Book | Kind | Edition | Version | Last update |
Kill Team: Chalnath (Pathfinder) | ||||
Kill Team: Chalnath (Pathfinder) | Expansion | 2 | 1.3 | May 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Close Quarters | ||||
Close Quarters | Expansion | 2 | December 2022 |
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. |
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.
Below you will find common actions and abilities referenced on the datacards of certain PATHFINDER operatives.
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.
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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.If your faction is PATHFINDER, you can use the Pathfinder Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected PATHFINDER as your faction keyword.
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1. EXPERIMENTAL PULSE AMMUNITION [2EP] Select a pulse weapon the operative is equipped with. It gains the following improvements for the battle:
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2. HONOUR BLADE [1EP] SHAS’UI PATHFINDER operative only. The bonding knife the operative is equipped with gains the following improvements for the battle:
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3. ADVANCED COGITATION CHIP [1EP] DRONE operative only. The operative gains the following abilities for the battle:
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4. SHIELD GENERATOR [2EP] The operative gains the following ability for the battle:
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5. MARKERLIGHT GRENADE [2EP] The operative can perform the following action once during the battle: MARKERLIGHT GRENADE1APSelect 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:
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6. PROJECTION FIELD [2EP] The operative can perform the following action once during the battle: PROJECTION FIELD1APChange this operative’s order. |
REMOTE SENSOR TOWERA remote sensor tower collects data on enemy movements and relays It to the kill team.
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AERIAL SURVEILLANCE DRONEAerial 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 BARRICADETidewall 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. |
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.
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.
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.
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.
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.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.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.
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.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.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:HIGH-INTENSITY MARKERLIGHT [2EP]
The operative gains the following ability for the battle:ORBITAL SURVEY UPLINK+ [3EP]
The operative can perform the following action during the battle:DRONE REPAIR KIT [2EP]
The operative can perform the following action during the battle: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 | - |
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:CLIMBING EQUIPMENT [1EP]
The operative gains the following ability: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 | Balanced | Balanced | - |
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).
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Markerlight (1AP): See Markerlights.
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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).
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights.
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PATHFINDER, T’AU, <SEPT>, LEADER, SHAS’UI PATHFINDER
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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 |
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Markerlight (1AP): See Markerlights.
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ABILITIES |
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights.
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PATHFINDER, T’AU, <SEPT>, SHAS’LA PATHFINDER
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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 | Silent | Silent | - | |||
Bionic arm | |||||||||
Bionic arm | 3 | 4+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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Markerlight (1AP): See Markerlights.
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ABILITIES |
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights.
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PATHFINDER, T’AU, <SEPT>, BLOODED PATHFINDER
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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 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. THE BALANCE DATASLATE: In a battle that uses Hazardous Areas rules, the DRONE operative must be set up wholly within 2 of your drop zone. In a battle that uses Close Quarters rules, you cannot set up the DRONE operative as specified. Instead, at the end of the Scouting step, if that DRONE operative is wholly within your drop zone and has a Conceal order, it can perform a free Normal Move and/or Operate Hatch action and its order cannot be changed in the first Turning Point. 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).
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Markerlight (1AP): See Markerlights. Control Drone (1AP): Select one friendly PATHFINDER DRONE operative, then select one of the following:
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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. THE BALANCE DATASLATE: In a battle that uses Hazardous Areas rules, the DRONE operative must be set up wholly within 2 of your drop zone. In a battle that uses Close Quarters rules, you cannot set up the DRONE operative as specified. Instead, at the end of the Scouting step, if that DRONE operative is wholly within your drop zone and has a Conceal order, it can perform a free Normal Move and/or Operate Hatch action and its order cannot be changed in the first Turning Point. 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).
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights. Control Drone (1AP): Select one friendly PATHFINDER DRONE operative, then select one of the following:
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PATHFINDER, T’AU, <SEPT>, DRONE CONTROLLER PATHFINDER
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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.
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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.
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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.
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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.
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PATHFINDER, T’AU, <SEPT>, TRANSPECTRAL INTERFERENCE PATHFINDER
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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.
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.
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Markerlight (1AP): See Markerlights.
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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.
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights.
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PATHFINDER, T’AU, <SEPT>, ASSAULT GRENADIER PATHFINDER
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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 |
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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.
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ABILITIES |
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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.
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PATHFINDER, T’AU, <SEPT>, COMMUNICATIONS SPECIALIST PATHFINDER
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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.
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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.
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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.
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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.
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PATHFINDER, T’AU, <SEPT>, MEDIC, MEDICAL TECHNICIAN PATHFINDER
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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, Hot | AP1, Hot | - | |||
Rail rifle | |||||||||
Rail rifle | 4 | 4+ | 4/4 | AP1, Lethal 5+. !MW2 | AP1, Lethal 5+ | MW2 | |||
Fists | |||||||||
Fists | 3 | 5+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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PATHFINDER, T’AU, <SEPT>, WEAPONS EXPERT PATHFINDER
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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+. !MW2 | AP1, Lethal 5+ | MW2 | ||
- Dart round | ||||||||
- Dart round | 4 | 3+ | 3/3 | AP1, Silent. !MW2 | AP1, Silent | MW2 | ||
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.
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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.
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UNIQUE ACTIONS |
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PATHFINDER, T’AU, <SEPT>, MARKSMAN PATHFINDER
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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, Fusillade | Heavy, 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.
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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 one of your attack dice. This operative cannot perform this action if it is within Engagement Range of enemy operatives.
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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.
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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 one of your attack dice. This operative cannot perform this action if it is within Engagement Range of enemy operatives.
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MB3 RECON DRONE
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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 | Relentless | Relentless | - | |||
Ram | |||||||||
Ram | 3 | 5+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Artificial Intelligence, Saviour Protocols
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ABILITIES |
Artificial Intelligence, Saviour Protocols
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UNIQUE ACTIONS |
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE
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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.
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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.
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UNIQUE ACTIONS |
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE
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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.
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Markerlight (1AP): See Markerlights.
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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.
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UNIQUE ACTIONS |
Markerlight (1AP): See Markerlights.
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE
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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.
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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.
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UNIQUE ACTIONS |
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV31 PULSE ACCELERATOR DRONE
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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 .
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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.
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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 .
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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.
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PATHFINDER, T’AU, <SEPT>, DRONE, FLY, MV33 GRAV-INHIBITOR DRONE
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The DRONE keyword is used in the following Pathfinder datacards:
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.
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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.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.
The PATHFINDER and DRONE keywords are used in the following Pathfinder datacards:
1. EXPERIMENTAL PULSE AMMUNITION [2EP]
Select a pulse weapon the operative is equipped with. It gains the following improvements for the battle:2. HONOUR BLADE [1EP]
SHAS’UI PATHFINDER operative only. The bonding knife the operative is equipped with gains the following improvements for the battle:4. SHIELD GENERATOR [2EP]
The operative gains the following ability for the battle:5. MARKERLIGHT GRENADE [2EP]
The operative can perform the following action once during the battle:6. PROJECTION FIELD [2EP]
The operative can perform the following action once during the battle: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.
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.
The PATHFINDER keyword is used in the following Pathfinder datacards:
The T’AU keyword is used in the following Pathfinder datacards:
The <SEPT> keyword is used in the following Pathfinder datacards:
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 | - |
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:3. ADVANCED COGITATION CHIP [1EP]
DRONE operative only. The operative gains the following abilities for the battle: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.
The DRONE keyword is used in the following Pathfinder datacards:
The FLY keyword is used in the following Pathfinder datacards: