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.
Contents

Books

BookKindEditionVersionLast update
  Xenos 2
  Xenos 2Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  T’au Empire
  T’au EmpireCodex8Indomitus 1.0July 2020
  Forge World: Tiger Shark
  Forge World: Tiger SharkDataslate8November 2017
  Forge World: Tiger Shark AX-1-0
  Forge World: Tiger Shark AX-1-0Dataslate8October 2017
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Psychic Awakening: The Greater Good
  Psychic Awakening: The Greater GoodExpansion8Indomitus 1.1July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Xenos 2

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

Index: Imperial Armour: Xenos

 Q: Can DX-6 Remora Stealth Drones embark inside a TY7 Devilfish?
A:
No.
 Q: When an XV109 Y’vahra Battlesuit uses its Nova Reactor ability to do an Overcharged Burst, do I use the Nova Reactor profile on only one of its applicable weapons, or on both of them?
A:
You use the Nova Reactor profile on both applicable weapons.

Codex: T’au Empire

 Q: If an attack inflicts mortal wounds on the target, and the attack is subsequently allocated to a DRONES unit as a result of the Saviour Protocols ability, what happens to those mortal wounds inflicted?
A:
They are cancelled. All damage and mortal wounds inflicted as the result of that attack is reduced to the mortal wound inflicted by the Saviour Protocols ability on that DRONES unit.
 Q: If an attack inflicts a rules effect on a target unit (e.g. Tremor Shells in Codex Space Marines), and that attack is subsequently allocated to a DRONES unit as a result of the Saviour Protocols ability, which unit is the rules effect applied to?
A:
The DRONES unit.
 Q: If an attack inflicts mortal wounds on a unit as a result of a hit roll, and the attack sequence ends before it successfully wounds the target (e.g. the Hellfire Shells Stratagem or an attack made with a shokk attack gun with a Strength characteristic of 11+ that fails to wound the target), can I allocate the mortal wounds to a DRONES unit with the Saviour Protocols ability?
A:
No. As the attack sequence has ended before the target has been wounded, there is no wound to allocate to the DRONES unit. Therefore the target suffers the mortal wounds as normal.
 Q: If Dahyak Grekh has been set up in pursuit, can his Concealed Booby Traps ability be used before he is set up on the battlefield?
A:
Yes.
 Q: When do you declare which units will fire Overwatch as part of The Greater Good ability?
A:
You must declare all units that wish to fire Overwatch at that charging unit before resolving any of these attacks.
 Q: In Index: Xenos 2 and Imperial Armour Index: Xenos, the Stimulant Injector was a piece of wargear that I could purchase for certain T’au Empire units. In Codex: T’au Empire, the Stimulant Injector is no longer a wargear option, but instead there is a Stimulant Injector Stratagem. Can I continue to use the Index: Xenos 2 and Imperial Armour Index: Xenos datasheets in order to purchase Stimulant Injectors for my units, as per the ‘What datasheet rules should I use?’ flowchart?
A:
No. You cannot purchase Stimulant Injectors anymore and the rules for Stimulant Injectors as presented in Codex: T’au Empire (i.e. the Stratagem) take precedence.
 Q: With regards the Cadre Fireblade’s Volley Fire ability, what exactly is meant by ‘may fire an extra shot’?
A:
It means the player can make one more hit roll for each model that is firing at a target within half range. Note that for a model with a pulse rifle (a Rapid Fire weapon) this means that it would make three hit rolls if the target is within half range.
 Q: 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.

Expansion: Psychic Awakening: The Greater Good

 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.

Keywords

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

<SEPT>

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

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

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

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

Accompanying Drones

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

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

Abilities

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

Master of War

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

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

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

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

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

For the Greater Good

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

  • Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
  • While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.
Designer’s Note: This allows T’au units to fire Overwatch in the same way that they did in the previous edition, and as such, units with this ability do not require the Fire Overwatch Stratagem from the Warhammer 40,000 Core Book in order to do so.

XV89 Battlesuits

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

Markerlights

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

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

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

Using the Eight in Battle

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


INCLUDING THE EIGHT IN YOUR ARMY

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

Matched Play Rules

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

Commander Farsight

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

Hero of the Enclaves: This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". If this Warlord makes a charge move, is charged or performs a Heroic Intervention, until the end of the turn, when resolving an attack made by this Warlord, you can re-roll the hit roll.

