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T’au EmpireThe Eight
56

The Eight

NAME M WS BS S T W A Ld Sv
Commander Farsight 8" 2+ 2+ 5 5 6 4 9 3+
Commander Brightsword 8" 3+ 2+ 5 5 5 4 9 3+
Commander Bravestorm 8" 3+ 2+ 5 5 5 4 9 2+
Shas’o Sha’vastos 8" 3+ 2+ 5 5 5 4 9 3+
Shas’o Arra’kon 8" 3+ 2+ 5 5 6 4 9 3+
Sub-Commander Torchstar 8" 3+ 2+ 5 5 5 4 9 3+
Broadside Shas’vre Ob’lotai 9-0 5" 5+ 4+ 5 5 6 3 8 2+
O’Vesa * 6+ * 6 7 14 * 8 2+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV7 Marker Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV8 Missile Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
You can only include one of this unit in your army. This unit contains the following eight characters and their accompanying Drones:
 • Commander Farsight is a single model equipped with: high-intensity plasma rifle; Dawn Blade. It has a shield generator.
 • Commander Brightsword is a single model equipped with: Fusion Blades. It has a counterfire defence system and a target lock. It is accompanied by 2 MV4 Shield Drones.
 • Commander Bravestorm is a single model equipped with: flamer; plasma rifle; Onager Gauntlet. It has an advanced targeting system and a shield generator. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Shas’o Sha’vastos is a single model equipped with: flamer; plasma rifle. It has a drone controller and a shield generator. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Shas’o Arra’kon is a single model equipped with: airbursting fragmentation projector; cyclic ion blaster; plasma rifle. It has a counterfire defence system. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Sub-Commander Torchstar is a single model equipped with: 2 flamers. It has an advanced targeting system and a drone controller. It is accompanied by 2 MV7 Marker Drones, each equipped with: markerlight.
 • Broadside Shas’vre Ob’lotai 9-0 is a single model equipped with: 2 high-yield missile pods; seeker missile; 2 smart missile systems. It has a velocity tracker. It is accompanied by 2 MV8 Missile Drones, each equipped with: missile pod.
 • O’Vesa is a single model equipped with: 2 fusion blasters; ion accelerator. It has an early warning override and a target lock. It is accompanied by 2 MV84 Shielded Missile Drones, each equipped with: missile pod.
DAMAGE
Some of O’Vesa characteristics change as he suffers damage, as shown below:
REMAINING W
M
BS
A
7-14+
12"
4+
4
4-6
8"
5+
3
1-3
4"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Airbursting fragmentation projector
18"
Assault D6
4
0
1
This weapon can be fired at units that are not visible to the bearer.
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 or more hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
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.
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.
High-intensity plasma rifle
30"
Rapid Fire 1
6
-4
2
-
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
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.
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
Pulse carbine
18"
Assault 2
5
0
1
-
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.
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.
Dawn Blade
Melee
Melee
+3
-4
D3
-
Fusion Blades (melee)
Melee
Melee
8
-4
D6
Each time the bearer fights, it can make two (and only two) attacks with this weapon.
Onager Gauntlet
Melee
Melee
10
-4
D6
Each time the bearer fights, it can make one (and only one) attack with this weapon.
ABILITIES
For the Greater Good

Accompanying Drones: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency (see the Enclave Drone Support ability for details on how to place a model’s accompanying Drone models). From that point onwards, each CHARACTER model is treated as a separate unit and is considered to have a Power Rating of 7.

Manta Drop: During deployment, with the exception of O’Vesa, you can set up CHARACTER models (and any accompanying Drone models) in this unit in a Manta hold instead of setting them up on the battlefield. If you do, at the end of one of your Movement phases you can set up those CHARACTER models anywhere on the battlefield that is more than 9" away from any enemy models.
ABILITIES (Farsight)
Master of War

Genius of Mont’ka: Once per battle, this model can declare Mont’ka even if Kauyon or Mont’ka has already been declared. Mont’ka and Kauyon cannot both be declared in the same turn.

Way of the Short Blade: Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly FARSIGHT ENCLAVES units whilst their unit is within 6" of this model. Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly FARSIGHT ENCLAVES units against an ORK unit whilst their unit is within 6" of this model.
ABILITIES (Brightsword)
Master of War

Warscaper Drones: Subtract 2 from charge rolls made for enemy units if they are within 12" of any of this model’s accompanying MV4 Shield Drone models when the roll is made.
ABILITIES (Bravestorm)
Master of War

Advanced Support Cocoon: When this model would lose a wound, roll one D6; on a 6 that wound is not lost.
ABILITIES (Sha’vastos)
Master of War

Puretide Engram Neurochip: Once per battle, when resolving an attack made by a friendly FARSIGHT ENCLAVES model within 6" of this model, you can re-roll the hit roll, wound roll or damage roll. Whilst this model is on the battlefield, you can roll one D6 each time you or your opponent use a Stratagem; on a 6 you gain 1 Command Point. You can only gain 1 Command Point per battle round from this ability.
ABILITIES (Arra’kon)
Master of War

Repulsor Impact Field: After an enemy unit finishes a charge move within 1" of this model, roll one D6; on a 2+, that enemy unit suffers 1 mortal wound.
ABILITIES (Torchstar)
Master of War

Neuroweb System Jammer: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. When resolving an attack made with a ranged weapon against this model’s unit, subtract 1 from the hit roll.
ABILITIES (Ob’lotai 9-0)
No Longer Flesh and Blood: When resolving an attack made with a weapon against this model, subtract 1 from the Damage characteristic of that weapon (to a minimum of 1) for that attack.

Advanced Scan Feeds: This model does not suffer the penalty for moving and firing Heavy weapons.
ABILITIES (O’Vesa)
Riptide Shield Generator: This model has a 5+ invulnerable save.

Earth Caste Pilot Array: When resolving an attack made with a ranged weapon by this model, you can re-roll a hit roll of 1. When this model would lose a wound as a result of its Nova Reactor ability, roll one D6; on a 4+ that wound is not lost.

Nova Reactor: In your Movement phase you can choose to use this model’s Nova Reactor. If you do, this model suffers 1 mortal wound and you can select one of the following effects to last until the start of your next turn:
  • Nova Shield: This model has a 3+ invulnerable save.
  • Boost: In your Charge phase, if this model does not make a charge move, it can make a move of 2D6" as if it were your Movement phase.
  • Nova-charge: Ion accelerators this model is equipped with have a Type characteristic of Heavy 6.
ABILITIES (Drones)
Saviour Protocols, Enclave Drone Support

Shield Generator: MV4 Shield Drones and MV84 Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time an MV4 Shield Drone or MV84 Shielded Missile Drone loses a wound; on a 5+ it does not lose a wound.
SUPPORT SYSTEMS
Advanced targeting system: When resolving an attack made with a weapon by a model that has an advanced targeting system, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Counterfire defence system: When resolving an Overwatch attack made by a model that has a counterfire defence system, you can re-roll the hit roll.

Drone controller: When resolving an attack made by a model from a FARSIGHT ENCLAVES DRONE unit within 6" of any friendly models that have a drone controller, add 1 to the hit roll.

Early warning override: If any enemy units are set up on the battlefield as reinforcements within 12" of a model from your army that has an early warning override, at the end of the phase that model can shoot at one of those units as if it were your Shooting phase. When resolving each of those attacks, subtract 1 from the hit roll.

Shield generator: Models that have a shield generator have a 4+ invulnerable save. A XV104 RIPTIDE BATTLESUIT model cannot have a shield generator.

Target lock: Models that have a target lock do not suffer the penalty for moving and firing Heavy weapons or for Advancing and firing Assault weapons. Models that have a target lock can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack by an INFANTRY model, subtract 1 from the hit roll.

Velocity tracker: When resolving an attack made with a ranged weapon by a model that has a velocity tracker against a unit that can FLY, add 1 to the hit roll.
WARLORD TRAIT
Hero of the Enclaves: This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". If this Warlord makes a charge move, is charged or performs a Heroic Intervention, until the end of the turn, when resolving an attack made by this Warlord, you can re-roll the hit roll.
FACTION KEYWORDS
T’AU EMPIRE, FARSIGHT ENCLAVES
KEYWORDS (Farsight)
BATTLESUIT, CHARACTER, JET PACK, FLY, COMMANDER, FARSIGHT
KEYWORDS (Brightsword)
BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, BRIGHTSWORD
KEYWORDS (Bravestorm)
BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, BRAVESTORM
KEYWORDS (Sha’vastos)
BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, SHAS’O SHA’VASTOS
KEYWORDS (Arra’kon)
BATTLESUIT, CHARACTER, XV85 ENFORCER, JET PACK, FLY, COMMANDER, SHAS’O ARRA’KON
KEYWORDS (Torchstar)
BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, TORCHSTAR
KEYWORDS (Ob’lotai 9-0)
BATTLESUIT, CHARACTER, XV88 BROADSIDE BATTLESUITS, SHAS’VRE OB’LOTAI 9-0
KEYWORDS (O’Vesa)
BATTLESUIT, CHARACTER, MONSTER, JET PACK, FLY, XV104 RIPTIDE, O’VESA
KEYWORDS (Gun, Shield and Marker Drones)
DRONE, FLY, TACTICAL DRONES
KEYWORDS (Missile Drones)
DRONE, FLY, MV8 MISSILE DRONES
KEYWORDS (Shielded Missile Drones)
DRONE, FLY, MV84 SHIELDED MISSILE DRONES

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

Includes wargear
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.
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.
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.

High-intensity plasma rifle used in following datasheets:

HQ
Lords of War
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.

High-yield missile pod used in following datasheets:

Heavy Support
Lords of War
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.

Ion accelerator used in following datasheets:

Elites
Lords of War

Markerlight used in following datasheets:

Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.
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.

Pulse carbine used in following datasheets:

Dawn Blade used in following datasheets:

HQ
Lords of War
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.
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.
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.
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.
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.

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

HQ
Lords of War
Master of War
Once per battle, at the start of your turn, a single FARSIGHT ENCLAVES COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a FARSIGHT ENCLAVES COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly FARSIGHT ENCLAVES units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

Mont’ka: In a turn in which a FARSIGHT ENCLAVES COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly FARSIGHT ENCLAVES units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move 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.
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.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
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.

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

HQ
Troops
Elites
Fast Attack
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.
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.

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

Elites
Lords of War
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.

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

HQ
Lords of War

The XV8 CRISIS keyword is used in following T’au Empire datasheets:

HQ
Lords of War

The XV85 ENFORCER keyword is used in following T’au Empire datasheets:

HQ
Lords of War

The XV88 BROADSIDE BATTLESUITS keyword is used in following T’au Empire datasheets:

Heavy Support
Lords of War

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

Elites
Fast Attack
Heavy Support
Lords of War

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

Elites
Lords of War

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

Fast Attack
Lords of War

The MV8 MISSILE DRONES keyword is used in following T’au Empire datasheets:

Heavy Support
Lords of War

The MV84 SHIELDED MISSILE DRONES keyword is used in following T’au Empire datasheets:

Elites
Fast Attack
Heavy Support
Lords of War
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2020