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T’au EmpirePathfinder Team
3

Pathfinder Team

NAME M WS BS S T W A Ld Sv
Pathfinder 7" 5+ 4+ 3 3 1 1 6 5+
Pathfinder Shas’ui 7" 5+ 4+ 3 3 1 2 7 5+
MV31 Pulse Accelerator Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV33 Grav-inhibitor Drone 8" 5+ 5+ 3 4 1 1 6 4+
MB3 Recon Drone 8" 5+ 5+ 4 4 2 1 6 4+
This unit contains 5 Pathfinders. It can include up to 5 additional Pathfinders (Power Rating +2). A Pathfinder Shas’ui can take the place of one Pathfinder. Each model is armed with a markerlight, pulse carbine and photon grenades. This unit may be accompanied by up to 2 Tactical Drones (Power Rating +1) and/or an MB3 Recon Drone (Power Rating +1) equipped with a burst cannon and up to 2 Support Drones: 1 MV31 Pulse Accelerator Drone and/or 1 MV33 Grav-inhibitor Drone (Power Rating +1).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
3
Markerlight
36"
Heavy 1
-
-
-
Markerlights
0
Pulse carbine
18"
Assault 2
5
0
1
-
1
Pulse pistol
12"
Pistol 1
5
0
1
-
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.
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.
WARGEAR OPTIONS
 • Up to three Pathfinders may replace their markerlight and pulse carbine with an ion rifle or a rail rifle.
 • The Pathfinder Shas’ui may take a pulse pistol.
ABILITIES (Pathfinders)
For the Greater Good

Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 7". They cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.

Recon Suite: Units making saves against attacks made by a Pathfinder Team that is within 3" of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.

Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
ABILITIES (Drones)
For the Greater Good

Drone Support: When a unit 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.

Pulse Accelerator: Whilst a T’AU EMPIRE INFANTRY unit is within 3" of any friendly Pulse Accelerator Drones, increase the Range characteristic of that unit’s pulse pistols, pulse carbines and pulse rifles by 6".

Saviour Protocols: If a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit within 3" of a friendly <SEPT> DRONES unit is wounded by an enemy attack, roll a D6. On a 2+ you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

Gravity Wave Projector: Enemy units beginning a charge move within 12" of any Grav-inhibitor Drones reduce their charge distance by D3".
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS (Pathfinders)
INFANTRY, PATHFINDER TEAM
KEYWORDS (Support Drones)
DRONE, FLY, SUPPORT DRONES
KEYWORDS (Recon Drone)
DRONE, FLY, RECON DRONE
Does not include wargear or Drones
Does not include wargear
Includes wargear
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 T’AU EMPIRE and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack

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

HQ
Troops
Elites
Fast Attack
Army List
Dedicated Transport

This datasheet has Fast Attack Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:

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

HQ
Troops
Elites
Fast Attack
© Vyacheslav Maltsev 2013-2019