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.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 8 | Indomitus 1.2 | January 2021 |
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![]() | Expansion | 9 | Indomitus 1.2 | January 2021 |
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![]() | Expansion | 8 | Indomitus 1.3 | January 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Index | 9 | Indomitus 1.0 | December 2020 |
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![]() | Boxset | 8 | November 2018 |
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: | When an enemy model makes a ranged attack against a XV95 GHOSTKEEL BATTLESUIT unit, its Ghostkeel Electrowarfare Suite applies a -1 modifier to the hit roll. If that unit is within 3" of a friendly MV5 STEALTH DRONES unit, the drones’ Stealth Field ability applies a further -1 modifier to the hit roll. Given that hit rolls cannot be modified by more than -1 or +1, and combined these abilities result in a -2 modifier, how does this work? |
A: | While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out. In this instance, if the model making the attack was a KV128 STORMSURGE that had its anchors deployed, its Stabilising Anchors ability would apply a +1 modifier to the hit roll. Applying all of these modifiers together to the hit roll results in a final modifier of -1. |
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: | Is a longshot pulse rifle considered a pulse rifle for the purposes of volley fire? |
A: | No. |
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: | 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. |
Q: | Does a rule that allows you to take a second Signature System from Codex: T’au Empire (Emergency Dispensation stratagem) allow you to instead take a second Prototype Weapons System? |
A: | Yes. |
Q: | Do reactive countermeasures replace the model’s airbursting fragmentation projector? |
A: | No. The ability gained is in addition to the weapon (which can be fired normally). |
Q: | Do accelerated-photon grenades replace the model’s photon grenades? |
A: | No. The ability gained is in addition to the weapon (which can be fired normally). |
Q: | Does the cross-linked stabiliser jets Prototype Weapons System apply to all models in the unit, or just one? |
A: | It applies to all models in the unit. |
Q: | How does the Hybridised Weaponry tenet apply to pulse blasters? Does it add 4" to the maximum range of the weapon (so increasing long range to 19"), or does it add 4" to all the profiles (close, medium and long range)? |
A: | It adds 4" to the maximum range of the weapon (increasing long range to 19"). |
Q: | Does the Up-gunned tenet also improve the Armour Penetration characteristic of high-output burst cannons and long-barreled burst cannons? |
A: | No. |
Q: | Are the hit roll modifiers from accelerated-photon grenades cumulative with those from photon grenades? |
A: | Yes. |
Q: | If a model with the Aggressive Footing ability shoots at a unit within 12" that has zero markerlight counters on it, does it treat that unit as having one markerlight counter instead? |
A: | Yes. |
Q: | The Onager Gauntlet and Fusion Blades (melee) have slightly different abilities than those printed in Codex: T’au Empire. Is this on purpose? |
A: | Yes, when wielded by the heroes of The Eight, use the slightly improved abilities for these weapons. Continue to use the rules as printed in Codex: T’au Empire if they are equipped on another CHARACTER. |
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.
The following abilities are common to several T’AU EMPIRE units:
The academies of the Fire caste produce peerless strategists, true masters of the battlefield.
Once per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.
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.
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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.
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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.
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: CommandersIf you are playing a matched play game, then in a Battle-forged army, you can include no more than one COMMANDER in each Detachment. | ||
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.This section contains new and updated rules for the Farsight Enclaves subfaction from Codex: T’au Empire, including Stratagems, Relics, Warlord Traits and Tactical Objectives.
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.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.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.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.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.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.As the T’au Empire has inexorably expanded across the stars, more and more planets have been colonised and become sept worlds. The septs have all developed their own unique ways of war, shaped by technological advancement, rigorous combat testing and the many battles they have fought.
Some septs have relatively small populations, and rely more heavily on drones to support them in battle. Many upgrade their faithful helpers to this end.
TACTICAL DRONES models with this tenet have a Move characteristic of 10".The Greater Good is a cause greater than any T’au or even any caste. It is the perfect ideal, one worth not only fighting for but laying down one’s life for.
Add 1 to the Leadership characteristic of models with this tenet.Mastery of battle tanks and the largest battlesuits is seen as the mark of a true warrior by the T’au of this sept.
If, in your Movement phase, a VEHICLE or MONSTER model with this tenet does not move or moves a distance less than half its Move characteristic, until the end of the turn, when resolving an attack made with a ranged weapon by that model, re-roll a wound roll of 1.Any enemy of the T’au Empire soon learns to fear its incredible firepower. Some septs take this to the extreme, utilising even more formidable missile systems.
When resolving an attack made with a high-yield missile pod, missile pod, seeker missile, or smart missile system by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).The T’au of this sept are experts in close-quarters fighting, and have customised their weapons with enhanced power packs, grenade launchers and other equipment to make them even more effective.
Add 4" to the Range characteristic of Assault and Grenade weapons models with this tenet are equipped with. This does not apply to Prototype Weapons Systems.The battlesuit pilots of some septs use specialised thrusters to dart in and out of combat, engaging the enemy at extreme close range before withdrawing at speed.
A BATTLESUIT unit with this tenet can Advance when it Falls Back.The academies of the Fire caste emphasise coordination in battle. The Fire Warriors of some septs take this further than others, working together in perfect synergy.
Increase the range of the For the Greater Good ability to 9" for units with this tenet.Efficiency is always strived for by the T’au. To make every shot count, the vehicle crews of this sept use an advanced communications net to know where markerlights will be placed ahead of time.
When resolving an attack made by a VEHICLE model with this tenet against a unit that has one or more markerlight counters, re-roll a wound roll of 1.The threats that stand against the T’au Empire are myriad. To defeat them requires speed and firepower in equal measure.
When resolving an attack made with a ranged weapon by a BATTLESUIT model with this tenet, that model does not suffer the penalty for moving and firing Heavy weapons.The T’au of some septs relish the immense manoeuvrability of their battlesuits more than others, and equip them with advanced jets.
Add 1 to Advance rolls made for JET PACK units with this tenet. Add 2" to the Move characteristic of JET PACK models with this tenet.On battlefield after battlefield, the burst cannon has proven its worth against uncounted foes. Able to slaughter light infantry with ease, many T’au upgrade the weapon to be capable of punching through armoured targets.