Points Value

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

THE EIGHT
UNITMODELS PER UNITPOINTS PER UNIT
The Eight8 Characters, 14 Drones1250 (Including wargear)

ABILITIES

The following abilities apply to several of the Eight:

Master of War

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

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

Mont’ka: In a turn in which a FARSIGHT ENCLAVES COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly FARSIGHT ENCLAVES units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

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

Sept Tenet

If your army is Battle-forged, all models in the Eight’s Detachment gain the following Sept Tenet:

Devastating Counter-strike: When resolving an attack made with a ranged weapon by a model with this tenet against a unit within 6", you can re-roll a wound roll of 1.

Enclave Drone Support

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

Saviour Protocols

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

Detachment Rules

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


Warriors of the Greater Good

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

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

Matched Play Rule: Commanders

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

Sept Tenets

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

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

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

Alien Auxiliaries

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

Farsight Enclaves Detachment Rules

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.


Matched Play Rule: Commanders

If you are playing a matched play game with a Battle-forged army, you can include no more than two FARSIGHT ENCLAVES COMMANDER units in each Detachment.

Abilities

All FARSIGHT ENCLAVES units in FARSIGHT ENCLAVES Detachments – that is, any Detachment that only includes FARSIGHT ENCLAVES units – gain the Aggressive Footing ability:

Aggressive Footing

When resolving an attack made with a ranged weapon by a model in this unit against an enemy unit within 12", treat that enemy unit as having one more markerlight counter than it actually has.

Sept Tenets


Bork’an Sept: Superior Craftsmanship

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

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

Dal’yth Sept: Adaptive Camouflage

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

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

Farsight Enclaves: Devastating Counter-strike

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

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

Sa’cea Sept: Calm Discipline

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

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

T’au Sept: Coordinated Fire Arcs

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

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

Vior’la Sept: Strike Fast

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

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

Custom Sept Tenets

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.


Codex: T’au Empire describes how the <SEPT> keyword can be substituted with the name of your chosen sept, as well as describing the abilities that units in T’AU EMPIRE Detachments gain. One of these abilities is Sept Tenets. If your chosen sept does not have an associated Sept Tenet in Codex: T’au Empire, you can create its Sept Tenet by selecting two rules from the following list:

Advanced Power Cells

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".

Dedication to the Cause

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.

Gifted Pilots

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.

Hardened Warheads

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).

Hybridised Weaponry

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.

Manoeuvring Thrusters

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.

Soldiers in Arms

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.

Sophisticated Command Net

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.

Stabilisation Systems

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.

Turbo-jets

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.

Up-gunned

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.

Stratagems by Phase

Before battle

EMERGENCY DISPENSATION

PACK ALPHA

PROMISING PUPIL

VETERAN CADRE (Farsight Enclaves)

Battle Round

At the start of your turn

AUTOMATED REPAIR SYSTEM

STIMULANT INJECTOR

Movement phase

POSITIONAL RELAY

WALL OF MIRRORS

BRANCHED NOVA CHARGE

WISDOM OF THE MANY

SUPPORT TURRET REPLACEMENT

FIRESTORM (Farsight Enclaves)

Shooting phase

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)

Enemy Shooting phase

NEUROWEB SYSTEM JAMMER

HIDDEN HUNTERS

Being targeted

DEFENCE IN NUMBERS (Farsight Enclaves)

Charge phase

HUNTING HOUNDS

FURIOUS ASSAULT (Farsight Enclaves)

Enemy Charge phase

AMBUSHING PREDATORS

POINT-DEFENCE TARGETING RELAY

REPULSOR IMPACT FIELD

Fight phase

SWORN BODYGUARDS

FAIL-SAFE DETONATOR

RAGING BEASTS

Taking casualties

FAIL-SAFE DETONATOR


Stratagems

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

1CP

MULTI-SPECTRUM SENSOR SUITE

T’au Empire Stratagem

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

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

FAIL-SAFE DETONATOR

T’au Empire Stratagem

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

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

AUTOMATED REPAIR SYSTEM

T’au Empire Stratagem

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

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

NEUROWEB SYSTEM JAMMER

T’au Empire Stratagem

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

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

REPULSOR IMPACT FIELD

T’au Empire Stratagem

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

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

COMMAND-AND-CONTROL NODE

T’au Empire Stratagem

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

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

EMP GRENADE

T’au Empire Stratagem

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

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

HUNTING HOUNDS

T’au Empire Stratagem

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

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

UPLINKED MARKERLIGHT

T’au Empire Stratagem

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

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

BRANCHED NOVA CHARGE

T’au Empire Stratagem

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

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

SUPPORT TURRET REPLACEMENT

T’au Empire Stratagem

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

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

POINT-DEFENCE TARGETING RELAY

T’au Empire Stratagem

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

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

EMERGENCY DISPENSATION

T’au Empire Stratagem

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

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

ORBITAL ION BEAM

T’au Empire Stratagem

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

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

BREACH AND CLEAR!

T’au Empire Stratagem

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

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

RECON SWEEP

T’au Empire Stratagem

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

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

WALL OF MIRRORS

T’au Empire Stratagem

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

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

STIMULANT INJECTOR

T’au Empire Stratagem

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

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

POSITIONAL RELAY

T’au Empire Stratagem

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

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

FOCUSED FIRE

T’au Sept Stratagem

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

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

STRIKE AND FADE

Dal’yth Stratagem

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

Use this Stratagem at the start of your Shooting phase. Pick a DAL’YTH SEPT unit from your army (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.

Stratagems (The Greater Good)

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).

Farsight Enclaves Stratagems

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.

Warlord Traits

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

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

D6WARLORD TRAIT
1

Precision of the Hunter

The Warlord stalks the deadliest enemy war machines.

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

2

Through Unity, Devastation

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

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

3

A Ghost Walks Among Us

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

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

4

Through Boldness, Victory

The Warlord favours bold and aggressive action.

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

5

Exemplar of the Kauyon

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

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

6

Exemplar of the Mont’ka

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

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


Named Characters and Warlord Traits

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

Sept Warlord Traits

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

Farsight Enclaves Warlord Traits

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.

D3WARLORD 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.


Signature Systems

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

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

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

DYNAMIC MIRROR FIELD

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

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

FUSION BLADES

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

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

GRAV-INHIBITOR FIELD

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

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

MULTI-SENSORY DISCOURAGEMENT ARRAY

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

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

ONAGER GAUNTLET

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

BATTLESUIT COMMANDER only.
WEAPON
RANGE
TYPE
S
AP
D
Onager Gauntlet
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
8"
Assault D6
6
-1
2
Abilities: This weapon automatically hits its target.

VECTORED MANOEUVRING THRUSTERS

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

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

Prototype Weapons Systems

If a T’au Empire CHARACTER is your Warlord, rather than giving one of your T’au Empire CHARACTER models a Signature System from Codex: T’au Empire, you can instead select a Prototype Weapons System for one T’au Empire unit from your army. To do so, before the battle begins select one T’au Empire unit from your army, and select a Prototype Weapons System from the list below. That Prototype Weapons System applies to the selected unit until the end of the battle. Named characters cannot be given any of the following Prototype Weapons Systems. No unit can have more than one Prototype Weapons System and all the Prototype Weapons Systems in your army must be different.

Note that some Prototype Weapons Systems are weapons that replace one or more existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Prototype Weapons Systems your units have on your army roster.

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 grenades
Accelerated-photon grenades
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:

When you choose this weapon to shoot with, select one of the profiles below.
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 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:

When you choose this weapon to shoot with, select one of the profiles below.
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
8"
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.

Enclave Relics

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.

Wargear

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

RANGED WEAPONS

 • Airbursting fragmentation projector

 • Burst cannon

 • Cyclic ion blaster1

 • Flamer

 • Fusion blaster

 • Missile pod

 • Plasma rifle

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
8
Airbursting fragmentation projector
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.
8
Burst cannon
8
Burst cannon
18"
Assault 4
5
0
1
-
15
Cluster rocket system
15
Cluster rocket system
48"
Heavy 4D6
5
0
1
Blast
Blast
18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
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 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 hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Cyclic ion raker
When attacking with this weapon, choose one of the profiles below.
0
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 make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Defensive charge
0
Defensive charge
8"
Assault 1
5
0
1
-
0
Destroyer missile
0
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.
4
Double-barrelled burst cannon
4
Double-barrelled burst cannon
18"
Assault 8
5
0
1
-
0
Double-barrelled plasma rifle
0
Double-barrelled plasma rifle
24"
Rapid Fire 2
6
-3
1
-
0
Experimental pulse submunitions rifle
When attacking with this weapon, choose one of the profiles below:
0
Experimental pulse submunitions rifle
When attacking with this weapon, choose one of the profiles below:
 - EMP
 - EMP
24"
Rapid Fire 2
6
-1
1
If the target is a VEHICLE, roll a D6. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.
If the target is a VEHICLE, roll a D6. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.
 - Hyper density sabot
 - Hyper density sabot
36"
Assault 2
9
-2
2
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Flechette launcher
Flechette launcher
18"
Pistol 5
3
0
1
-
0
Fletchette pod (shooting)
0
Fletchette pod (shooting)
6"
Pistol D6
4
0
1
-
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.
15
Fusion blaster
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.
20
Fusion cascade
20
Fusion cascade
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
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.
0
Fusion eradicator
0
Fusion eradicator
24"
Heavy 5
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Heavy burst cannon
0
Heavy burst cannon
36"
Heavy 12
6
-1
2
-
0
Heavy rail cannon
0
Heavy rail cannon
120"
Macro 1
18
-5
2D6
Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
25
Heavy rail rifle
25
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.
0
High intensity markerlight
0
High intensity markerlight
36"
Heavy 1
-
-
-
A hit from a high intensity markerlight causes no damage, but allows 3 markerlight counters to be placed on the target unit.
A hit from a high intensity markerlight causes no damage, but allows 3 markerlight counters to be placed on the target unit.
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
-
25
High-yield missile pod
25
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
15
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
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 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
Ion cannon (Forge World)
When attacking with this weapon, choose one of the profiles below.
0
Ion cannon (Forge World)
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D3
8
-2
3
Blast. Change the type to Heavy D6 against units containing 10 or more models. If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
Blast. Change the type to Heavy D6 against units containing 10 or more models. If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
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.
5
Ion rifle
When attacking with this weapon, choose one of the profiles below.
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 make 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 make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Ionic discharge cannon
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the Nova Reactor ability:
0
Ionic discharge cannon
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the Nova Reactor ability:
 - Standard
 - Standard
12"
Heavy 3
8
-3
1
When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+made for this weapon.
When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+made for this weapon.
 - Nova reactor
 - Nova reactor
12"
Heavy 3D3
10
-3
3
Blast. When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+made for this weapon.
Blast. When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+made for this weapon.
Kroot bolt thrower
Kroot bolt thrower
36"
Assault D6
6
-1
1
-
0
Kroot gun
0
Kroot gun
48"
Rapid Fire 1
7
-1
D3
-
Kroot pistol
Kroot pistol
12"
Pistol 1
4
0
1
-
0
Kroot rifle (shooting)
0
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
-
0
Long-barrelled ion cannon
When attacking with this weapon, choose one of the profiles below:
0
Long-barrelled ion cannon
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
96"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
96"
Heavy D3
8
-2
3
Blast. Change the type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. Change the type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Longshot pulse rifle
0
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.
5
Markerlight (Fire Warrior Shas’ui)
5
Markerlight (Fire Warrior Shas’ui)
36"
Heavy 1
-
-
-
Markerlights
Markerlights
0
Markerlight
0
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
0
Miniaturised fletchette pod (shooting)
0
Miniaturised fletchette pod (shooting)
6"
Assault D6
4
0
1
-
15
Missile pod
15
Missile pod
36"
Assault 2
7
-1
D3
-
0
Neutron blaster
0
Neutron blaster
18"
Assault 2
5
-2
1
-
30
Nexus meteor missile system
30
Nexus meteor missile system
24-120"
Macro 2D6
10
-4
4
Blast. This weapon may not target enemy units within 24” of the bearer.
Blast. This weapon may not target enemy units within 24” of the bearer.
0
Phased ion gun
0
Phased ion gun
18"
Assault 2D3
4
-1
1
Any hit roll of 6 made for this weapon is resolved at AP -4 instead of AP -1.
Any hit roll of 6 made for this weapon is resolved at AP -4 instead of AP -1.
0
Phased plasma-flamer
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the XV109 Y’vahra Battlesuit’s Nova Reactor ability:
0
Phased plasma-flamer
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the XV109 Y’vahra Battlesuit’s Nova Reactor ability:
 - Standard
 - Standard
8"
Heavy 2D6
6
-2
3
This weapon hits its target automatically.
This weapon hits its target automatically.
 - Nova reactor
 - Nova reactor
8"
Heavy 3D6
6
-2
3
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Photon grenade
0
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.
8
Plasma rifle
8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
0
Pulse blastcannon
When attacking with this weapon, choose one of the profiles below.
0
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
-
0
Pulse blaster
When attacking with this weapon, choose one of the profiles below.
0
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
-
0
Pulse carbine
0
Pulse carbine
18"
Assault 2
5
0
1
-
10
Pulse driver cannon
10
Pulse driver cannon
72"
Heavy D6
10
-3
D6
Blast
Blast
0
Pulse ordnance multi-driver
When attacking with this weapon, choose one of the profiles below:
0
Pulse ordnance multi-driver
When attacking with this weapon, choose one of the profiles below:
 - Concentrated bombardment
 - Concentrated bombardment
72"
Macro 6
12
-4
4
-
 - Pattern bombardment
 - Pattern bombardment
72"
Macro 2D6
8
-3
3
Blast
Blast
0
Pulse pistol
0
Pulse pistol
12"
Pistol 1
5
0
1
-
0
Pulse rifle
0
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
0
Pulse submunitions cannon
0
Pulse submunitions cannon
60"
Heavy 3D3
6
-2
3
Blast
Blast
0
Pulse submunitions rifle
0
Pulse submunitions rifle
30"
Assault 2D3
6
0
1
-
0
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.
0
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 make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
10
Rail rifle
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.
0
Railgun
When attacking with this weapon, choose one of the profiles below.
0
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
5
Seeker missile (IA: Tiger Shark)
5
Seeker missile (IA: Tiger Shark)
72"
Heavy 1
-
-
-
A unit hit by this weapon suffers a mortal wound. Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.
A unit hit by this weapon suffers a mortal wound. Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.
5
Seeker missile
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.
0
Skyspear missile rack
0
Skyspear missile rack
72"
Heavy D6
6
-2
2
Blast
Blast
15
Smart missile system
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.
0
Supremacy railgun
0
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.
25
Swiftstrike burst cannon
25
Swiftstrike burst cannon
36"
Heavy 8
6
-1
1
-
5
Swiftstrike railgun
5
Swiftstrike railgun
36"
Heavy 2
8
-4
D6
Each wound roll of 6 made for this weapon inflicts a single mortal wound in addition to all other damage.
Each wound roll of 6 made for this weapon inflicts a single mortal wound in addition to all other damage.
25
Tri-axis ion cannon
When attacking with this weapon, choose one of the profiles below:
25
Tri-axis ion cannon
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
60"
Heavy 9
7
-2
2
-
 - Coherent beam
 - Coherent beam
60"
Heavy 3D3
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 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 have been resolved.
40
Twin fusion cannon
40
Twin fusion cannon
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Twin kroot gun
Twin kroot gun
48"
Rapid Fire 2
7
-1
D3
-
40
Twin swiftstrike burst cannon
40
Twin swiftstrike burst cannon
36"
Heavy 16
6
-1
1
-
28
Twin T’au plasma cannon
28
Twin T’au plasma cannon
48"
Heavy 4
7
-3
2
-

Melee Weapons

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

Other Wargear

OTHER WARGEAR
ABILITIES 
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
Early warning override
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
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.
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
Target lock
A model with a target lock does not suffer the penalty 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.
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.
Velocity tracker
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
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+.
Y’vahra, R’varna, Ghostkeel, Riptide and Stormsurge/all other models
Y’vahra, R’varna, Ghostkeel, Riptide and Stormsurge/other model
Y’vahra and R’varna/Stormsurge/other units
Y’vahra, R’varna, Ghostkeel, Riptide and Stormsurge/other units
Support Systems
 • Advanced targeting system
 • Counterfire defence system
10
 • Drone controller
5
 • Early warning override
 • Multi-tracker
5
 • Shield generator
 • Target lock
 • Velocity tracker
Psychic Powers
All Psykers know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each Psyker knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A Psyker unit generates their powers before the battle.

  • All Psykers know Smite.
  • Psykers will know additional psychic powers, as described on their datasheets.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The Thunderfire Cannon keyword is used in following Space Marines datasheets:

Heavy Support
1CP

TREMOR SHELLS

Space Marines Stratagem

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.

Use this Stratagem at the start of your Shooting phase. Select one THUNDERFIRE CANNON model from your army. Until the end of that phase, when resolving an attack made by that model, subtract 1 from the wound roll, but if a hit is scored, the target is shaken in your opponent's next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result of any Advance and charge rolls made for it.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
1CP

HELLFIRE SHELLS

Space Marines Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

Use this Stratagem when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter. You can only make one attack with that weapon. If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
For the Greater Good

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

  • Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
  • While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.
Designer’s Note: This allows T’au units to fire Overwatch in the same way that they did in the previous edition, and as such, units with this ability do not require the Fire Overwatch Stratagem from the Warhammer 40,000 Core Book in order to do so.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

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:

Lords of War
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Markerlights

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

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

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Master of War

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

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

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

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

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

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

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The Farsight Enclaves and Infantry keywords are used in following T’au Empire datasheets:

Fast Attack

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

Heavy Support

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

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

Fast Attack
Lords of War

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

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.

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:

Lords of War
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:

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:

Fast Attack
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.
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.
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.
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:

Heavy Support
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

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

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:

Fast Attack
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.
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.
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.
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.
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).
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

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

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The Kroot and Character keywords are used in following T’au Empire datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

The TX7 Hammerhead Gunship keyword is used in following T’au Empire datasheets:

The XV88 Broadside Battlesuits keyword is used in following T’au Empire datasheets:

Lords of War
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

Airbursting fragmentation projector used in following datasheets: