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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+
Only one of this unit can be included in your army. This unit contains the following eight characters and their accompanying Drones:
 • Commander Farsight, equipped with a high-intensity plasma rifle, the Dawn Blade and a shield generator.
 • Commander Brightsword, equipped with the Fusion Blades, a target lock and a counterfire defence system. Brightsword is accompanied by 2 MV4 Shield Drones.
 • Commander Bravestorm, equipped with a plasma rifle, flamer, Onager Gauntlet, shield generator and advanced targeting system. Bravestorm is also equipped with XV8-02 Iridium armour – his profile already takes this into account. Bravestorm is accompanied by 2 MV1 Gun Drones, each of which is equipped with two pulse carbines.
 • Shas’o Sha’vastos, equipped a plasma rifle, flamer, shield generator and drone controller. Sha’vastos is accompanied by 2 MV1 Gun Drones, each of which is equipped with two pulse carbines.
 • Shas’o Arra’kon, equipped with an airbursting fragmentation projector, cyclic ion blaster, plasma rifle and counterfire defence system. Arra’kon is accompanied by 2 MV1 Gun Drones, each of which is equipped with two pulse carbines.
 • Sub-Commander Torchstar, equipped with two flamers, an advanced targeting system and a drone controller. Torchstar is accompanied by 2 MV7 Marker Drones, each of which is equipped with a markerlight.
 • Broadside Shas’vre Ob’lotai 9-0, equipped with two high-yield missile pods, two smart missile systems, a seeker missile and a velocity tracker. Ob’lotai 9-0 is accompanied by 2 MV8 Missile Drones, each of which is equipped with a missile pod.
 • O’Vesa, equipped with an ion accelerator, two fusion blasters, a target lock and an early warning override. O’Vesa is accompanied by 2 MV84 Shielded Missile Drones, each of which is equipped with a 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 of 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.
SUPPORT SYSTEMS
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).

Counterfire defence system: A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.

Drone controller: FARSIGHT ENCLAVES 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.

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.
ABILITIES
For the Greater Good

The Eight: During deployment, all models in this unit are deployed at the same time, but they do not need to be placed in unit coherency (see the Enclave Drone Support ability for details on how to place a model’s accompanying Drones). Each CHARACTER is treated as a separate unit, and each is considered to have a Power Rating of 7. With the exception of O’Vesa, if a CHARACTER in this unit can FLY, it, and any of its accompanying Drones, can be set up in a Manta hold instead of being placed on the battlefield. At the end of any of your Movement phases any character that does so can use a Manta strike to enter the fray – set them and their accompanying Drones up anywhere on the battlefield that is more than 9" from any enemy models.
ABILITIES (Farsight)
Master of War

Genius of Mont’ka: Once per battle, Commander Farsight 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: You can re-roll hit rolls of 1 for friendly FARSIGHT ENCLAVES units within 6" of Commander Farsight in the Fight phase (or any phase if the target is an ORK unit).
ABILITIES (Brightsword)
Master of War

Warscaper Drones: If a charge is declared for an enemy unit whilst it is within 12" of either of Brightsword’s MV4 Shield Drones, subtract 2 from the roll.
ABILITIES (Bravestorm)
Master of War

Advanced Support Cocoon: Roll a D6 each time Bravestorm loses a wound. On a 6, that wound is not lost.
ABILITIES (Sha’vastos)
Master of War

Puretide Engram Neurochip: Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for Sha’vastos, or a friendly FARSIGHT ENCLAVES unit within 6" of Sha’vastos. In addition, if your army is Battle-forged and Sha’vastos is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a Command Point.
ABILITIES (Arra’kon)
Master of War

Repulsor Impact Field: Roll a D6 each time an enemy unit ends a charge move within 1" of Arra’kon; on a 2+ that units 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 Torchstar. In addition, subtract 1 from hit rolls for ranged weapons that target Torchstar.
ABILITIES (Ob’lotai 9-0)
No Longer Flesh and Blood: Reduce all damage inflicted on Ob’lotai 9-0 by 1 (to a minimum of 1).

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

Earth Caste Pilot Array: Re-roll hit rolls of 1 for attacks made with O’Vesa’s ranged weapons. In addition, roll a D6 each time O’Vesa uses his Nova Reactor ability. On a 4+, he does not suffer the mortal wound.

Nova Reactor: In your Movement phase you can choose to use O’Vesa’s Nova Reactor. If you do, O’Vesa suffers 1 mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Nova Shield: O’Vesa has a 3+ invulnerable save.
  • Boost: O’Vesa can move 2D6" in your charge phase (even if he doesn’t declare a charge). You cannot use this ability to move within 1" of any enemy models.
  • Nova-charge: Change O’Vesa’s ion accelerator Type (both standard and overcharge) to Heavy 6.
ABILITIES (Drones)
Saviour Protocols: If a FARSIGHT ENCLAVES INFANTRY or FARSIGHT ENCLAVES BATTLESUIT unit within 3" of a friendly FARSIGHT ENCLAVES 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 1 mortal wound instead of the normal damage.

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.

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.
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.
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 BATTLESUIT, 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
Includes wargear
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 FARSIGHT ENCLAVES and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack
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.
Army List
Dedicated Transport

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

HQ
Lords of War

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

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

Elites
Fast Attack
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

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

Heavy Support
Lords of War

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

Fast Attack
Lords of War

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

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

HQ
Lords of War
© Vyacheslav Maltsev 2013-2019