Burst cannons models with this tenet are equipped with have an Armour Penetration characteristic of -1.EMERGENCY DISPENSATION
PACK ALPHA
PROMISING PUPIL
VETERAN CADRE (Farsight Enclaves)
Battle Round
AUTOMATED REPAIR SYSTEM
STIMULANT INJECTOR
POSITIONAL RELAY
WALL OF MIRRORS
BRANCHED NOVA CHARGE
WISDOM OF THE MANY
SUPPORT TURRET REPLACEMENT
FIRESTORM (Farsight Enclaves)
COMMAND-AND-CONTROL NODE
RECON SWEEP
POINT-BLANK VOLLEY
BREACH AND CLEAR!
EMP GRENADE
MULTI-SPECTRUM SENSOR SUITE
ORBITAL ION BEAM
UPLINKED MARKERLIGHT
AERIAL TARGETING
COORDINATED ENGAGEMENT
DEADLY AIM
MODULATED WEAPONRY
PULSE ONSLAUGHT
RAIN OF FIRE
SEASONED SNIPER
DROP ZONE CLEAR (Farsight Enclaves)
HOT-BLOODED (Vior’la)
ORBITAL MARKER DISTRIBUTION UPLINK (Sa’cea)
STRIKE AND FADE (Dal’yth)
EXPERIMENTAL WEAPONRY (Bork’an)
FOCUSED FIRE (T’au Sept)
DANGER CLOSE (Farsight Enclaves)
FOCUSED FURY (Farsight Enclaves)
NEUROWEB SYSTEM JAMMER
HIDDEN HUNTERS
DEFENCE IN NUMBERS (Farsight Enclaves)
HUNTING HOUNDS
FURIOUS ASSAULT (Farsight Enclaves)
AMBUSHING PREDATORS
POINT-DEFENCE TARGETING RELAY
REPULSOR IMPACT FIELD
SWORN BODYGUARDS
FAIL-SAFE DETONATOR
RAGING BEASTS
SWORN BODYGUARDS
RAGING BEASTS
FAIL-SAFE DETONATOR
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 (excluding AIRCRAFT). 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. | ||
If your army is Battle-forged and includes any T’au Empire Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the T’au Empire on the battlefield.
1CP | ||
SWORN BODYGUARDS T’au Empire Stratagem Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them. Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll. | ||
1CP | ||
AERIAL TARGETING T’au Empire Stratagem Air caste pilots sweep over the battlefield, identifying prime targets for destruction. Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon by a model from your army against that unit, treat that unit as having one more markerlight counter than it actually has for that attack. | ||
2CP | ||
DEADLY AIM T’au Empire Stratagem Careful programming allows Sniper Drones to identify the weakest points in enemy armour. Use this Stratagem in your Shooting phase, when an MV71 SNIPER DRONES unit from your army is chosen to shoot with. Until the end of that phase, the Armour Penetration characteristic of longshot pulse rifles models in that unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1). In addition, until the end of that phase, when resolving an attack made with a longshot pulse rifle by a model in that unit against a unit that is within half range, the Armour Penetration characteristic of that weapon is improved by a further 1 for that attack. | ||
1CP | ||
WISDOM OF THE MANY T’au Empire Stratagem The wisest of the T’au Ethereals know how powerful the combined strength of the four castes can be. Use this Stratagem in your Movement phase. Select one ETHEREAL unit from your army. Until the end of that phase, that unit can invoke one additional elemental power using its Invocation of the Elements ability, so long as that elemental power has not already been invoked by that unit in that phase. | ||
1CP | ||
PULSE ONSLAUGHT T’au Empire Stratagem Where the situation calls for it, Breacher Teams can overcharge their pulse blasters. Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is chosen to shoot with. Until the end of that phase, the Range characteristics of the ‘Close range’ and ‘Medium range’ profiles for pulse blasters models in that unit are equipped with are increased to 15". | ||
1CP | ||
MODULATED WEAPONRY T’au Empire Stratagem The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal. Use this Stratagem in your Shooting phase, when a RIPTIDE, GHOSTKEEL or VEHICLE model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots). | ||
1CP | ||
RAIN OF FIRE T’au Empire Stratagem As Vespid Stingwings fly around the battlefield, they pour fire on unprotected enemies below. Use this Stratagem in your Shooting phase, when a VESPID STINGWINGS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, if that unit was set up on the battlefield using the Plunge from the Sky ability that turn, you can re-roll the hit roll. | ||
2CP | ||
COORDINATED ENGAGEMENT T’au Empire Stratagem T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets. Use this Stratagem in your Shooting phase. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit against that enemy unit, treat that enemy unit as having 5 markerlight counters. | ||
1CP | ||
AMBUSHING PREDATORS T’au Empire Stratagem Kroot are fierce predators who have learned over millennia the most effective ways to hunt for prey. Use this Stratagem in your opponent’s Charge phase. Select one KROOT unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, if that unit performs a Heroic Intervention in that phase it can do so 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". | ||
1CP | ||
SEASONED SNIPER T’au Empire Stratagem Possessed of a calm only veterans wield, the Firesight Marksman singles out priority targets. Use this Stratagem in your Shooting phase. Select one FIRESIGHT MARKSMAN model from your army. Until the end of that phase, ranged weapons that model is equipped with can target a CHARACTER unit even if it is not the closest enemy unit. | ||
1CP | ||
HIDDEN HUNTERS T’au Empire Stratagem The Kroot are experts in camouflage and concealment, and utilise cover in ways most would never consider. Use this Stratagem at the start of your opponent’s Shooting phase. Select one KROOT unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of cover, subtract 1 from the hit roll and add 1 to the saving throw. | ||
1CP | ||
PACK ALPHA T’au Empire Stratagem Some Kroot Shapers earn dominance over their kin through fierce contests or spectacular hunting feats. Use this Stratagem before the battle. Select one KROOT SHAPER model from your army. Until the end of the battle, when making an Advance roll or charge roll for a friendly KROOT unit within 6" of that model, roll one additional D6 and discard one of the dice. | ||
1CP | ||
RAGING BEASTS T’au Empire Stratagem Krootox have immense physical strength, and their riders know how to coax them into terrible rage. Use this Stratagem when a KROOTOX RIDER unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP 0 becomes AP -2). | ||
1CP | ||
POINT-BLANK VOLLEY T’au Empire Stratagem Some T’au perform complex drills in which they train to operate their weapons at extremely close range. Use this Stratagem at the start of your Shooting phase. Select one <SEPT> unit from your army. Until the end of that phase, pulse blasters, pulse carbines and pulse rifles models in that unit are equipped with have the Type characteristic of Pistol 2. In addition, until the end of that phase, models in that unit cannot be affected by the Volley Fire ability. | ||
1CP | ||
PROMISING PUPIL T’au Empire Stratagem The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good. Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). | ||
If your army is Battle-forged and includes any Farsight Enclaves Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. When one of these Stratagems refers to a unit from your army, that unit must also be from a Farsight Enclaves Detachment.
1/2CP | ||
VETERAN CADRE Farsight Enclaves Stratagem Many of Farsight’s followers have fought in countless battles against myriad foes. Use this Stratagem before the battle. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit (excluding DRONES) have a Weapon Skill characteristic of 4+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once per battle. | ||
1CP | ||
FURIOUS ASSAULT Farsight Enclaves Stratagem Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray. Use this Stratagem in your Charge phase, when a JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound. | ||
1CP | ||
DANGER CLOSE Farsight Enclaves Stratagem Fire Warrior teams of the Farsight Enclaves receive extensive training in close-quarters combat. Use this Stratagem in your Shooting phase, when a BREACHER TEAM or STRIKE TEAM unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll. | ||
2CP | ||
DEFENCE IN NUMBERS Farsight Enclaves Stratagem Farsight ensures that damaged battlesuits are rotated out of combat to preserve his warriors’ lives. Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. | ||
1CP | ||
FOCUSED FURY Farsight Enclaves Stratagem T’au officers are often equipped with advanced targeting equipment that identifies weak points in enemy defences. Use this Stratagem in your Shooting phase, when a CHARACTER model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the wound roll. | ||
1CP | ||
FIRESTORM Farsight Enclaves Stratagem In a terrific onslaught, Farsight Enclave flyers rain hell upon their foes, saturating them with heavy fire. Use this Stratagem at the end of your Movement phase. Select up to three T’AU EMPIRE units with the Flyer Battlefield Role from your army. This Stratagem costs 1 additional Command Point for each selected unit. Roll one D6 for each enemy unit within 3" of any of those selected units. On a 4+ that enemy unit suffers D3 mortal wounds. | ||
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.D6 | WARLORD 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 TraitsIf one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
| ||||||||||||||||||||||
SEPT | TRAIT |
T’au | Strength 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’la | Academy 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’yth | Gunship 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’cea | Beacon of Honour: This Warlord is a noble and honourable leader, beloved of their troops. While a friendly SA’CEA unit is within 6" of this Warlord, each time that unit fails a Morale test, one model does not flee that unit (although Combat Attrition tests are taken for the unit as normal). |
Bork’an | Seeker 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 Enclaves | Hero 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. |
If a Farsight Enclaves CHARACTER model is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have instead of using the Warlord Traits table from Codex: T’au Empire. You can either roll one D3 to randomly generate one, or you can select one.
D3 | WARLORD TRAIT |
1 | Blooded Through War Those Commanders who have led a multitude of bloody campaigns have thoroughly earned the trust of their warriors. Such is this bond of loyalty that their troops will courageously follow them into the harshest of battles. When a Morale test is taken for a friendly FARSIGHT ENCLAVES unit with the Bonding Knife Ritual ability whilst within 12" of this Warlord, it is automatically passed on a roll of 4+, instead of 6. |
2 | Aggressive Tactician This warlord is always on the attack, striking hard again and again with their forces until the enemy is entirely destroyed. They give no respite and show no mercy, seeing both as weakness. COMMANDER model only. When this Warlord declares Mont’ka, it affects friendly FARSIGHT ENCLAVES units within 12" of this Warlord, instead of within 6". |
3 | Master of the Killing Blow This warlord knows that cutting the head from the snake is a sound battlefield tactic in any war, and they pursue enemy commanders and warlords relentlessly. Once they are successful in their hunt, their enemies’ forces collapse into disarray and are easy prey. When resolving an attack made by this Warlord against a CHARACTER unit, you can re-roll the hit roll. |
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.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 (shooting) | |||||
Fusion Blades (shooting) | 18" | Assault 2 | 8 | -4 | D6 |
Abilities (shooting): If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result. | |||||
Fusion Blades (melee) | |||||
Fusion Blades (melee) | Melee | Melee | 8 | -4 | D6 |
Abilities (melee): 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 | |||||
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 | |||||
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 | |||||
Supernova Launcher | 18" | Assault D6 | 6 | -2 | 2 |
Abilities: Blast. 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 | |||||
Thermoneutronic Projector | 12" | 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. This move cannot bring this model within Engagement Range of any enemy models.ACCELERATED-PHOTON GRENADES
Faced with the devastating charges of the Orks and Tyranids, the Earth caste developed photon grenades that detonate with far greater kinetic energy.
Unit with photon grenades only. This Weapon System replaces each photon grenade that models in this unit are equipped with and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Accelerated-photon grenade | |||||
Accelerated-photon grenade | 12" | Grenade D6 | - | 0 | - |
Abilities: Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is shocked until the start of your next turn. When resolving an attack made with a melee weapon by a model from a shocked unit, subtract 1 from the hit roll. In addition, shocked units cannot Advance and any charge rolls made for shocked units are halved. |
ADVANCED EM SCRAMBLER
The alien race of the Nin’aenh possessed the uncanny ability to scramble electrical systems with a single touch. Defeated after a brutal war, the Earth caste have worked tirelessly to integrate their abilities with technology.
XV95 GHOSTKEEL BATTLESUIT model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model.AMPLIFIED ION ACCELERATOR
Developed in secrecy over decades, this enormously powerful new weapons system has already proven its worth against the Necrons of the Sautekh Dynasty.
XV104 RIPTIDE BATTLESUIT model only. This Weapon System replaces an ion accelerator and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Standard | |||||
Standard | 72" | Heavy 6 | 8 | -4 | 3 |
Overcharge | |||||
Overcharge | 72" | Heavy 6 | 9 | -4 | 3+D3 |
Abilities: For each unmodified hit roll of 1 made for attacks with this weapon’s overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
ANNIHILATION WARHEADS
Destroyer missiles are rightly named and rightly feared. When fitted with annihilation warheads few foes can stand against their devastating power.
KV128 STORMSURGE model only. When resolving an attack made with a destroyer missile by this model, if it scores a hit do not roll to determine the number of mortal wounds suffered by the target unit; that unit suffers 3 mortal wounds.CROSS-LINKED STABILISER JETS
Hooked in directly to weapon control sub-systems, these sophisticated stabiliser jets enable a battlesuit’s weapons to work gyroscopically.
COMMANDER, XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1.FUSION OBLITERATOR
Developed in response to the Imperium’s immense armoured regiments, the fusion obliterator’s advanced power cells give it a superior range, power and rate of fire.
XV95 GHOSTKEEL BATTLESUIT model only. This Weapon System replaces a fusion collider and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Fusion obliterator | |||||
Fusion obliterator | 24" | Heavy 3 | 9 | -4 | D6 |
Abilities: When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. |
GATLING BURST CANNON
This burst cannon is augmented with additional power accelerators and recoil absorption modules, enabling it to unleash more firepower with every deadly salvo.
COMMANDER, XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS or XV95 GHOSTKEEL BATTLESUIT unit only. This Weapon System replaces each burst cannon that models in this unit are equipped with and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Gatling burst cannon | |||||
Gatling burst cannon | 18" | Assault 4 | 5 | 0 | 1 |
Abilities: When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. |
HIGH-CAPACITANCE RAILGUN
This hyper-advanced railgun’s super-conductive electrodes allow for remarkable recharge rates, doubling the weapon’s rate of fire.
TX7 HAMMERHEAD GUNSHIP model equipped with a railgun only. This Weapon System replaces a railgun and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Solid shot | |||||
Solid shot | 60" | Heavy 2 | 10 | -4 | D6 |
Submunitions | |||||
Submunitions | 60" | Heavy 4D3 | 6 | -1 | 1 |
Abilities: Blast. When resolving an attack made with the solid shot profile, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. |
HIGH-POWERED INCINERATOR
Fitted with mechanisms to increase pressure and alter nozzle width, these weapons can unleash torrents of deadly flame that are exceptionally powerful at close range.
BATTLESUIT unit only. This Weapon System replaces each flamer that models in this unit are equipped with and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
High-powered incinerator | |||||
High-powered incinerator | 12" | Assault D6 | 4 | 0 | 1 |
Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon against a unit that is within half range, add 1 to the Strength characteristic of this weapon for that attack. |
MAGNA RAIL RIFLE
Rare magnetic materials discovered by the T’au of the Fourth Sphere Expansion were used to develop this muchimproved version of the rail rifle.
XV88 BROADSIDE BATTLESUITS unit only. This Weapon System replaces each heavy rail rifle models in this unit are equipped with and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Magna rail rifle | |||||
Magna rail rifle | 60" | Heavy 2 | 9 | -4 | D6 |
Abilities: When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead. |
NETWORKED MARKERLIGHTS
These markerlights are integrated with sophisticated tracking AI, allowing for rapid targeting.
PATHFINDER TEAM unit only. This Weapon System replaces each markerlight that models in this unit are equipped with and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Networked markerlights | |||||
Networked markerlights | 36" | Assault 1 | - | - | - |
Abilities: Markerlights |
REACTIVE COUNTERMEASURES
The battlesuit pilot unleashes a storm of fragmentation to impede incoming enemy fire.
BATTLESUIT model with airbursting fragmentation projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System.If your army is led by a Farsight Enclaves Warlord, you can give one of the following Enclave Relics to a Farsight Enclaves CHARACTER model from your army instead of giving them a Signature System from Codex: T’au Empire. Named characters cannot be given any of the following Enclave Relics.
SEISMIC FIBRILLATOR NODE
On his adopted home planet of Vior’los, O’Shovah bested the Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic Fibrillator Node, an invention of Earth caste scientist O’Vesa. This disc-like device emits resonant frequencies of such power that they cause localised earth tremors of great magnitude.
Once per battle, at the start of your opponent’s turn, you can choose to activate this Relic. If you do, until the end of that turn, when a model starts or ends a move (excluding pile-in or consolidation moves) within 6" of a model with this Relic, roll one D6: on a 1 that model’s unit suffers 1 mortal wound.TALISMAN OF ARTHAS MOLOCH
The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet the T’au recovered a number of strange relics there, amongst them a hexagrammatic talisman. Farsight has seen first hand that this arcane object protects its wearer and those around them from baleful energies, though neither he nor his advisors have the faintest idea of how it does so.
A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24" of the enemy model manifesting that psychic power.THE MIRRORCODEX
After the Damocles Crusade, Farsight applied his genius to unravelling the Imperium’s war doctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes. Farsight attempts the same with every alien species he encounters, incorporating what he learns into his Da’thle’vral, or ‘Mirrorcodex’.
When resolving an attack made by a model with this Relic against a unit that is within 18", you can re-roll the hit roll.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. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+0..8 Airbursting fragmentation projector | ||||||
+0..8 Airbursting fragmentation projector | 18" | Assault D6 | 4 | 0 | 1 | Blast. This weapon can be fired at units that are not visible to the bearer. |
Blast. This weapon can be fired at units that are not visible to the bearer. | ||||||
Blacklight markerlight | ||||||
Blacklight markerlight | 48" | Assault 1 | - | - | - | Markerlights |
Markerlights | ||||||
+0..8 Burst cannon | ||||||
+0..8 Burst cannon | 18" | Assault 4 | 5 | 0 | 1 | - |
Cluster rocket system | ||||||
Cluster rocket system | 48" | Heavy 4D6 | 5 | 0 | 1 | Blast |
Blast | ||||||
+0..18 Cyclic ion blaster | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
+0..18 Cyclic ion blaster | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 18" | Assault 3 | 7 | -1 | 1 | - |
- Overcharge | ||||||
- Overcharge | 18" | Assault 3 | 8 | -1 | D3 | If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved. |
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved. | ||||||
Cyclic ion raker | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
Cyclic ion raker | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 24" | Heavy 6 | 7 | -1 | 1 | - |
- Overcharge | ||||||
- Overcharge | 24" | Heavy 6 | 8 | -1 | D3 | If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon profile’s shots have been resolved. |
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon profile’s shots have been resolved. | ||||||
Defensive charge | ||||||
Defensive charge | 12" | Assault 1 | 5 | 0 | 1 | - |
Destroyer missile | ||||||
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. |
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. | ||||||
Dispersed fusion blaster | ||||||
Dispersed fusion blaster | 18" | Assault 2 | 7 | -4 | D3 | When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice. |
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice. | ||||||
Experimental pulse submunitions rifle | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Experimental pulse submunitions rifle | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- EMP | ||||||
- EMP | 24" | Assault 1 | 1 | 0 | 1 | Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends. |
Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends. | ||||||
- Hyper density sabot | ||||||
- Hyper density sabot | 36" | Assault 2 | 9 | -2 | 2 | - |
- Ionic cluster-beam shell | ||||||
- Ionic cluster-beam shell | 24" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
+0..5 Flamer | ||||||
+0..5 Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Flechette launcher | ||||||
Flechette launcher | 18" | Pistol 5 | 3 | 0 | 1 | - |
Fletchette pod | ||||||
Fletchette pod | 12" | Assault 5 | 3 | 0 | 1 | - |
Fragmentation cluster shell launcher | ||||||
Fragmentation cluster shell launcher | 36" | Heavy 3D6 | 5 | -1 | 1 | Blast |
Blast | ||||||
Fusion Blades (ranged) | ||||||
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. |
If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result. | ||||||
+0..15 Fusion blaster | ||||||
+0..15 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. |
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | ||||||
+10 Fusion cascade | ||||||
+10 Fusion cascade | 12" | Assault D3 | 8 | -4 | D6 | Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+5 Fusion collider | ||||||
+5 Fusion collider | 18" | Heavy D3 | 8 | -4 | D6 | Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | ||||||
Fusion eradicator | ||||||
Fusion eradicator | 24" | Heavy 5 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Heavy burst cannon | ||||||
Heavy burst cannon | 36" | Heavy 12 | 6 | -1 | 2 | - |
Heavy rail cannon | ||||||
Heavy rail cannon | 72" | Heavy 2 | 14 | -5 | D3+6 | Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. | ||||||
Heavy rail cannon array | ||||||
Heavy rail cannon array | 120" | Heavy 2 | 18 | -5 | D6+6 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. | ||||||
Heavy rail rifle | ||||||
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. |
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. | ||||||
High intensity markerlight | ||||||
High intensity markerlight | 36" | Heavy 3 | - | - | - | Markerlight |
Markerlight | ||||||
High-energy fusion blaster | ||||||
High-energy fusion blaster | 24" | Assault 1 | 8 | -4 | D6 | When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. |
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. | ||||||
High-intensity plasma rifle | ||||||
High-intensity plasma rifle | 30" | Rapid Fire 1 | 6 | -4 | 2 | - |
+15 High-output burst cannon | ||||||
+15 High-output burst cannon | 18" | Assault 8 | 5 | 0 | 1 | - |
+0..15 High-yield missile pod | ||||||
+0..15 High-yield missile pod | 36" | Heavy 4 | 7 | -1 | D3 | - |
+0..15 Ion accelerator | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
+0..15 Ion accelerator | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 72" | Heavy D6 | 8 | -3 | D3 | Blast |
Blast | ||||||
- Overcharge | ||||||
- Overcharge | 72" | Heavy D6 | 9 | -3 | 3 | Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. |
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. | ||||||
+0..5 Ion cannon | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
+0..5 Ion cannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 3 | 7 | -2 | 2 | - |
- Overcharge | ||||||
- Overcharge | 60" | Heavy D6 | 8 | -2 | 3 | Blast. 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. |
Blast. 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..5 Ion rifle | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
+0..5 Ion rifle | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 30" | Rapid Fire 1 | 7 | -1 | 1 | - |
- Overcharge | ||||||
- Overcharge | 30" | Heavy D3 | 8 | -1 | 2 | Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. |
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. | ||||||
Ionic discharge cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Ionic discharge cannon | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 24" | Heavy 6 | 8 | -1 | 2 | - |
- Nova | ||||||
- Nova | 24" | Heavy 6 | 9 | -1 | 3 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kroot bolt thrower | ||||||
Kroot bolt thrower | 36" | Assault 6 | 6 | -1 | 1 | - |
Kroot gun | ||||||
Kroot gun | 48" | Rapid Fire 1 | 7 | -1 | D3 | - |
Kroot pistol | ||||||
Kroot pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Kroot rifle (shooting) | ||||||
Kroot rifle (shooting) | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Light missile pod | ||||||
Light missile pod | 24" | Assault 2 | 7 | -1 | D3 | - |
Long-barrelled burst cannon | ||||||
Long-barrelled burst cannon | 36" | Heavy 4 | 5 | 0 | 1 | - |
Longshot pulse rifle | ||||||
Longshot pulse rifle | 48" | Rapid Fire 1 | 5 | 0 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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. | ||||||
+0..5 Markerlight | ||||||
+0..5 Markerlight | 36" | Heavy 1 | - | - | - | Markerlights |
Markerlights | ||||||
+5 Markerlight (Fire Warrior Shas’ui) | ||||||
+5 Markerlight (Fire Warrior Shas’ui) | 36" | Heavy 1 | - | - | - | Markerlights |
Markerlights | ||||||
Miniaturised flechette pod | ||||||
Miniaturised flechette pod | 12" | Pistol 4 | 3 | 0 | 1 | - |
+0..15 Missile pod | ||||||
+0..15 Missile pod | 36" | Assault 2 | 7 | -1 | D3 | - |
Neutron blaster | ||||||
Neutron blaster | 18" | Assault 2 | 5 | -2 | 1 | - |
Nexus missile launcher | ||||||
Nexus missile launcher | 60" | Heavy 3D6 | 6 | -3 | 1 | Blast |
Blast | ||||||
Phased ion gun | ||||||
Phased ion gun | 30" | Assault 4 | 6 | -1 | 1 | - |
Phased plasma-flamer | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Phased plasma-flamer | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 12" | Heavy 2D6 | 6 | -2 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Nova | ||||||
- Nova | 12" | Heavy 3D6 | 6 | -2 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Photon grenade | ||||||
Photon grenade | 12" | Grenade D6 | - | - | - | Blast. 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. |
Blast. 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. | ||||||
+0..8 Plasma rifle | ||||||
+0..8 Plasma rifle | 24" | Rapid Fire 1 | 6 | -3 | 1 | - |
Pulse blastcannon | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
Pulse blastcannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Close range | ||||||
- Close range | 10" | Heavy 2 | 14 | -4 | 6 | - |
- Medium range | ||||||
- Medium range | 20" | Heavy 4 | 12 | -2 | 4 | - |
- Long range | ||||||
- Long range | 30" | Heavy 6 | 10 | 0 | 2 | - |
Pulse blaster | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
Pulse blaster | When attacking with this weapon, choose one of the profiles below. | |||||
- Close range | ||||||
- Close range | 5" | Assault 2 | 6 | -2 | 1 | - |
- Medium range | ||||||
- Medium range | 10" | Assault 2 | 5 | -1 | 1 | - |
- Long range | ||||||
- Long range | 15" | Assault 2 | 4 | 0 | 1 | - |
Pulse carbine | ||||||
Pulse carbine | 18" | Assault 2 | 5 | 0 | 1 | - |
+10 Pulse driver cannon | ||||||
+10 Pulse driver cannon | 72" | Heavy D6 | 10 | -3 | D6 | Blast |
Blast | ||||||
Pulse ordnance driver | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Pulse ordnance driver | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Concentrated | ||||||
- Concentrated | 90" | Heavy 2 | 10 | -4 | 5 | - |
- Dispersed | ||||||
- Dispersed | 72" | Heavy D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
Pulse pistol | ||||||
Pulse pistol | 12" | Pistol 1 | 5 | 0 | 1 | - |
Pulse rifle | ||||||
Pulse rifle | 30" | Rapid Fire 1 | 5 | 0 | 1 | - |
Pulse submunitions cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Pulse submunitions cannon | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 3D3 | 6 | -2 | 2 | Blast |
Blast | ||||||
- Nova | ||||||
- Nova | 60" | Heavy 9 | 7 | -2 | 2 | Blast |
Blast | ||||||
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. | ||||||
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 | ||||||
- Standard | 30" | Assault 4 | 7 | -1 | 1 | - |
- Overcharge | ||||||
- Overcharge | 30" | Assault 4 | 8 | -1 | D3 | If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. |
If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved. | ||||||
+2..10 Rail rifle | ||||||
+2..10 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. |
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. | ||||||
Railgun | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
Railgun | When attacking with this weapon, choose one of the profiles below. | |||||
- Solid shot | ||||||
- 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. |
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 | ||||||
- Submunitions | 72" | Heavy D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
Remora seeker missile | ||||||
Remora seeker missile | 72" | Heavy 1 | 8 | -2 | D3 | This weapon can be used once per battle. Each time an attack is made with this weapon, only an unmodified hit roll of 6 is successful. This weapon is considered a seeker missile for the purposes of markerlights. |
This weapon can be used once per battle. Each time an attack is made with this weapon, only an unmodified hit roll of 6 is successful. This weapon is considered a seeker missile for the purposes of markerlights. | ||||||
+0..5 Seeker missile | ||||||
+0..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. |
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. | ||||||
+25 Skyspear missile rack | ||||||
+25 Skyspear missile rack | 72" | Heavy D6 | 6 | -2 | 2 | Blast |
Blast | ||||||
+0..15 Smart missile system | ||||||
+0..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. |
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. | ||||||
Supremacy railgun | ||||||
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. |
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. | ||||||
+35 Swiftstrike burst cannon | ||||||
+35 Swiftstrike burst cannon | 36" | Heavy 12 | 6 | -1 | 1 | - |
+50 Swiftstrike railgun | ||||||
+50 Swiftstrike railgun | 48" | Heavy 2 | 10 | -4 | D3+3 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. | ||||||
Tri-axis ion cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Tri-axis ion cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 9 | 7 | -2 | 2 | - |
- Overcharge | ||||||
- Overcharge | 60" | Heavy 3D6 | 8 | -2 | 3 | Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon. |
Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon. | ||||||
Twin hazard burst cannons | ||||||
Twin hazard burst cannons | 18" | Assault 8 | 5 | 0 | 1 | - |
+10 Twin heavy fusion cannon | ||||||
+10 Twin heavy fusion cannon | 24" | Heavy 2 | 9 | -4 | D6+2 | Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+4. |
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+4. | ||||||
Twin Kroot gun | ||||||
Twin Kroot gun | 48" | Rapid Fire 2 | 7 | -1 | D3 | - |
Twin plasma rifle | ||||||
Twin plasma rifle | 24" | Rapid Fire 2 | 6 | -3 | 1 | - |
+25 Twin swiftstrike burst cannon | ||||||
+25 Twin swiftstrike burst cannon | 36" | Heavy 16 | 6 | -1 | 1 | - |
+10 Twin T’au plasma cannon | ||||||
+10 Twin T’au plasma cannon | 48" | Heavy 6 | 7 | -3 | 2 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Crushing feet | ||||||
Crushing feet | Melee | Melee | User | -2 | 2 | Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack. |
Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack. | ||||||
Dawn Blade | ||||||
Dawn Blade | Melee | Melee | +3 | -4 | D3 | - |
Equalizers | ||||||
Equalizers | Melee | Melee | User | -1 | 1 | A model armed with equalizers increases its Attacks characteristic by 1. |
A model armed with equalizers increases its Attacks characteristic by 1. | ||||||
Fusion Blades (melee) | ||||||
Fusion Blades (melee) | Melee | Melee | 8 | -4 | D6 | Each time the bearer fights, it can make two (and only two) attacks with this weapon. |
Each time the bearer fights, it can make two (and only two) attacks with this weapon. | ||||||
Great Knarloc beak and talons | ||||||
Great Knarloc beak and talons | Melee | Melee | User | -4 | 3 | - |
Honour blade | ||||||
Honour blade | Melee | Melee | +2 | 0 | 1 | - |
Knarloc beak and talons | ||||||
Knarloc beak and talons | Melee | Melee | +2 | -2 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Kroot rifle (melee) | ||||||
Kroot rifle (melee) | Melee | Melee | +1 | 0 | 1 | - |
Krootox fists | ||||||
Krootox fists | Melee | Melee | User | 0 | 2 | - |
Onager Gauntlet | ||||||
Onager Gauntlet | Melee | Melee | 10 | -4 | D6 | Each time the bearer fights, it can make one (and only one) attack with this weapon. |
Each time the bearer fights, it can make one (and only one) attack with this weapon. | ||||||
Ripping fangs | ||||||
Ripping fangs | Melee | Melee | User | -1 | 1 | - |
Ritual blade | ||||||
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. |
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. |
OTHER WARGEAR | ABILITIES | ||||||
+0..20 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). | |||||||
+0..20 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). | ||||||
Baggage harness | |||||||
The bearer gains the following ability: ‘Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’ | |||||||
Baggage harness | The bearer gains the following ability: ‘Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’ | ||||||
+0..10 Counterfire defence system | |||||||
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. | |||||||
+0..10 Counterfire defence system | A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. | ||||||
+0..5 Drone controller | |||||||
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls. | |||||||
+0..5 Drone controller | <SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls. | ||||||
+0..10 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. | |||||||
+0..10 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. | |||||||
+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. | ||||||
+5 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. | |||||||
+5 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. | ||||||
+0..40 Shield generator | |||||||
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit. | |||||||
+0..40 Shield generator | A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit. | ||||||
+0..10 Target lock | |||||||
A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so. | |||||||
+0..10 Target lock | A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so. | ||||||
+0..10 Velocity tracker | |||||||
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY. | |||||||
+0..10 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+. | |||||||
+10 XV8-02 Crisis Iridium battlesuit | A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+. |
The DRONE keyword is used in following T’au Empire datasheets:
The THUNDERFIRE CANNON keyword is used in following Space Marines datasheets:
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These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.
The ADEPTUS ASTARTES and INFANTRY keywords are used in following Space Marines datasheets:
Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.
The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.
The XV95 GHOSTKEEL BATTLESUIT keyword is used in following T’au Empire datasheets:
The KV128 STORMSURGE keyword is used in following T’au Empire datasheets:
The T’AU EMPIRE and VEHICLE keywords are used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
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. | ||
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.
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The BORK’AN SEPT keyword is used in following T’au Empire datasheets:
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. | ||
The T’AU SEPT keyword is used in following T’au Empire datasheets:
The T’AU SEPT and DRONE keywords are used in following T’au Empire datasheets:
The COMMANDER keyword is used in following T’au Empire datasheets:
The <SEPT> and COMMANDER keywords are used in following T’au Empire datasheets:
The academies of the Fire caste produce peerless strategists, true masters of the battlefield.
Once per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:The <SEPT> keyword is used in following T’au Empire datasheets:
The T’AU EMPIRE and CHARACTER keywords are used in following T’au Empire datasheets:
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. | ||
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.
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The FARSIGHT ENCLAVES keyword is used in following T’au Empire datasheets:
The VIOR’LA SEPT keyword is used in following T’au Empire datasheets:
|
The FARSIGHT ENCLAVES and COMMANDER keywords are used in following T’au Empire datasheets:
The FARSIGHT ENCLAVES and INFANTRY keywords are used in following T’au Empire datasheets:
The FARSIGHT ENCLAVES and BATTLESUIT keywords are used in following T’au Empire datasheets:
The FARSIGHT ENCLAVES and DRONE keywords are used in following T’au Empire datasheets:
The KROOT keyword is used in following T’au Empire datasheets:
The VESPID keyword is used in following T’au Empire datasheets:
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.
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The TACTICAL DRONES keyword is used in following T’au Empire datasheets:
The VEHICLE keyword is used in following T’au Empire datasheets:
The MONSTER keyword is used in following T’au Empire datasheets:
The BATTLESUIT keyword is used in following T’au Empire datasheets:
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.
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The JET PACK keyword is used in following T’au Empire datasheets:
The KROOT SHAPER keyword is used in following T’au Empire datasheets:
1CP | ||
PACK ALPHA T’au Empire Stratagem Some Kroot Shapers earn dominance over their kin through fierce contests or spectacular hunting feats. Use this Stratagem before the battle. Select one KROOT SHAPER model from your army. Until the end of the battle, when making an Advance roll or charge roll for a friendly KROOT unit within 6" of that model, roll one additional D6 and discard one of the dice. | ||
1CP | ||
PROMISING PUPIL T’au Empire Stratagem The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good. Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). | ||
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets:
1/2CP | ||
VETERAN CADRE Farsight Enclaves Stratagem Many of Farsight’s followers have fought in countless battles against myriad foes. Use this Stratagem before the battle. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit (excluding DRONES) have a Weapon Skill characteristic of 4+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once per battle. | ||
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. | ||
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. | ||
The <SEPT> and XV25 STEALTH BATTLESUITS keywords are used in following T’au Empire datasheets:
The <SEPT> and XV95 GHOSTKEEL BATTLESUIT keywords are used in following T’au Empire datasheets:
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. | ||
The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:
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 | ||
WISDOM OF THE MANY T’au Empire Stratagem The wisest of the T’au Ethereals know how powerful the combined strength of the four castes can be. Use this Stratagem in your Movement phase. Select one ETHEREAL unit from your army. Until the end of that phase, that unit can invoke one additional elemental power using its Invocation of the Elements ability, so long as that elemental power has not already been invoked by that unit in that phase. | ||
The STRIKE TEAM keyword is used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
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 | ||
FIRESTORM Farsight Enclaves Stratagem In a terrific onslaught, Farsight Enclave flyers rain hell upon their foes, saturating them with heavy fire. Use this Stratagem at the end of your Movement phase. Select up to three T’AU EMPIRE units with the Flyer Battlefield Role from your army. This Stratagem costs 1 additional Command Point for each selected unit. Roll one D6 for each enemy unit within 3" of any of those selected units. On a 4+ that enemy unit suffers D3 mortal wounds. | ||
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. | ||
The PATHFINDER TEAM keyword is used in following T’au Empire datasheets:
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 | ||
POINT-BLANK VOLLEY T’au Empire Stratagem Some T’au perform complex drills in which they train to operate their weapons at extremely close range. Use this Stratagem at the start of your Shooting phase. Select one <SEPT> unit from your army. Until the end of that phase, pulse blasters, pulse carbines and pulse rifles models in that unit are equipped with have the Type characteristic of Pistol 2. In addition, until the end of that phase, models in that unit cannot be affected by the Volley Fire ability. | ||
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
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 | ||
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 | ||
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. | ||
The T’AU EMPIRE and COMMANDER keywords are used in following T’au Empire datasheets:
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 | ||
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 | ||
AERIAL TARGETING T’au Empire Stratagem Air caste pilots sweep over the battlefield, identifying prime targets for destruction. Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon by a model from your army against that unit, treat that unit as having one more markerlight counter than it actually has for that attack. | ||
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets:
2CP | ||
COORDINATED ENGAGEMENT T’au Empire Stratagem T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets. Use this Stratagem in your Shooting phase. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit against that enemy unit, treat that enemy unit as having 5 markerlight counters. | ||
The MV71 SNIPER DRONES keyword is used in following T’au Empire datasheets:
2CP | ||
DEADLY AIM T’au Empire Stratagem Careful programming allows Sniper Drones to identify the weakest points in enemy armour. Use this Stratagem in your Shooting phase, when an MV71 SNIPER DRONES unit from your army is chosen to shoot with. Until the end of that phase, the Armour Penetration characteristic of longshot pulse rifles models in that unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1). In addition, until the end of that phase, when resolving an attack made with a longshot pulse rifle by a model in that unit against a unit that is within half range, the Armour Penetration characteristic of that weapon is improved by a further 1 for that attack. | ||
The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:
The XV95 GHOSTKEEL BATTLESUIT keyword is used in following T’au Empire datasheets:
1CP | ||
MODULATED WEAPONRY T’au Empire Stratagem The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal. Use this Stratagem in your Shooting phase, when a RIPTIDE, GHOSTKEEL or VEHICLE model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots). | ||
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
1CP | ||
PULSE ONSLAUGHT T’au Empire Stratagem Where the situation calls for it, Breacher Teams can overcharge their pulse blasters. Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is chosen to shoot with. Until the end of that phase, the Range characteristics of the ‘Close range’ and ‘Medium range’ profiles for pulse blasters models in that unit are equipped with are increased to 15". | ||
The VESPID STINGWINGS keyword is used in following T’au Empire datasheets:
1CP | ||
RAIN OF FIRE T’au Empire Stratagem As Vespid Stingwings fly around the battlefield, they pour fire on unprotected enemies below. Use this Stratagem in your Shooting phase, when a VESPID STINGWINGS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, if that unit was set up on the battlefield using the Plunge from the Sky ability that turn, you can re-roll the hit roll. | ||
The FIRESIGHT MARKSMAN keyword is used in following T’au Empire datasheets:
1CP | ||
SEASONED SNIPER T’au Empire Stratagem Possessed of a calm only veterans wield, the Firesight Marksman singles out priority targets. Use this Stratagem in your Shooting phase. Select one FIRESIGHT MARKSMAN model from your army. Until the end of that phase, ranged weapons that model is equipped with can target a CHARACTER unit even if it is not the closest enemy unit. | ||
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. | ||
The VIOR’LA SEPT and INFANTRY keywords are used in following T’au Empire datasheets:
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. | ||
The SA’CEA SEPT and CHARACTER keywords are used in following T’au Empire datasheets:
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. | ||
The AIRCRAFT keyword is used in following T’au Empire datasheets:
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 (excluding AIRCRAFT). 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. | ||
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. | ||
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
The STRIKE TEAM keyword is used in following T’au Empire datasheets:
1CP | ||
DANGER CLOSE Farsight Enclaves Stratagem Fire Warrior teams of the Farsight Enclaves receive extensive training in close-quarters combat. Use this Stratagem in your Shooting phase, when a BREACHER TEAM or STRIKE TEAM unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll. | ||
1CP | ||
FOCUSED FURY Farsight Enclaves Stratagem T’au officers are often equipped with advanced targeting equipment that identifies weak points in enemy defences. Use this Stratagem in your Shooting phase, when a CHARACTER model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the wound roll. | ||
The BATTLESUIT and COMMANDER keywords are used in following T’au Empire datasheets:
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 | ||
HIDDEN HUNTERS T’au Empire Stratagem The Kroot are experts in camouflage and concealment, and utilise cover in ways most would never consider. Use this Stratagem at the start of your opponent’s Shooting phase. Select one KROOT unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of cover, subtract 1 from the hit roll and add 1 to the saving throw. | ||
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets:
2CP | ||
DEFENCE IN NUMBERS Farsight Enclaves Stratagem Farsight ensures that damaged battlesuits are rotated out of combat to preserve his warriors’ lives. Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. | ||
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 | ||
FURIOUS ASSAULT Farsight Enclaves Stratagem Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray. Use this Stratagem in your Charge phase, when a JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound. | ||
1CP | ||
AMBUSHING PREDATORS T’au Empire Stratagem Kroot are fierce predators who have learned over millennia the most effective ways to hunt for prey. Use this Stratagem in your opponent’s Charge phase. Select one KROOT unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, if that unit performs a Heroic Intervention in that phase it can do so 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". | ||
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 | ||
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. | ||
The <SEPT> and XV8 CRISIS BODYGUARDS keywords are used in following T’au Empire datasheets:
1CP | ||
SWORN BODYGUARDS T’au Empire Stratagem Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them. Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll. | ||
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. | ||
The KROOTOX RIDER keyword is used in following T’au Empire datasheets:
1CP | ||
RAGING BEASTS T’au Empire Stratagem Krootox have immense physical strength, and their riders know how to coax them into terrible rage. Use this Stratagem when a KROOTOX RIDER unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP 0 becomes AP -2). | ||
The <SEPT> and XV8 CRISIS BODYGUARDS keywords are used in following T’au Empire datasheets:
1CP | ||
SWORN BODYGUARDS T’au Empire Stratagem Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them. Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll. | ||
The KROOTOX RIDER keyword is used in following T’au Empire datasheets:
1CP | ||
RAGING BEASTS T’au Empire Stratagem Krootox have immense physical strength, and their riders know how to coax them into terrible rage. Use this Stratagem when a KROOTOX RIDER unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP 0 becomes AP -2). | ||
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.
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The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:
The STRIKE TEAM keyword is used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
The PATHFINDER TEAM keyword is used in following T’au Empire datasheets:
The <SEPT> and XV25 STEALTH BATTLESUITS keywords are used in following T’au Empire datasheets:
The <SEPT> and XV95 GHOSTKEEL BATTLESUIT keywords are used in following T’au Empire datasheets:
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.
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The <SEPT> and XV8 CRISIS BODYGUARDS keywords are used in following T’au Empire datasheets:
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.
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The MV71 SNIPER DRONES keyword is used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:
The XV95 GHOSTKEEL BATTLESUIT keyword is used in following T’au Empire datasheets:
The VESPID STINGWINGS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets:
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.
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The FIRESIGHT MARKSMAN keyword is used in following T’au Empire datasheets:
The KROOT SHAPER keyword is used in following T’au Empire datasheets:
The KROOTOX RIDER keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets:
The BREACHER TEAM keyword is used in following T’au Empire datasheets:
The STRIKE TEAM keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BATTLESUITS keyword is used in following T’au Empire datasheets:
The XV8 CRISIS BODYGUARDS keyword is used in following T’au Empire datasheets: