Pathfinder

Books

BookKindEditionVersionLast update
  Kill Team: Chalnath (Pathfinder)
  Kill Team: Chalnath (Pathfinder)Expansion21.2March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q4 2023December 2023
  Close Quarters
  Close QuartersExpansion2December 2022

FAQ

Expansion: Close Quarters

Q:For the purposes of determining if one less attack dice is rolled as a result the Condensed Environment rule, when a DRONE operative is protecting a friendly operative as a result of Saviour Protocols, do you draw Cover lines to the protected operative or the DRONE operative?
A:
The protected operative.
Archetype: Recon

Pathfinder Kill Team

Below you will find a list of the operatives that make up a PATHFINDER kill team, including, where relevant, any wargear those models must be equipped with.

Operatives

SHAS’LA PATHFINDER operatives can be selected up to twelve times, WEAPONS EXPERT PATHFINDER operatives can be selected up to two times, and each other operative above can be selected once.

THE BALANCE DATASLATE
1 less operative.

Close Quarters: Each friendly PATHFINDER operative can perform the Guard action while it has a Conceal order. If it does, interrupt as normal, but instead of making a guard attack it can only perform the Markerlight action (if able).

Actions and Abilities

Below you will find common actions and abilities referenced on the datacards of certain PATHFINDER operatives.

Artificial Intelligence

  • This operative cannot perform mission actions or the Pick Up action.
  • For the purposes of determining control of objective markers, treat this operative’s APL as 1 lower.
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover.
  • When drawing a Visibility line from a DRONE operative, draw it from any part of the round disc at the top of the miniature.
  • Unless otherwise specified, this operative cannot be equipped with equipment.


Saviour Protocols

Each time a friendly PATHFINDER operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly PATHFINDER operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within of each other (whichever comes first), each time a shooting attack is made against that friendly PATHFINDER operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover.

This rule has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).

Pulse Weapons

A pulse weapon is any weapon whose profile includes the word ‘pulse’ in its name (pulse carbine, suppressed pulse carbine, etc.).

Markerlights

A markerlight is a device that projects a beam onto a target. Once an enemy has been ‘painted’ by such a beam, a torrent of targeting data is fed into the cadre tactical network, relaying ranges, triangulating optimum firing trajectories and superimposing aiming vectors to other T’au warriors, allowing them to engage the target with unerring accuracy.

MARKERLIGHT1AP

Select one enemy operative Visible to this operative. That enemy operative gains 1 Markerlight token. An operative cannot perform this action if it is within Engagement Range of an enemy operative. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Operatives gain Markerlight tokens as specified by the Markerlight action above. In the Ready Operatives step of each Initiative phase, remove one Markerlight token that each operatives has.

Each time a friendly PATHFINDER operative makes a shooting attack, it gains a number of cumulative benefits for that shooting attack depending on how many Markerlight tokens the target operative has. Operatives gain no markerlight benefits for shooting attacks made with EMP and fusion grenades.

Markerlight TokensBenefit
1+In the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
2+For that shooting attack, the active operative’s ranged weapons gain the No Cover special rule.
3+For that shooting attack, improve the Ballistic Skill characteristic of ranged weapons the active operative is equipped with by 1.
4+In the Select Valid Target step of that shooting attack, the enemy operative is not Obscured.
5+In the Select Valid Target step of that shooting attack, the enemy operative is treated as if it has an Engage order unless it’s in Cover provided by Heavy terrain.

Art of War

Pathfinder Shas’uis are accomplished leaders. They have spent years studying the philosophies of T’au warfare, and have years of experience in implementing them.

When a SHAS’UI PATHFINDER operative uses its Art of War ability, select one Art of War below to be in effect until the end of the Turning Point.

Mont’ka

Each time a friendly PATHFINDER operative is activated, if it has an Engage order for that activation, it can perform a free Dash action during that activation.

Kauyon

Each time a shooting attack is made against a friendly PATHFINDER operative, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

In addition, once in each of their activations, friendly PATHFINDER operatives can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).

Strategic Ploys

If your faction is PATHFINDER, you can use the following Strategic Ploys during a game.

RECON SWEEP1CP
Strategic Ploy
Friendly PATHFINDER operatives that are wholly within of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within of a killzone edge that is not your own killzone edge.
TAKE COVER1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly PATHFINDER operative (excluding a DRONE operative), if it is in Cover, improve its Save characteristic by 1 for that shooting attack.
BONDED1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PATHFINDER operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if it is within of another friendly PATHFINDER operative (excluding a DRONE operative), you can re-roll one of your attack dice.
DETERMINED TACTICIAN2CP
Strategic Ploy
If a friendly SHAS’UI PATHFINDER operative is in the killzone and it used its Art of War ability in the previous Turning Point, you can use this Strategic Ploy. Until the end of the Turning Point, while a friendly PATHFINDER operative is within of and Visible to a friendly SHAS’UI operative, it treats the same Art of War that was in effect for your kill team in the previous Turning Point as being in effect for this Turning Point. Note that means for Mont’ka, it can only perform that free Dash action if it is within of and Visible to a friendly SHAS’UI operative when that action is declared. You can only use this Strategic Ploy once.

Tactical Ploys

If your faction is PATHFINDER, you can use the following Tactical Ploys during a game.

A WORTHY CAUSE2CP
Tactical Ploy
Use this Tactical Ploy at the start of the Firefight phase. Select one ready friendly PATHFINDER operative (excluding a DRONE operative) that is within of any enemy operatives or within of the centre of an objective marker and activate it. Once that operative has completed its activation, the player who has the Initiative activates an operative as normal. This Tactical Ploy can only be used once per battle, and only if you don’t have the initiative.
SUPPORTING FIRE1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly PATHFINDER operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of a friendly operative and within of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives’ bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives’ bases.
REPOSITION1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a friendly PATHFINDER operative is activated. Until the end of its activation, that operative can perform Dash actions if it is within Engagement Range of an enemy operative and when performing that action, it can move within Engagement Range of enemy operatives, but cannot finish that move within Engagement Range of enemy operatives (if that is not possible, it cannot perform the action).

