

The Warlord has mastered the art of Mont’ka, the Killing Blow.

Your Warlord can Advance and still shoot as if they hadn’t Advanced this turn.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
The EightHero of the Enclaves 
Commander FarsightHero of the Enclaves 
Commander ShadowsunExemplar of the Kauyon 
Aun’ShiAcademy Luminary 
Aun’VaThrough Unity, Devastation 
DarkstriderA Ghost Walks Among Us 
LongstrikeStrength of Belief 

Sept Warlord Traits

If you wish, you can pick a Sept Warlord Trait from the list below instead of the T’au Empire Warlord Traits to the left, but only if your Warlord is from the relevant sept.
SEPTTRAIT
T’auStrength of Belief: The Warlord’s unwavering belief in the Greater Good grants them formidable resolve.
Roll a D6 for each mortal wound inflicted on your Warlord; on a 5+, that mortal wound is ignored and has no effect. 
Vior’laAcademy Luminary: This Warlord was marked for greatness by the exacting Fire caste tutors of Vior’la.
If your Warlord has the Master of War, Volley Fire or Failure is Not an Option ability, the range of that ability is increased to 9". In addition, if your army is Battle-forged, you receive an additional 1 Command Point
Dal’ythGunship Diplomat: This Warlord is held in the highest favour by the T’au’s alien auxiliaries.
Whilst within 12" of your Warlord, friendly KROOT and VESPID units gain the For the Greater Good ability. 
Sa’ceaBeacon of Honour: This Warlord is a noble and honourable leader, beloved of their troops.
Friendly SA’CEA units within 6" of this model reduce the number of models that flee as a result of a failed Morale test by 1. 
Bork’anSeeker of Perfection: The Warlord seeks mastery in all aspects of warfare.
For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack. 
Farsight EnclavesHero of the Enclaves: The Warlord’s very name inspires devotion and awe amongst his warriors.
Your Warlord can perform a Heroic Intervention if they are within 6" of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them. 

Tactical Objectives

D66Result
11The Lure 
12Patient Hunter 
13Ambush 
14Multiple Distractions 
15Tactical Withdrawal 
16The Greater Good 

The forces of the T’au use a variety of complex strategies on the battlefield to confound and destroy their enemies in the pursuit of conquest and expansion, as well as to defend the holdings of their empire. Each unit acts in perfect synchronicity with those around them, proving the maxim that cooperation brings victory.

If your army is led by a T’AU EMPIRE Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a T’au Empire player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding T’au Empire Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
THE LURE
T’au Empire

Use the enemy’s small-minded aggression against them. Provide a tempting target, and they will stray within the range of our rifles. That will be their final mistake.

Score 1 victory point if at least one enemy unit that made a successful charge in your opponent’s last turn was destroyed. Score D3 victory points instead if three or more enemy units that made a successful charge in your opponent’s last turn were destroyed.

12
PATIENT HUNTER
T’au Empire

Using skill and foresight, the patient hunter will deploy in the perfect position to destroy the foe.

Score 1 victory point if one or more enemy units were slain by a unit from your army that is in your deployment zone this turn.

13
AMBUSH
T’au Empire

Draw the enemy into the jaws of the trap. Then strike hard and true, routing their warriors and eliminating with the utmost prejudice any that persist in their ignorance.

Score 1 victory point if an enemy unit was destroyed and/or failed a Morale test during this turn. If at least three enemy units were destroyed and/or failed Morale tests during this turn, score D3 victory points instead.

14
MULTIPLE DISTRACTIONS
T’au Empire

A divided opponent is a weakened opponent. Harry the flanks of the enemy formation, drawing their battle lines apart before unleashing the killing thrust.

Score 1 victory point if there is at least one enemy unit wholly within 12" of a battlefield edge, and at least one enemy unit wholly within 12" of the opposite battlefield edge, at the end of this turn.

15
TACTICAL WITHDRAWAL
T’au Empire

The T’au do not sacrifice lives in vain. If our forces are overmatched we shall withdraw, preserving lives for the ongoing war.

Score 1 victory point if at least one enemy unit is destroyed in the Shooting phase that was within 1" of any of your units at the start of this turn.

16
THE GREATER GOOD
T’au Empire

Our desire to claim the galaxy in the name of the T’au’va is not born from greed or arrogant pride, but from our sense of moral duty.

Score D3 victory points if you control an objective marker that was controlled by your opponent at the start of this turn. If you control three or more objective markers that were controlled by your opponent at the start of this turn, score D3+3 victory points instead.


Signature Systems

The greatest inventions of the Earth caste’s science divisions are bestowed to the T’au Empire’s war leaders to use as they see fit. These ingenious examples of bleeding-edge technology range from solar-charged doomsday weapons to neural personality matrices and devious holo-illusion projectors.

If your army is led by a T’AU EMPIRE Warlord, then before the battle you may give one of the following Signature Systems to a T’AU EMPIRE CHARACTER. Named characters such as Commander Shadowsun already have one or more specialised systems and cannot be given any of the following systems. KROOT CHARACTERS may not be given any Signature Systems.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Signature Systems your characters have on your army roster.

DYNAMIC MIRROR FIELD

Commanders hailing from Dal’yth prefer stealth and subterfuge to overt aggression, and their demands for improved camouflage technology have led to the development of the Dynamic Mirror Field. This advanced prototype is based upon the refraction technology utilised to such tremendous effect by Ghostkeel battlesuits, adapted for alternative armour chassis. Armour nodes project multiple light-distortion fields, creating false images of the bearer to draw enemy fire.

DAL’YTH SEPT model only. Your opponent must subtract 1 from hit rolls that target the bearer.

FUSION BLADES

This deadly innovation was first created by the third Commander Brightsword, and refined over the following decades by the Earth caste division of the Farsight Enclaves. Fusion blades resemble modified versions of the familiar T’au fusion blaster. However, when the firing impulse is activated, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon like a shining sword of pure light. Fusion blades are intensely powerful but drain a battlesuit’s energy reserves at a prodigious pace, and so must be utilised sparingly.

FARSIGHT ENCLAVES model with at least two fusion blasters only. The Fusion Blades replace two of the model’s fusion blasters and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fusion Blades (Ranged)
18"
Assault 2
8
-4
D6
Abilities: If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result.
Fusion Blades (Melee)
Melee
Melee
8
-4
D6
Abilities: Each time the bearer fights, it can make two (and only two) attacks with this weapon.

GRAV-INHIBITOR FIELD

It was Commander O’Jir of Sa’cea who first utilised the Grav-Inhibitor Field during the defence of Laguna Shard against Ork raiders. The gravitic-field generator mounted upon the Commander’s battlesuit unleashed waves of battering kinetic force, disrupting each and every attempt by the be’gel to overwhelm his position.

SA’CEA SEPT model only. Enemy units that choose the bearer’s unit as the target of a charge must subtract 2" from their charge distance.

MULTI-SENSORY DISCOURAGEMENT ARRAY

The Multi-Sensory Discouragement Array was first designed as a non-lethal response to quell rioting civilians. The device resembles a pulsing sensor beacon, and emits both sub-sonic frequencies and scatter-bursts of ultraviolet colour, stunning and nauseating targets and rendering them compliant.

Enemy units within 6" of the bearer subtract 1 from their Leadership characteristics.

ONAGER GAUNTLET

Onager gauntlets were developed during the Damocles Crusade to counter the massed heavy armour spearheads of the Imperium. Armed with such a weapon, a warrior could punch straight through the thick armour of a tank. Though the technology proved successful, the casualty rate amongst bearers was extremely high, and of the original twelve prototypes, only one remains.

BATTLESUIT COMMANDER only.
WEAPON
RANGE
TYPE
S
AP
D
Onager Gauntlet
Melee
Melee
10
-4
D6
Abilities: Each time the bearer fights, it can make one (and only one) attack with this weapon.

PLASMA ACCELERATOR RIFLE

The Plasma Accelerator Rifle is one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. The result is a long-range armour-piercing weapon that is highly effective against both infantry and light vehicles.

BORK’AN SEPT model with plasma rifle only. The Plasma Accelerator Rifle replaces one of the model’s plasma rifles and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Plasma Accelerator Rifle
30"
Rapid Fire 1
7
-3
2

PURETIDE ENGRAM NEUROCHIP

Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a massive hologram on his birth world of Dal’yth. A sliver of that genius has been crafted into a bio-chip. When surgically implanted into the brain of a Fire caste commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.

Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly <SEPT> unit within 6" of the bearer. In addition, if your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a command point.

SEISMIC DESTABILISER

Designed to undermine fortified positions and drive enemy soldiers from cover, the Seismic Destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spider’s web of fractures, and any garrisoned troops must evacuate or risk being buried under tonnes of rubble.

At the start of each Shooting phase, you may either pick an enemy INFANTRY unit claiming the benefit of cover, or a BUILDING, within 12" of the bearer. If you picked a BUILDING, it suffers D3 mortal wounds. If you picked an INFANTRY unit, roll a dice for each model in the unit. For each roll of 6, that unit suffers a mortal wound.

SOLID-IMAGE PROJECTION UNIT

The tragic demise of Supreme Ethereal Aun’Va led the Ethereal High Council to assign several science divisions to the development of portable defensive technologies. A recent innovation is the solid-image projection unit. This miniaturised holowave-emitter drone projects beams of so-called ‘heavy light’, forming an utterly convincing illusory image that is solid to the touch, while simultaneously masking the true target with an advanced refraction field.

Ethereal with hover drone only. Once per phase, when an enemy unit declares the bearer as the target of a charge, you may move the bearer up to 3" before the charge roll is made.

SUPERNOVA LAUNCHER

The Supernova Launcher was developed during the bloody fighting against Hive Fleet Gorgon. Unable to get close enough to effectively deploy anti-armour ordnance against the Tyranids’ deadliest bioorganisms, Earth caste scientists adapted several fragmentation launchers to hurl experimental plasma grenades. Launched high into the air, these projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.

Model with airbursting fragmentation projector only. The Supernova Launcher replaces one of the model’s airbursting fragmentation projectors and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Supernova Launcher
18"
Assault D6
6
-2
2
Abilities: This weapon can target units that are not visible to the bearer.

THERMONEUTRONIC PROJECTOR

Vior’la weapons developers have focused their efforts heavily on flamer technology, responding to their Commanders’ desire for maximum-impact close-range ordnance. The Thermoneutronic Projector uses volatile gases siphoned from the corona of a neutron star to expel a flame capable of searing through the armour plating of a battle tank.

VIOR’LA SEPT model with flamer only. The Thermoneutronic Projector replaces one of the model’s flamers and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Thermoneutronic Projector
8"
Assault D6
6
-1
2
Abilities: This weapon automatically hits its target.

VECTORED MANOEUVRING THRUSTERS

This enhanced movement system can be adapted for both battlesuits and vehicles. It consists of multiple high-output thruster nozzles, each hardwired into the pilot’s neural interface, allowing them to react with startling speed to any changes in the strategic situation.

T’AU SEPT BATTLESUIT only. This model may immediately move up to 6" after attacking in the Shooting phase. This move cannot bring this model within 1" of any enemy models.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RANGED WEAPONS

 • Airbursting fragmentation projector

 • Burst cannon

 • Cyclic ion blaster1

 • Flamer

 • Fusion blaster

 • Missile pod

 • Plasma rifle

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Airbursting fragmentation projector
18"
Assault D6
4
0
1
This weapon can be fired at units that are not visible to the bearer.
8
Burst cannon
18"
Assault 4
5
0
1
-
25
Cluster rocket system
48"
Heavy 4D6
5
0
1
-
18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one of more hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
32
Cyclic ion raker
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Heavy 6
7
-1
1
-
 - Overcharge
24"
Heavy 6
8
-1
D3
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Defensive charge
8"
Assault 1
5
0
1
-
10
Destroyer missile
60"
Heavy 1
-
-
-
A unit hit by this weapon suffers D3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
16
Double-barrelled burst cannon
18"
Assault 8
5
0
1
-
0
Double-barrelled plasma rifle
24"
Rapid Fire 2
6
-3
1
-
0
Experimental pulse submunitions rifle
When attacking with this weapon, choose one of the profiles below:
 - EMP
24"
Rapid Fire 2
6
-1
1
If the target is a VEHICLE, roll a D6. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.
 - Hyper density sabot
36"
Assault 2
9
-2
2
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Fletchette pod (shooting)
6"
Pistol D6
4
0
1
-
Fusion Blades (ranged)
18"
Assault 2
8
-4
D6
If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result.
18
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
35
Fusion cascade
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
30
Fusion collider
18"
Heavy D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
83
Fusion eradicator
24"
Heavy 5
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
35
Heavy burst cannon
36"
Heavy 12
6
-1
2
-
130
Heavy rail cannon
120"
Macro 1
18
-5
2D6
Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
35
Heavy rail rifle
60"
Heavy 2
8
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
7
High intensity markerlight
36"
Heavy 1
-
-
-
A hit from a high intensity markerlight causes no damage, but allows 3 markerlight counters to be placed on the target unit.
High-intensity plasma rifle
30"
Rapid Fire 1
6
-4
2
-
16
High-output burst cannon
18"
Assault 8
5
0
1
-
25
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
50
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
72"
Heavy D6
8
-3
D3
-
 - Overcharge
72"
Heavy D6
9
-3
3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
55
Ion cannon (IA: Tiger Shark)
When attacking with this weapon, choose one of the profiles below.
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
60"
Heavy D3
8
-2
3
Change the type to Heavy D6 against units containing 10 or more models. If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
35
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
60"
Heavy D6
8
-2
3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
7
Ion rifle
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-1
1
-
 - Overcharge
30"
Heavy D3
8
-1
1
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Ionic discharge cannon
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the Nova Reactor ability:
 - Standard
12"
Heavy 3
8
-3
1
When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+made for this weapon.
 - Nova reactor
12"
Heavy 3D3
10
-3
3
When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+made for this weapon.
Kroot bolt thrower
36"
Assault D6
6
-1
1
-
0
Kroot gun
48"
Rapid Fire 1
7
-1
D3
-
Kroot pistol
12"
Pistol 1
4
0
1
-
0
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
12
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
12
Long-barrelled ion cannon
When attacking with this weapon, choose one of the profiles below:
 - Standard
96"
Heavy 3
7
-2
2
-
 - Overcharge
96"
Heavy D3
8
-2
3
Change the type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Longshot pulse rifle
48"
Rapid Fire 1
5
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
3
Markerlight
36"
Heavy 1
-
-
-
Markerlights
0
Miniaturised fletchette pod (shooting)
6"
Assault D6
4
0
1
-
15
Missile pod
36"
Assault 2
7
-1
D3
-
0
Neutron blaster
18"
Assault 2
5
-2
1
-
147
Nexus meteor missile system
24-120"
Macro 2D6
10
-4
4
This weapon may not target enemy units within 24” of the bearer.
12
Phased ion gun
18"
Assault 2D3
4
-1
1
Any hit roll of 6 made for this weapon is resolved at AP -4 instead of AP -1.
0
Phased plasma-flamer
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the XV109 Y’vahra Battlesuit’s Nova Reactor ability:
 - Standard
8"
Heavy 2D6
6
-2
3
This weapon hits its target automatically.
 - Nova reactor
8"
Heavy 3D6
6
-2
3
This weapon hits its target automatically.
0
Photon grenade
12"
Grenade D6
-
-
-
This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
43
Pulse blastcannon
When attacking with this weapon, choose one of the profiles below.
 - Close range
10"
Heavy 2
14
-4
6
-
 - Medium range
20"
Heavy 4
12
-2
4
-
 - Long range
30"
Heavy 6
10
0
2
-
0
Pulse blaster
When attacking with this weapon, choose one of the profiles below.
 - Close range
5"
Assault 2
6
-2
1
-
 - Medium range
10"
Assault 2
5
-1
1
-
 - Long range
15"
Assault 2
4
0
1
-
0
Pulse carbine
18"
Assault 2
5
0
1
-
50
Pulse driver cannon
72"
Heavy D6
10
-3
D6
-
121
Pulse ordnance multi-driver
When attacking with this weapon, choose one of the profiles below:
 - Concentrated bombardment
72"
Macro 6
12
-4
4
-
 - Pattern bombardment
72"
Macro 2D6
8
-3
3
-
1
Pulse pistol
12"
Pistol 1
5
0
1
-
0
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
0
Pulse submunitions cannon
60"
Heavy 3D3
6
-2
3
-
12
Pulse submunitions rifle
30"
Assault 2D3
6
0
1
-
30
Quad ion turret
When attacking with this weapon, choose one of the profiles below. Add 1 to hit rolls for this weapon against targets that can’t FLY.
 - Standard
30"
Assault 4
7
-1
1
-
 - Overcharge
30"
Assault 4
8
-1
D3
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
12
Rail rifle
30"
Rapid Fire 1
6
-4
D3
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
30
Railgun
When attacking with this weapon, choose one of the profiles below.
 - Solid shot
72"
Heavy 1
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
 - Submunitions
72"
Heavy D6
6
-1
1
-
5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
5
Seeker missile (IA: Tiger Shark)
72"
Heavy 1
-
-
-
A unit hit by this weapon suffers a mortal wound. Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.
0
Skyspear missile rack
72"
Heavy D6
6
-2
2
-
15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
50
Supremacy railgun
72"
Heavy 2
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
55
Swiftstrike burst cannon
36"
Heavy 8
6
-1
1
-
101
Swiftstrike railgun
36"
Heavy 2
8
-4
D6
Each wound roll of 6 made for this weapon inflicts a single mortal wound in addition to all other damage.
107
Tri-axis ion cannon
When attacking with this weapon, choose one of the profiles below:
 - Standard
60"
Heavy 9
7
-2
2
-
 - Coherent beam
60"
Heavy 3D3
8
-2
3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s have been resolved.
54
Twin fusion cannon
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Twin kroot gun
48"
Rapid Fire 2
7
-1
D3
-
70
Twin swiftstrike burst cannon
36"
Heavy 16
6
-1
1
-
60
Twin T’au plasma cannon
48"
Heavy 4
7
-3
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Crushing feet
Melee
Melee
User
-2
1
Make three hits for each attack made with this weapon.
Dawn Blade
Melee
Melee
+3
-4
D3
-
1
Equalizers
Melee
Melee
User
-1
1
A model armed with equalizers increases its Attacks characteristic by 1.
0
Fletchette pod (melee)
Melee
Melee
4
0
1
If the number of models within 1" of the model is greater than its Attack characteristic, it uses that number instead when making a melee attack.
Fusion Blades (melee)
Melee
Melee
8
-4
D6
Each time the bearer fights, it can make two (and only two) attacks with this weapon.
0
Honour blade
Melee
Melee
+2
0
1
-
0
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
0
Krootox fists
Melee
Melee
User
0
2
-
0
Miniaturised fletchette pod (melee)
Melee
Melee
4
0
1
Make two hit rolls for each attack made by this weapon instead of one.
Onager Gauntlet
Melee
Melee
10
-4
D6
Each time the bearer fights, it can make one (and only one) attack with this weapon.
Razor talons
Melee
Melee
User
-3
D3
-
0
Ripping fangs
Melee
Melee
User
-1
1
-
0
Ritual blade
Melee
Melee
User
0
1
If any models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase of that turn.
Sharp beak and talons
Melee
Melee
5
-1
1
After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
5
Drone controller
FARSIGHT ENCLAVES DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
Early warning override
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
20
Homing Beacon
A homing beacon may be used at the start of your Movement phase by placing it within 1" of its unit. If there are any friendly homing beacons on the battlefield at the end of your Movement phase, one of your <SEPT> units that has been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of the homing beacon. The homing beacon then shorts out and is removed from the battlefield. Homing beacons are deactivated and removed from the battlefield if an enemy model ends a move within 9" of it.
10
Multi-tracker
Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target and that target contains 5 or more models.
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
Target lock
A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
Velocity tracker
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
10
XV8-02 Crisis Iridium battlesuit
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
Ghostkeel, Riptide and Stormsurge/all other models
Y’vahra, Ghostkeel and Stormsurge/other units
Y’vahra, Ghostkeel, Riptide and Stormsurge/other units
Support Systems
 • Advanced targeting system
 • Counterfire defence system
10
 • Drone controller
5
 • Early warning override
 • Multi-tracker
10
 • Shield generator
 • Target lock
 • Velocity tracker
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
For the Greater Good

The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.

When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit’s targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the beginning of your turn, a single COMMANDER from your army can declare either Kauyon or Mont’ka:

Kauyon: On a turn in which you declare Kauyon, at the start of your Movement phase, you can select any friendly <SEPT> units that are within 6" of the <SEPT> COMMANDER. Until the end of the turn, the selected units cannot move for any reason, but you can re-roll failed hit rolls for attacks made by these units.

Mont’ka: Friendly <SEPT> units within 6" of the COMMANDER can both Advance and shoot as if they hadn’t moved this turn.

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

The ETHEREAL keyword is used in following T’au Empire datasheets:

HQ
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.

The FARSIGHT ENCLAVES and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack

The KROOT keyword is used in following T’au Empire datasheets:

Troops
Elites
Fast Attack
Heavy Support

The VESPID keyword is used in following T’au Empire datasheets:

Fast Attack

The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:

Elites
Lords of War

The STRIKE TEAM keyword is used in following T’au Empire datasheets:

Troops

The BREACHER TEAM keyword is used in following T’au Empire datasheets:

Troops
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.

The PATHFINDER TEAM keyword is used in following T’au Empire datasheets:

Fast Attack

The <SEPT> and XV25 STEALTH BATTLESUITS keywords are used in following T’au Empire datasheets:

Elites

The <SEPT> and XV95 GHOSTKEEL BATTLESUIT keywords are used in following T’au Empire datasheets:

Elites
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The VIOR’LA SEPT and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The KROOT and CHARACTER keywords are used in following T’au Empire datasheets:

Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Cluster rocket system used in following datasheets:

Lords of War

Cyclic ion raker used in following datasheets:

Elites

Defensive charge used in following datasheets:

Elites

Destroyer missile used in following datasheets:

Lords of War

Double-barrelled burst cannon used in following datasheets:

Elites

Double-barrelled plasma rifle used in following datasheets:

HQ

Experimental pulse submunitions rifle used in following datasheets:

HQ

Fletchette pod (shooting) used in following datasheets:

Fast Attack
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Fusion Blades (ranged) used in following datasheets:

Lords of War

Fusion cascade used in following datasheets:

Elites

Fusion collider used in following datasheets:

Elites

Fusion eradicator used in following datasheets:

Lords of War

Heavy burst cannon used in following datasheets:

Elites

Heavy rail cannon used in following datasheets:

Flyers
Lords of War
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).

Heavy rail rifle used in following datasheets:

Heavy Support

High intensity markerlight used in following datasheets:

Fast Attack
Fortifications

High-intensity plasma rifle used in following datasheets:

HQ
Lords of War

High-output burst cannon used in following datasheets:

HQ

High-yield missile pod used in following datasheets:

Heavy Support
Lords of War

Ion accelerator used in following datasheets:

Elites
Lords of War

Ion cannon (IA: Tiger Shark) used in following datasheets:

Flyers

Ion cannon used in following datasheets:

HQ
Flyers
Heavy Support

Ion rifle used in following datasheets:

Fast Attack
Flyers

Ionic discharge cannon used in following datasheets:

Fast Attack

Kroot bolt thrower used in following datasheets:

Heavy Support

Kroot gun used in following datasheets:

Elites

Kroot pistol used in following datasheets:

Elites

Kroot rifle (shooting) used in following datasheets:

Troops
Elites
Fast Attack

Long-barrelled burst cannon used in following datasheets:

Flyers
Lords of War

Long-barrelled ion cannon used in following datasheets:

Lords of War

Longshot pulse rifle used in following datasheets:

Heavy Support

Markerlight used in following datasheets:

Miniaturised fletchette pod (shooting) used in following datasheets:

HQ

Neutron blaster used in following datasheets:

Fast Attack

Nexus meteor missile system used in following datasheets:

Lords of War

Phased ion gun used in following datasheets:

Elites

Phased plasma-flamer used in following datasheets:

Fast Attack

Photon grenade used in following datasheets:

HQ
Troops
Fast Attack
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

Pulse blastcannon used in following datasheets:

Lords of War

Pulse blaster used in following datasheets:

Troops

Pulse carbine used in following datasheets:

Pulse driver cannon used in following datasheets:

Lords of War

Pulse ordnance multi-driver used in following datasheets:

Lords of War

Pulse pistol used in following datasheets:

Troops
Elites
Fast Attack

Pulse rifle used in following datasheets:

HQ
Troops
Elites
Fast Attack

Pulse submunitions cannon used in following datasheets:

Heavy Support

Pulse submunitions rifle used in following datasheets:

Elites

Quad ion turret used in following datasheets:

Flyers

Rail rifle used in following datasheets:

Fast Attack

Railgun used in following datasheets:

HQ
Heavy Support

Seeker missile (IA: Tiger Shark) used in following datasheets:

Flyers

Skyspear missile rack used in following datasheets:

Flyers

Supremacy railgun used in following datasheets:

Fortifications

Swiftstrike burst cannon used in following datasheets:

Flyers

Swiftstrike railgun used in following datasheets:

Flyers

Tri-axis ion cannon used in following datasheets:

Lords of War

Twin fusion cannon used in following datasheets:

Heavy Support

Twin kroot gun used in following datasheets:

Heavy Support

Twin swiftstrike burst cannon used in following datasheets:

Heavy Support

Twin T’au plasma cannon used in following datasheets:

Heavy Support

Crushing feet used in following datasheets:

Lords of War

Dawn Blade used in following datasheets:

HQ
Lords of War

Equalizers used in following datasheets:

HQ

Fletchette pod (melee) used in following datasheets:

Fast Attack

Fusion Blades (melee) used in following datasheets:

Lords of War

Honour blade used in following datasheets:

HQ

Kroot rifle (melee) used in following datasheets:

Troops
Elites
Fast Attack

Krootox fists used in following datasheets:

Elites

Miniaturised fletchette pod (melee) used in following datasheets:

HQ

Onager Gauntlet used in following datasheets:

Lords of War

Razor talons used in following datasheets:

Heavy Support

Ripping fangs used in following datasheets:

Fast Attack

Ritual blade used in following datasheets:

Elites

Sharp beak and talons used in following datasheets:

Fast Attack

Homing Beacon used in following datasheets:

Elites
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

XV8-02 Crisis Iridium battlesuit used in following datasheets:

HQ
Elites
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019