Tac Ops

If your faction is PATHFINDER, you can use the Pathfinder Tac Ops listed below, as specified in the mission sequence.

MARK ENEMY MOVEMENTS
Pathfinder – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if at least half of the enemy operatives in the killzone (rounding down and a minimum of 3 enemy operatives) have one or more markerlight tokens, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
PATIENT HUNTER
Pathfinder – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if you scored more victory points than your opponent for the mission objective during that Turning Point, and more than half of your operatives (rounding down) have a Conceal order, you score 1 VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
KILLING BLOW
Pathfinder – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if the total Wounds characteristic of enemy operatives that were incapacitated during that Turning Point is greater than the total Wounds characteristic of friendly operatives that were incapacitated during that Turning Point, and more than half of your operatives (rounding down) have an Engage order, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected PATHFINDER as your faction keyword.

Battle Honours

Each time a PATHFINDER operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Pathfinder Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

PATHFINDER SPECIALIST
D6Specialism
1For The Greater Good: This operative can perform the Markerlight action twice during its activation. In addition, when this operative is incapacitated, it can perform a free Markerlight action, even if it is within Engagement Range of an enemy operative. If this operative cannot perform the Markerlight action, determine a different Battle Honour for it.
2Reliant Support: Each time you would use the Supporting Fire Tactical Ploy and select this operative, that Tactical Ploy costs 0CP for that use.
3Cunning Hunter: Each time this operative makes a shooting attack, before rolling your attack dice, if it has not performed a Normal Move, Fall Back, Dash or Charge action during that activation, you can retain one as a successful normal hit without rolling it. You cannot use this ability and the Merciless Hunter ability during the same shooting attack.
4Merciless Hunter: Each time this operative makes a shooting attack, before rolling your attack dice, if the target is within of it, you can retain one as a successful normal hit without rolling it. You cannot use this ability and the Cunning Hunter ability during the same shooting attack.
5Martial Philosopher: When a friendly SHAS’UI PATHFINDER operative uses its Art of War ability, you can select which Art of War this operative benefits from (it can be a different Art of War to what other friendly operatives benefit from).
6Capable Under Fire: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is PATHFINDER, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. EXPERIMENTAL PULSE AMMUNITION [2EP]

Select a pulse weapon the operative is equipped with. It gains the following improvements for the battle:

  • It gains the P1 special rule.
  • Add 1 to its Attacks characteristic.

2. HONOUR BLADE [1EP]

SHAS’UI PATHFINDER operative only. The bonding knife the operative is equipped with gains the following improvements for the battle:

  • Improve its Weapon Skill characteristic by 1.
  • Add 1 to both of its Damage characteristics.

3. ADVANCED COGITATION CHIP [1EP]

DRONE operative only. The operative gains the following abilities for the battle:

  • It is not considered to have the first three bullet points of its Artificial Intelligence ability.

4. SHIELD GENERATOR [2EP]

The operative gains the following ability for the battle:

  • This operative has a 4+ invulnerable save.

5. MARKERLIGHT GRENADE [2EP]

The operative can perform the following action once during the battle:

MARKERLIGHT GRENADE1AP

Select one point in the killzone Visible to this operative. Roll one D6 for each enemy operative within of that point, subtracting 1 from the result as follows:
  • If that enemy operative is not Visible to this operative.
  • If that enemy operative is more than from this operative.
On a 2+, that enemy operative gains 1 Markerlight token.

6. PROJECTION FIELD [2EP]

The operative can perform the following action once during the battle:

PROJECTION FIELD1AP

Change this operative’s order.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is PATHFINDER, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

REMOTE SENSOR TOWER

A remote sensor tower collects data on enemy movements and relays It to the kill team.

  • In the Scouting step, if your opponent resolves any Recon or Infiltrate options, you gain 1CP.
  • Once per battle, after rolling off to determine initiative, you can add 1 to your result.

AERIAL SURVEILLANCE DRONE

Aerial surveillance drones are equipped with advanced stealth fields and long-range markerlights. All but impossible for foes to identify and shoot down, they lay down markerlights in support of Pathfinders on the ground.

Once in each Firefight phase, when you would activate a Ready friendly operative, you can use this asset instead. Each time you do, select one enemy operative in the killzone. It gains 1 Markerlight token.

TIDEWALL BARRICADE

Tidewall Barricades utilise the same refractive field technology of Tidewall Shield lines condensed into a warrior-portable unit.

Each time a shooting attack is made against a friendly PATHFINDER operative, in the Roll Defence Dice step of that shooting attack, if it is in Cover provided by one of your barricades, it has a 4+ invulnerable save for that shooting attack.


Requisitions

In a Spec Ops campaign, if your faction is PATHFINDER, you can use the following Requisitions in addition to those presented in the Kill Team Core Book.

REPAIR DAMAGED DRONES1RP

T’au drones are easily repaired. If a complete rebuild is required, new systems and armaments can be added, but it requires a complete reboot of its cogitation network.

Purchase this Requisition in the Update Dataslates step of the mission sequence.
  • For each friendly DRONE operative that was slain as a result of a casualty test, you can use the Operative Assigned Requisition without spending any Requisition points. Each operative you add to your roster as a result must be a DRONE operative.
  • Each time you take a Recovery test for friendly DRONE operatives in that step, roll an additional D6 and select which D6 to use.
EXEMPLAR OF THE GREATER GOOD1RP

The Pathfinders are admired by all T’au. Their role demands they operate close to the enemy, placing them at incredible risk. Thus they are considered to be exemplars of the Greater Good and many Fire Warriors seek to join their teams.

Purchase this Requisition when a friendly PATHFINDER operative (excluding a DRONE operative) gains a Battle Scar and has one or more other Battle Scars. That operative gains 3XP. You can use this Requisition on each friendly PATHFINDER operative once (you can mark the operative on your dataslate as a reminder).
SHAS’VRE1RP

Shas’ui who perform well on the battlefield and who pass a Trial of Fire are promoted to the rank of Shas’vre. Though this might in some cases entitle these T’au to take on new roles in their cadres, some choose to stay with their teams.

Purchase this Requisition when a friendly operative gains the Revered rank. You can select the following Battle Honour for that operative, instead of selecting one from another source:

Shas’vre: Each time a friendly SHAS’UI PATHFINDER operative uses its Art of War ability, this operative treats the Art of War as in effect until the end of the battle.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is PATHFINDER, you can select one from those found below instead of selecting one from another source.

Mark for Strike

The Pathfinder kill team must scout ahead of the rest of their cadre to track the enemy’s movements, identify weak points in their defences and relay this information back to their Commander so the Mont’ka - the killing blow - can be unleashed.

OPERATION 1: TRACK ENEMY

The Pathfinders conduct numerous reconnaissance missions to determine enemy movements and identify their location.

Complete five games in which you scored victory points from the ‘Mark Target’, ‘Mark Enemy Movements’ and/or ‘Vantage’ Tac Op.

OPERATION 2: INSTITUTE STRIKE

The enemy location has been confirmed. The Pathfinders must now plant a signal beacon for the rest of their cadre to deliver the killing blow.

Complete a game in which you scored victory points from the ‘Plant Signal Beacon’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.

Philosophy of War

The T’au have a number of war philosophies. The origins of these can be traced back to the very earliest Fire caste T’au and their days as hunters on the plains. Over the millennia that have followed, they have been honed into highly precise art forms that have won battle after battle.

OPERATION 1: KAUYON

Kauyon translates as the patient hunter. Pathfinder kill teams following this philosophy practise extreme patience, lying in wait for days or weeks and luring foes into the perfect position to strike them.

Complete hve games in which you scored victory points from the ‘Patient Hunter’, ‘Protect Assets’ and/or ‘Hold the Line’ Tac Op.

OPERATION 2: MONT’KA

Mont’ka translates as the killing blow. This philosophy is about direct strikes that utterly shatter the foe.

Complete a game in which you scored victory points from the ‘Killing Blow’ or ‘Execution’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec. Op.

Equipment

PATHFINDER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

TARGET ANALYSIS OPTIC [2EP]

The operative gains the following ability for the battle:

Target Analysis: Each time this operative makes a shooting attack, enemy operatives with at least one Markerlight token are considered to have one additional Markerlight token for that shooting attack.

HIGH-INTENSITY MARKERLIGHT [2EP]

The operative gains the following ability for the battle:

High-intensity Markerlight: Each time this operative performs the Markerlight action, the selected enemy operative gains 2 markerlight tokens instead of 1.

ORBITAL SURVEY UPLINK+ [3EP]

The operative can perform the following action during the battle:

ORBITAL SCAN2AP

Select one enemy operative. That operative, and each enemy operative within of it, gains 1 Markerlight token if they are visible to an orbital scan (determine each operative separately). An operative is not visible to an orbital scan if any part of its base is hidden by a terrain feature from directly above.

DRONE REPAIR KIT [2EP]

The operative can perform the following action during the battle:

REPAIR DRONE1AP

Select one friendly PATHFINDER DRONE operative Visible to and within of this operative. It regains D3 lost wounds. If the operative performing this action is a Drone Controller Pathfinder operative, the selected operative regains 3 lost wounds instead. This operative cannot perform this action if it is within Engagement Range of an enemy operative.

EMP GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
EMP grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, EMP*, Limited
-

*EMP: Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target’s unmodified Save characteristic.

FUSION GRENADE [4EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action.
 
Name
A
BS/WS
D
Fusion grenade
4
3+
4/3
Special Rules
!
Rng , Indirect, AP2, Limited
MW3

PHOTON GRENADE [2EP]

The operative can perform the following action during the battle:

PHOTON GRENADE1AP

Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
  • If that enemy operative is not in this operative’s Line of Sight.
  • If that enemy operative is more than from this operative.
On a 2+, that enemy operative gains a Photon token. While an operative has any Photon tokens, subtract from its Movement characteristic and it cannot perform Dash actions. At the end of an operative’s activation, remove all Photon tokens it has. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.

CLIMBING EQUIPMENT [1EP]

The operative gains the following ability:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.


Datacards


Shas’ui Pathfinder

Shas’ui Pathfinders are veteran warriors who have fought in many campaigns. They have passed dangerous trials of fire to reach the rank, and are dynamic and accomplished tacticians more than capable of leading their team to victory.

Shas’ui Pathfinder

Shas’ui Pathfinders are veteran warriors who have fought in many campaigns. They have passed dangerous trials of fire to reach the rank, and are dynamic and accomplished tacticians more than capable of leading their team to victory.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
3+
4/5
--
Bonding knife
Bonding knife
3
4+
3/4
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Art of War: Once per battle, when it is in your turn to use a Strategic Ploy, if this operative is in the killzone, it can use this ability. If it does, select one Art of War to be in effect until the end of the Turning Point.
Holographic Readout: Once per battle, when a friendly PATHFINDER operative (excluding a DRONE operative) is activated within of and is Visible to this operative, this operative can use this ability. If it does, until the end of the friendly PATHFINDER operative’s activation, it can perform one mission action for one less AP (to a minimum of 0AP).
Markerlight (1AP): See Markerlights.
ABILITIES
Art of War: Once per battle, when it is in your turn to use a Strategic Ploy, if this operative is in the killzone, it can use this ability. If it does, select one Art of War to be in effect until the end of the Turning Point.
Holographic Readout: Once per battle, when a friendly PATHFINDER operative (excluding a DRONE operative) is activated within of and is Visible to this operative, this operative can use this ability. If it does, until the end of the friendly PATHFINDER operative’s activation, it can perform one mission action for one less AP (to a minimum of 0AP).
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
DATACARD-RELATED
TAKE COVER , BONDED , DETERMINED TACTICIAN , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , HONOUR BLADE , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD , SHAS’VRE
PATHFINDER, T’AU, <SEPT>, LEADER, SHAS’UI PATHFINDER
PATHFINDER, T’AU, <SEPT>, LEADER, SHAS’UI PATHFINDER


Shas’la Pathfinder

Even the rank-and-file of Pathfinder teams are selfless adherents to the Greater Good, eagerly volunteering themselves for the most dangerous missions. They operate close to the enemy to learn all they can of them, as well as engaging them when necessary.

Shas’la Pathfinder

Even the rank-and-file of Pathfinder teams are selfless adherents to the Greater Good, eagerly volunteering themselves for the most dangerous missions. They operate close to the enemy to learn all they can of them, as well as engaging them when necessary.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Markerlight (1AP): See Markerlights.
ABILITIES
-
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, SHAS’LA PATHFINDER
PATHFINDER, T’AU, <SEPT>, SHAS’LA PATHFINDER


Blooded Pathfinder

Many experienced and respected Pathfinders earn the personal name of Mont’yr, which translates as ‘Blooded’, Many bear highly advanced bionics in place of lost limbs, and are entrusted with specialist technology such as suppressed weapons.

Blooded Pathfinder

Many experienced and respected Pathfinders earn the personal name of Mont’yr, which translates as ‘Blooded’, Many bear highly advanced bionics in place of lost limbs, and are entrusted with specialist technology such as suppressed weapons.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Suppressed pulse carbine
Suppressed pulse carbine
4
3+
4/5
SilentSilent-
Bionic arm
Bionic arm
3
4+
3/4
--
ABILITIES UNIQUE ACTIONS
-
Markerlight (1AP): See Markerlights.
ABILITIES
-
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, BLOODED PATHFINDER
PATHFINDER, T’AU, <SEPT>, BLOODED PATHFINDER


Drone Controller Pathfinder

Drone Controller Pathfinders receive additional training in remote piloting the drones that frequently accompany their teams. With careful work and patience they can manipulate a drone to carry out complex tasks that the drones cannot complete using solely their programming.

Drone Controller Pathfinder

Drone Controller Pathfinders receive additional training in remote piloting the drones that frequently accompany their teams. With careful work and patience they can manipulate a drone to carry out complex tasks that the drones cannot complete using solely their programming.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Drone Scout: During deployment, if this operative was selected for deployment, you can set up one friendly PATHFINDER DRONE operative with a Conceal order anywhere in the killzone that is wholly within of your drop zone, more than from enemy operatives and more than from the enemy drop zone.
Focused EMP Override: If this operative is in the killzone, friendly DRONE operatives can perform the Operate Hatch action (ignore the first bullet point of Artificial Intelligence to do so).
Markerlight (1AP): See Markerlights.
Control Drone (1AP): Select one friendly PATHFINDER DRONE operative, then select one of the following:
  • If that DRONE operative is Ready, after this activation ends, you can activate that DRONE operative and until the end of the Turning Point, it is not considered to have the first three bullet points of its Artificial Intelligence ability.
  • If that DRONE operative has been activated during this Turning Point, perform a free Dash or Shoot action with it. If you perform a Shoot action, for that action’s shooting attack, worsen the Ballistic Skill characteristic of its ranged weapons by 1.
This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
Drone Scout: During deployment, if this operative was selected for deployment, you can set up one friendly PATHFINDER DRONE operative with a Conceal order anywhere in the killzone that is wholly within of your drop zone, more than from enemy operatives and more than from the enemy drop zone.
Focused EMP Override: If this operative is in the killzone, friendly DRONE operatives can perform the Operate Hatch action (ignore the first bullet point of Artificial Intelligence to do so).
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
Control Drone (1AP): Select one friendly PATHFINDER DRONE operative, then select one of the following:
  • If that DRONE operative is Ready, after this activation ends, you can activate that DRONE operative and until the end of the Turning Point, it is not considered to have the first three bullet points of its Artificial Intelligence ability.
  • If that DRONE operative has been activated during this Turning Point, perform a free Dash or Shoot action with it. If you perform a Shoot action, for that action’s shooting attack, worsen the Ballistic Skill characteristic of its ranged weapons by 1.
This operative cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, DRONE CONTROLLER PATHFINDER
PATHFINDER, T’AU, <SEPT>, DRONE CONTROLLER PATHFINDER


Transpectral Interference Pathfinder

Transpectral Interference Pathfinders are tasked with jamming enemy communications through the use of complex signal scramblers that can shut down electrical systems.

Transpectral Interference Pathfinder

Transpectral Interference Pathfinders are tasked with jamming enemy communications through the use of complex signal scramblers that can shut down electrical systems.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Multi-spectral Sensor: Each time this operative makes a shooting attack, when selecting a valid target for that shooting attack, enemy operatives are not Obscured.
Markerlight (1AP): See Markerlights.
System Jam (1AP): Select one enemy operative Visible to this operative. Subtract 1 from its APL. This operative cannot perform this action if it has a Conceal order or if it is within Engagement Range of an enemy operative.
ABILITIES
Multi-spectral Sensor: Each time this operative makes a shooting attack, when selecting a valid target for that shooting attack, enemy operatives are not Obscured.
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
System Jam (1AP): Select one enemy operative Visible to this operative. Subtract 1 from its APL. This operative cannot perform this action if it has a Conceal order or if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, TRANSPECTRAL INTERFERENCE PATHFINDER
PATHFINDER, T’AU, <SEPT>, TRANSPECTRAL INTERFERENCE PATHFINDER


Assault Grenadier Pathfinder

The most hot-blooded Pathfinders are trained to carry out extremely dangerous attacks against enemy positions, using their grenades to stun enemy troops and destroy bunkers. They are also outfitted with advanced helmets that render them immune to enemy efforts to stun them in turn.

Assault Grenadier Pathfinder

The most hot-blooded Pathfinders are trained to carry out extremely dangerous attacks against enemy positions, using their grenades to stun enemy troops and destroy bunkers. They are also outfitted with advanced helmets that render them immune to enemy efforts to stun them in turn.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Grenadier: This operative is equipped with EMP, fusion and photon grenades and they do not cost any equipment points.
Nanocrystalline Headgear: You can ignore any or all modifiers to this operative’s APL and to the Weapon Skill and Ballistic Skill characteristics of its melee and ranged weapons respectively.
Markerlight (1AP): See Markerlights.
ABILITIES
Grenadier: This operative is equipped with EMP, fusion and photon grenades and they do not cost any equipment points.
Nanocrystalline Headgear: You can ignore any or all modifiers to this operative’s APL and to the Weapon Skill and Ballistic Skill characteristics of its melee and ranged weapons respectively.
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, ASSAULT GRENADIER PATHFINDER
PATHFINDER, T’AU, <SEPT>, ASSAULT GRENADIER PATHFINDER


Communications Specialist Pathfinder

Communications Specialists are found in most Pathfinder kill teams, providing a connection with the team’s Commanders, other kill teams and vital support assets.

Communications Specialist Pathfinder

Communications Specialists are found in most Pathfinder kill teams, providing a connection with the team’s Commanders, other kill teams and vital support assets.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Markerlight (1AP): See Markerlights.
Signal (1AP): Select one friendly PATHFINDER operative within of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
-
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
Signal (1AP): Select one friendly PATHFINDER operative within of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, COMMUNICATIONS SPECIALIST PATHFINDER
PATHFINDER, T’AU, <SEPT>, COMMUNICATIONS SPECIALIST PATHFINDER


Medical Technician Pathfinder

In a Pathfinder kill team, the lives of the T’au are often in the hands of a Medical Technician. These selfless healers brave storms of enemy fire to reach the wounded.

Medical Technician Pathfinder

In a Pathfinder kill team, the lives of the T’au are often in the hands of a Medical Technician. These selfless healers brave storms of enemy fire to reach the wounded.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Medic!: Once per Turning Point, the first time another friendly PATHFINDER operative (excluding a DRONE operative) would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it would have been incapacitated as a result of a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Markerlight (1AP): See Markerlights.
Medikit (1AP): Select one friendly PATHFINDER operative (excluding a DRONE operative) within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this ability if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
Medic!: Once per Turning Point, the first time another friendly PATHFINDER operative (excluding a DRONE operative) would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it would have been incapacitated as a result of a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
Medikit (1AP): Select one friendly PATHFINDER operative (excluding a DRONE operative) within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this ability if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , EXPERIMENTAL PULSE AMMUNITION , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, MEDIC, MEDICAL TECHNICIAN PATHFINDER
PATHFINDER, T’AU, <SEPT>, MEDIC, MEDICAL TECHNICIAN PATHFINDER


Weapons Expert Pathfinder

Weapons Experts Pathfinders wield their kill team’s heavy weapons. Their task is a relatively simple one to kill or destroy what their Shas’ui orders them to or what they deem to be an important target.

Weapons Expert Pathfinder

Weapons Experts Pathfinders wield their kill team’s heavy weapons. Their task is a relatively simple one to kill or destroy what their Shas’ui orders them to or what they deem to be an important target.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ion rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Ion rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
5
4+
4/5
!P1-P1
 - Overcharge
 - Overcharge
5
4+
5/6
AP1, HotAP1, Hot-
Rail rifle
Rail rifle
4
4+
4/4
AP1, Lethal 5+. !MW2AP1, Lethal 5+MW2
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, WEAPONS EXPERT PATHFINDER
PATHFINDER, T’AU, <SEPT>, WEAPONS EXPERT PATHFINDER


Marksman Pathfinder

Marksman Pathfinders carry customised rail rifles with advanced optics and sophisticated inertial dampeners to ensure incredible accuracy. These Pathfinders are also issued with experimental dart ammunition that is all but inaudible to the foe when fired.

Marksman Pathfinder

Marksman Pathfinders carry customised rail rifles with advanced optics and sophisticated inertial dampeners to ensure incredible accuracy. These Pathfinders are also issued with experimental dart ammunition that is all but inaudible to the foe when fired.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman rail rifIe
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Marksman rail rifIe
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
4/4
AP1, Lethal 5+. !MW2AP1, Lethal 5+MW2
 - Dart round
 - Dart round
4
3+
3/3
AP1, Silent. !MW2AP1, SilentMW2
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Inertial Dampener: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its marksman rail rifle as a result of performing an Overwatch action.
-
ABILITIES
Inertial Dampener: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of its marksman rail rifle as a result of performing an Overwatch action.
UNIQUE ACTIONS
-
DATACARD-RELATED
TAKE COVER , BONDED , A WORTHY CAUSE , SHIELD GENERATOR , MARKERLIGHT GRENADE , PROJECTION FIELD , EXEMPLAR OF THE GREATER GOOD
PATHFINDER, T’AU, <SEPT>, MARKSMAN PATHFINDER
PATHFINDER, T’AU, <SEPT>, MARKSMAN PATHFINDER


MB3 Recon Drone

These large drones are capable of collecting swathes of vital battlefield data that can make the difference between victory and defeat. Being larger, they can also be mounted with heavier weaponry - their burst cannon can effectively suppress or cut down enemy infantry.

MB3 Recon Drone

These large drones are capable of collecting swathes of vital battlefield data that can make the difference between victory and defeat. Being larger, they can also be mounted with heavier weaponry - their burst cannon can effectively suppress or cut down enemy infantry.

M APL GA DF SV W Base
3 2 1 3 4+ 12 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Burst cannon
Burst cannon
6
4+
3/4
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Ram
Ram
3
5+
3/4
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Recon Suite: During the mission sequence, if this friendly operative was selected for deployment, after resolving your selected option in the Scouting step, you can select and resolve a Recon option in addition to any other options. Initiative is still determined by your original selection.
Analyse (1AP): Select one enemy operative Visible to this operative, then select one other ready friendly PATHFINDER operative that is not within Engagement Range of an enemy operative. After this operative’s activation ends, you can activate that other friendly operative, and during its next activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice. This operative cannot perform this action if it is within Engagement Range of enemy operatives.
ABILITIES
Artificial Intelligence, Saviour Protocols
Recon Suite: During the mission sequence, if this friendly operative was selected for deployment, after resolving your selected option in the Scouting step, you can select and resolve a Recon option in addition to any other options. Initiative is still determined by your original selection.
UNIQUE ACTIONS
Analyse (1AP): Select one enemy operative Visible to this operative, then select one other ready friendly PATHFINDER operative that is not within Engagement Range of an enemy operative. After this operative’s activation ends, you can activate that other friendly operative, and during its next activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice. This operative cannot perform this action if it is within Engagement Range of enemy operatives.
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MB3 RECON DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MB3 RECON DRONE


MV1 Gun Drone

Using anti-gravitic motors and jet-thrusters, Gun Drones hover over the landscape, moving quickly to engage the enemy and record battlefield data. On kill team missions, they can distract enemies as well as partake in attacks alongside the T’au warriors they serve.

MV1 Gun Drone

Using anti-gravitic motors and jet-thrusters, Gun Drones hover over the landscape, moving quickly to engage the enemy and record battlefield data. On kill team missions, they can distract enemies as well as partake in attacks alongside the T’au warriors they serve.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Twin pulse carbine
Twin pulse carbine
4
4+
4/5
RelentlessRelentless-
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
-
ABILITIES
Artificial Intelligence, Saviour Protocols
UNIQUE ACTIONS
-
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE


MV4 Shield Drone

Shield Drones are fitted with shield generators rather than weaponry. It is their task to protect the Pathfinders they accompany. Their saviour protocols ensure that, should a T’au come under direct threat, the Shield Drone will protect them from harm.

MV4 Shield Drone

Shield Drones are fitted with shield generators rather than weaponry. It is their task to protect the Pathfinders they accompany. Their saviour protocols ensure that, should a T’au come under direct threat, the Shield Drone will protect them from harm.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Shield Generator: This operative has a 4+ invulnerable save. Each time this operative would lose a wound that is not as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
-
ABILITIES
Artificial Intelligence, Saviour Protocols
Shield Generator: This operative has a 4+ invulnerable save. Each time this operative would lose a wound that is not as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
UNIQUE ACTIONS
-
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE


MV7 Marker Drone

The high-intensity markerlights used by Marker Drones are vital for the synergy of T’au forces. They indicate priority targets both for the Pathfinders they are alongside as well as other powerful T’au assets. Whatever they pick out will soon be obliterated.

MV7 Marker Drone

The high-intensity markerlights used by Marker Drones are vital for the synergy of T’au forces. They indicate priority targets both for the Pathfinders they are alongside as well as other powerful T’au assets. Whatever they pick out will soon be obliterated.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
High-intensity Markerlight: Each time this operative performs the Markerlight action, the selected enemy operative gains 2 Markerlight tokens instead of 1.
Markerlight (1AP): See Markerlights.
ABILITIES
Artificial Intelligence, Saviour Protocols
High-intensity Markerlight: Each time this operative performs the Markerlight action, the selected enemy operative gains 2 Markerlight tokens instead of 1.
UNIQUE ACTIONS
Markerlight (1AP): See Markerlights.
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE


MV31 Pulse Accelerator Drone

Pulse Accelerator Drones boost the pulse weapons carried by Pathfinders, making the technology much more powerful and giving them a vital edge against the enemy.

MV31 Pulse Accelerator Drone

Pulse Accelerator Drones boost the pulse weapons carried by Pathfinders, making the technology much more powerful and giving them a vital edge against the enemy.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Pulse Accelerator: While a friendly PATHFINDER operative is within of this operative, pulse weapons that friendly operative is equipped with are accelerated. While a pulse weapon is accelerated, each time a shooting attack is made with it, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
-
ABILITIES
Artificial Intelligence, Saviour Protocols
Pulse Accelerator: While a friendly PATHFINDER operative is within of this operative, pulse weapons that friendly operative is equipped with are accelerated. While a pulse weapon is accelerated, each time a shooting attack is made with it, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
UNIQUE ACTIONS
-
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV31 PULSE ACCELERATOR DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV31 PULSE ACCELERATOR DRONE


MV33 Grav-inhibitor Drone

Grav-inhibitor Drones are capable of manipulating gravity around, and significantly slowing the progress of, oncoming enemy troops. On countless occasions have Pathfinder kill teams escaped almost certain death thanks to the technology carried by these drones.

MV33 Grav-inhibitor Drone

Grav-inhibitor Drones are capable of manipulating gravity around, and significantly slowing the progress of, oncoming enemy troops. On countless occasions have Pathfinder kill teams escaped almost certain death thanks to the technology carried by these drones.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Grav-inhibitor: Each time an enemy operative performs a Charge action, if it would move within of this operative, only add to the additional distance it can move, instead of . Each time an enemy operative performs a Dash action, if it would move within of this operative, it can only move up to , instead of up to .
Grav Wave (1AP): Place a Grav Wave token within of and Visible to this operative. While a friendly PATHFINDER operative is within of the centre of that token, it can perform Fall Back actions for one less AP (to a minimum of 0AP). At the start of this operative’s next activation, remove its Grav Wave token.
ABILITIES
Artificial Intelligence, Saviour Protocols
Grav-inhibitor: Each time an enemy operative performs a Charge action, if it would move within of this operative, only add to the additional distance it can move, instead of . Each time an enemy operative performs a Dash action, if it would move within of this operative, it can only move up to , instead of up to .
UNIQUE ACTIONS
Grav Wave (1AP): Place a Grav Wave token within of and Visible to this operative. While a friendly PATHFINDER operative is within of the centre of that token, it can perform Fall Back actions for one less AP (to a minimum of 0AP). At the start of this operative’s next activation, remove its Grav Wave token.
DATACARD-RELATED
ADVANCED COGITATION CHIP , REPAIR DAMAGED DRONES
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV33 GRAV-INHIBITOR DRONE
PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV33 GRAV-INHIBITOR DRONE

The DRONE keyword is used in the following Pathfinder datacards:

Saviour Protocols
Each time a friendly PATHFINDER operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly PATHFINDER operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within of each other (whichever comes first), each time a shooting attack is made against that friendly PATHFINDER operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover.

This rule has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Markerlights

A markerlight is a device that projects a beam onto a target. Once an enemy has been ‘painted’ by such a beam, a torrent of targeting data is fed into the cadre tactical network, relaying ranges, triangulating optimum firing trajectories and superimposing aiming vectors to other T’au warriors, allowing them to engage the target with unerring accuracy.

MARKERLIGHT1AP

Select one enemy operative Visible to this operative. That enemy operative gains 1 Markerlight token. An operative cannot perform this action if it is within Engagement Range of an enemy operative. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Operatives gain Markerlight tokens as specified by the Markerlight action above. In the Ready Operatives step of each Initiative phase, remove one Markerlight token that each operatives has.

Each time a friendly PATHFINDER operative makes a shooting attack, it gains a number of cumulative benefits for that shooting attack depending on how many Markerlight tokens the target operative has. Operatives gain no markerlight benefits for shooting attacks made with EMP and fusion grenades.

Markerlight TokensBenefit
1+In the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
2+For that shooting attack, the active operative’s ranged weapons gain the No Cover special rule.
3+For that shooting attack, improve the Ballistic Skill characteristic of ranged weapons the active operative is equipped with by 1.
4+In the Select Valid Target step of that shooting attack, the enemy operative is not Obscured.
5+In the Select Valid Target step of that shooting attack, the enemy operative is treated as if it has an Engage order unless it’s in Cover provided by Heavy terrain.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Art of War

Pathfinder Shas’uis are accomplished leaders. They have spent years studying the philosophies of T’au warfare, and have years of experience in implementing them.

When a SHAS’UI PATHFINDER operative uses its Art of War ability, select one Art of War below to be in effect until the end of the Turning Point.

Mont’ka

Each time a friendly PATHFINDER operative is activated, if it has an Engage order for that activation, it can perform a free Dash action during that activation.

Kauyon

Each time a shooting attack is made against a friendly PATHFINDER operative, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

In addition, once in each of their activations, friendly PATHFINDER operatives can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
SUPPORTING FIRE1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly PATHFINDER operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of a friendly operative and within of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives’ bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives’ bases.
Pulse Weapons
A pulse weapon is any weapon whose profile includes the word ‘pulse’ in its name (pulse carbine, suppressed pulse carbine, etc.).
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Artificial Intelligence
  • This operative cannot perform mission actions or the Pick Up action.
  • For the purposes of determining control of objective markers, treat this operative’s APL as 1 lower.
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover.
  • When drawing a Visibility line from a DRONE operative, draw it from any part of the round disc at the top of the miniature.
  • Unless otherwise specified, this operative cannot be equipped with equipment.

Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
OPERATIVE ASSIGNED1RP

Kill teams grow in size in all manner of ways. High command might assign new soldiers. The kill team's boss might bully a lesser warrior into joining its mob. A new creature may daw and bite its way out of an amniotic sac, or a lone survivor might be found on the battlefield.

Purchase this Requisition before or after a game. Add one operative to your dataslate. This must be an operative from your faction.
MARK TARGET
Recon – Tac Op
You can reveal this Tac Op when a friendly operative performs a Shoot action.
  • When an enemy LEADER operative is selected as the target of a shooting attack for a Shoot action, and no other shooting attacks are made for that action, you can attempt to mark that operative instead. Complete the shooting sequence as normal, except that if any damage would be inflicted on that enemy operative, it does not lose any wounds and you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
MARK ENEMY MOVEMENTS
Pathfinder – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if at least half of the enemy operatives in the killzone (rounding down and a minimum of 3 enemy operatives) have one or more markerlight tokens, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
VANTAGE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Vantage action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

VANTAGE2AP

An operative can perform this action while on a Vantage Point that is not within your drop zone and has not been secured by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that Vantage Point has been secured by friendly operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
PATIENT HUNTER
Pathfinder – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if you scored more victory points than your opponent for the mission objective during that Turning Point, and more than half of your operatives (rounding down) have a Conceal order, you score 1 VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
HOLD THE LINE
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • At the end of any Turning Point, if there are no enemy operatives within of your drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
KILLING BLOW
Pathfinder – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if the total Wounds characteristic of enemy operatives that were incapacitated during that Turning Point is greater than the total Wounds characteristic of friendly operatives that were incapacitated during that Turning Point, and more than half of your operatives (rounding down) have an Engage order, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.

The PATHFINDER and DRONE keywords are used in the following Pathfinder datacards:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
TAKE COVER1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly PATHFINDER operative (excluding a DRONE operative), if it is in Cover, improve its Save characteristic by 1 for that shooting attack.
BONDED1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PATHFINDER operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if it is within of another friendly PATHFINDER operative (excluding a DRONE operative), you can re-roll one of your attack dice.
DETERMINED TACTICIAN2CP
Strategic Ploy
If a friendly SHAS’UI PATHFINDER operative is in the killzone and it used its Art of War ability in the previous Turning Point, you can use this Strategic Ploy. Until the end of the Turning Point, while a friendly PATHFINDER operative is within of and Visible to a friendly SHAS’UI operative, it treats the same Art of War that was in effect for your kill team in the previous Turning Point as being in effect for this Turning Point. Note that means for Mont’ka, it can only perform that free Dash action if it is within of and Visible to a friendly SHAS’UI operative when that action is declared. You can only use this Strategic Ploy once.
A WORTHY CAUSE2CP
Tactical Ploy
Use this Tactical Ploy at the start of the Firefight phase. Select one ready friendly PATHFINDER operative (excluding a DRONE operative) that is within of any enemy operatives or within of the centre of an objective marker and activate it. Once that operative has completed its activation, the player who has the Initiative activates an operative as normal. This Tactical Ploy can only be used once per battle, and only if you don’t have the initiative.

1. EXPERIMENTAL PULSE AMMUNITION [2EP]

Select a pulse weapon the operative is equipped with. It gains the following improvements for the battle:
  • It gains the P1 special rule.
  • Add 1 to its Attacks characteristic.

2. HONOUR BLADE [1EP]

SHAS’UI PATHFINDER operative only. The bonding knife the operative is equipped with gains the following improvements for the battle:
  • Improve its Weapon Skill characteristic by 1.
  • Add 1 to both of its Damage characteristics.

4. SHIELD GENERATOR [2EP]

The operative gains the following ability for the battle:
  • This operative has a 4+ invulnerable save.

5. MARKERLIGHT GRENADE [2EP]

The operative can perform the following action once during the battle:

MARKERLIGHT GRENADE1AP

Select one point in the killzone Visible to this operative. Roll one D6 for each enemy operative within of that point, subtracting 1 from the result as follows:
  • If that enemy operative is not Visible to this operative.
  • If that enemy operative is more than from this operative.
On a 2+, that enemy operative gains 1 Markerlight token.

6. PROJECTION FIELD [2EP]

The operative can perform the following action once during the battle:

PROJECTION FIELD1AP

Change this operative’s order.
EXEMPLAR OF THE GREATER GOOD1RP

The Pathfinders are admired by all T’au. Their role demands they operate close to the enemy, placing them at incredible risk. Thus they are considered to be exemplars of the Greater Good and many Fire Warriors seek to join their teams.

Purchase this Requisition when a friendly PATHFINDER operative (excluding a DRONE operative) gains a Battle Scar and has one or more other Battle Scars. That operative gains 3XP. You can use this Requisition on each friendly PATHFINDER operative once (you can mark the operative on your dataslate as a reminder).
SHAS’VRE1RP

Shas’ui who perform well on the battlefield and who pass a Trial of Fire are promoted to the rank of Shas’vre. Though this might in some cases entitle these T’au to take on new roles in their cadres, some choose to stay with their teams.

Purchase this Requisition when a friendly operative gains the Revered rank. You can select the following Battle Honour for that operative, instead of selecting one from another source:

Shas’vre: Each time a friendly SHAS’UI PATHFINDER operative uses its Art of War ability, this operative treats the Art of War as in effect until the end of the battle.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

OPERATE HATCH1AP

An operative can perform this action while within of a Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within of its access point.

An operative can perform this action during a Dash or Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that Dash or Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g. FLY).

Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.

EMP GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
EMP grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, EMP*, Limited
-

*EMP: Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target’s unmodified Save characteristic.

FUSION GRENADE [4EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action.
 
Name
A
BS/WS
D
Fusion grenade
4
3+
4/3
Special Rules
!
Rng , Indirect, AP2, Limited
MW3

PHOTON GRENADE [2EP]

The operative can perform the following action during the battle:

PHOTON GRENADE1AP

Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
  • If that enemy operative is not in this operative’s Line of Sight.
  • If that enemy operative is more than from this operative.
On a 2+, that enemy operative gains a Photon token. While an operative has any Photon tokens, subtract from its Movement characteristic and it cannot perform Dash actions. At the end of an operative’s activation, remove all Photon tokens it has. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.

3. ADVANCED COGITATION CHIP [1EP]

DRONE operative only. The operative gains the following abilities for the battle:
  • It is not considered to have the first three bullet points of its Artificial Intelligence ability.
REPAIR DAMAGED DRONES1RP

T’au drones are easily repaired. If a complete rebuild is required, new systems and armaments can be added, but it requires a complete reboot of its cogitation network.

Purchase this Requisition in the Update Dataslates step of the mission sequence.
  • For each friendly DRONE operative that was slain as a result of a casualty test, you can use the Operative Assigned Requisition without spending any Requisition points. Each operative you add to your roster as a result must be a DRONE operative.
  • Each time you take a Recovery test for friendly DRONE operatives in that step, roll an additional D6 and select which D6 to use.

The DRONE keyword is used in the following Pathfinder datacards:

The FLY keyword is used in the following Pathfinder datacards:

Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

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