Specialist reconnaissance infantry, T’au Pathfinders range far ahead of their allies. Pathfinder kill teams are capable of operating independently of the main T’au force, and are equipped for almost any situation. Their advanced wargear and potent weaponry enable them to disrupt communications, perform acts of sabotage and destroy targets.
Books
Operatives
Other than
SHAS’LA and
WEAPONS EXPERT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two
WEAPONS EXPERT operatives.
Some PATHFINDER rules refer to a ‘pulse weapon’. The following weapons are pulse weapons: burst cannon, pulse carbine, suppressed pulse carbine, twin pulse carbine.
Marker/Token Guide
Markerlight tokens (Values 1 & 2)
Saviour Protocols tokens
Fusion Grenade token
Medic token
Multi-dimensional token
Pulse Accelerator token
Mont’ka token
Kauyon token
Target Analysis Optic token
Highintensity Markerlight token
Photon Grenade token
Orbital Survey Uplink token
Markerlights
Markerlights are laser targeting systems that feed information to the weapon-mounted scopes and helmet targeting systems of nearby T’au units.
Some
PATHFINDER operatives (indicated on their datacard) can perform the Markerlight unique
action:
MARKERLIGHT1AP
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this
action while within
control range of an enemy operative. If an operative (excluding
MB3 RECON DRONE) would perform the
Shoot action (excluding
Guard) and this action during the same
activation, only the target of that
Shoot action can be selected for this action (and vice versa).
Once during each of their
activations, whenever an enemy operative that has any of your
Markerlight tokens performs the
Dash,
Charge,
Fall Back or
Reposition action, remove one of those tokens.
While only some
PATHFINDER operatives can perform the
Markerlight action, all
PATHFINDER operatives can benefit from its effects. Whenever a friendly
PATHFINDER operative is shooting with a weapon from its datacard (excluding
ASSAULT GRENADIER’s fusion grenade), it has additional rules determined by the number of your Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.
| MARKERLIGHT TOKENS | ADDITIONAL RULES | | 1 | Saturate and Balanced weapon rules. | | 2 | Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). | | 3 | The target cannot be obscured. | | 4 | Seek Light weapon rule. | | 5 | Seek weapon rule. |
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Pathfinders are tasked with reconnaissance roles and are skilled at crossing difficult terrain to outflank unsuspecting targets.
Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.
T’au Pathfinders lay down a punishing blizzard of fire, forcing their enemies to take cover and fire back in scattered, desperate bursts.
Whenever an enemy operative is performing the
Shoot action, if the target (the primary target if the weapon has the
Blast or
Torrent weapon rules) isn’t the closest
valid target, your opponent cannot re-roll their attack dice. Ignore friendly
PATHFINDER operatives that have a
Conceal order or are
obscured when determining this.
Often trained together from youth and bonded by blood ritual, Fire Warrior teams possess an uncanny degree of coordination.
Whenever a friendly
PATHFINDER operative (excluding
DRONE) is
shooting or
retaliating with a ranged weapon (see
Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly
PATHFINDER operative (excluding
DRONE), that first friendly operative’s ranged weapons have the
Accurate 1 weapon rule.
Pathfinders are lightly armoured and equipped for mobility. They must use surrounding terrain to their advantage in order to survive.
Whenever an operative is
shooting a friendly
PATHFINDER operative, if you can retain any
cover saves, improve that friendly operative’s Save stat by 1.
Any action that furthers the Greater Good must be undertaken swiftly and without question, no matter how dangerous.
Use this firefight ploy at the start of the
Firefight phase. One friendly
PATHFINDER operative (excluding
DRONE) can immediately perform a free mission
action.
T’au Pathfinders are expert sharpshooters and can grant covering fire even to allies engaged in close combat.
Use this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
T’au drones are hard-coded to prioritise the safety of their operators, and will automatically interpose themselves between a T’au warrior and an incoming attack.
Use this firefight ploy when a friendly
PATHFINDER operative (excluding
DRONE) is selected as the
valid target of a
Shoot action. Select one friendly
PATHFINDER DRONE operative
visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly
DRONE operative is only in
cover or
obscured if the original target was. This ploy has no effect if the ranged weapon has the
Blast or
Torrent weapon rule.
Wielding their ranged weapons with practised skill, Pathfinders are capable of utilising them even at close quarters.
Use this firefight ploy when a friendly
PATHFINDER operative (excluding
DRONE) is
retaliating, if it wasn’t within
control range of enemy operatives at the start of that
activation/
counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence:
Devastating,
Piercing,
Torrent. If that friendly operative is
ready, has an
Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).
TARGET ANALYSIS OPTIC
Advanced optics enhance the effectiveness of markerlights, ensuring the bearer’s shots find their mark with unerring accuracy.
Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it’s treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.
HIGH-INTENSITY MARKERLIGHT
This markerlight is exceptionally effective, its beam traceable even through obscuring smoke, debris and soft cover.
Up to twice per turning point, when a friendly
PATHFINDER operative (excluding
MV7 MARKER DRONE) performs the
Markerlight action, you can use this rule. If you do, the enemy operative you select gains two of your
Markerlight tokens (instead of one).
PHOTON GRENADE
Upon reaching their destination, photon grenades release bright pulses of multispectrum light that blind and shock those caught in the blast.
Once per turning point, a friendly
PATHFINDER operative that has the
Markerlight action on their datacard (excluding
DRONE) can perform the following unique action:
PHOTON GRENADE1AP
Select one enemy operative
visible to this operative and roll one D6: on a 3+, until the end of that operative’s next
activation, subtract 2" from its Move stat.
An operative cannot perform this
action while within
control range of an enemy operative.
ORBITAL SURVEY UPLINK
So effective are the scanning matrices of T’au voidships that they can detect and illuminate a single infantry target, even from orbit.
Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible). This isn’t cumulative with the High-intensity Markerlight or Analyse rules.
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 3+ | 4/5 | - |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Art of War: STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following and apply its rules until the end of the turning point. You cannot select each option more than once per battle:
- Mont’ka: Add 1" to the Move stat of friendly PATHFINDER operatives.
- Kauyon: Friendly PATHFINDER operatives can perform a free Markerlight action during their activation if they have a Conceal order.
MARKERLIGHT1AP
See the Markerlights faction rule.
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PATHFINDER, T'AU EMPIRE, LEADER, SHAS’UI
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
Group Activation: Whenever this operative is
expended, you must then
activate one other
ready friendly
PATHFINDER SHAS’LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Fearless on the Frontline: This operative can perform the
Markerlight action while within
control range of an enemy operative (taking
precedence over the
Markerlight action’s normal conditions). In addition, this operative can perform the
Fall Back action for 1 less AP.
MARKERLIGHT1AP
See the Markerlights faction rule.
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PATHFINDER, T'AU EMPIRE, SHAS’LA
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Suppressed pulse carbine |
| | Suppressed pulse carbine | 4 | 3+ | 4/5 | Silent | Silent |
| Bionic arm |
| | Bionic arm | 3 | 4+ | 3/4 | - |
Veteran: During a turning point in which you have used a friendly
SHAS’UI operative’s Art of War
STRATEGIC GAMBIT and you selected Mont’ka, this operative can use Kauyon instead during its
activation (and vice versa).
MARKERLIGHT1AP
See the Markerlights faction rule.
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PATHFINDER, T'AU EMPIRE, BLOODED
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Fists |
| | Fists | 3 | 5+ | 2/3 | - |
Drone Controller: Whenever this operative is in the killzone:
- Add 2" to the Move stat of friendly PATHFINDER DRONE operatives.
- The Saviour Protocols firefight ploy costs you 0CP.
MARKERLIGHT1AP
See the Markerlights faction rule.
REMOTE PILOT1AP
One friendly
PATHFINDER DRONE operative can immediately perform one free
action, but it cannot move more than 2" during that action. That action can be one that’s normally restricted by its Drone rule (this takes
precedence over that rule).
This operative cannot perform this action while within
control range of an enemy operative. This operative can perform this action more than once during its
activation, but if it does, the same
DRONE operative cannot perform the same free action more than once per activation.
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PATHFINDER, T'AU EMPIRE, DRONE CONTROLLER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
MARKERLIGHT1AP
See the Markerlights faction rule.
Multi-Dimensional Vision: Whenever this operative is
shooting, enemy operatives cannot be
obscured.
SYSTEM JAM1AP
Select one enemy operative
visible to this operative. Until the end of that operative’s next
activation, subtract 1 from its APL stat.
This operative cannot perform this
action while it has a
Conceal order, or while within
control range of an enemy operative.
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PATHFINDER, T'AU EMPIRE, TRANSPECTRAL INTERFERENCE
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Fusion grenade |
| | Fusion grenade | 4 | 3+ | 4/3 | Range 6", Devastating 2, Limited 1, Piercing 2, Saturate | Range 6", Devastating 2, Limited 1, Piercing 2, Saturate |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
Grenadier Specialist: This operative can use
frag and
krak grenades (see
universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.
MARKERLIGHT1AP
See the Markerlights faction rule.
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PATHFINDER, T'AU EMPIRE, ASSAULT GRENADIER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Fists |
| | Fists | 3 | 5+ | 2/3 | - |
MARKERLIGHT1AP
See the Markerlights faction rule.
SIGNAL1AP
SUPPORT. Select one other friendly
PATHFINDER operative
visible to and within 6" of this operative. Until the end of that operative’s next
activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
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PATHFINDER, T'AU EMPIRE, COMMS SPECIALIST
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Pulse carbine |
| | Pulse carbine | 4 | 4+ | 4/5 | - |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
Medic!: The first time during each turning point that another friendly
PATHFINDER operative (excluding
DRONE) would be
incapacitated while
visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within
control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the
action. After that action, that friendly operative can immediately perform a free
Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next
activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a
Shoot action and this operative would be a primary or secondary target.
MARKERLIGHT1AP
See the Markerlights faction rule.
MEDIKITAP
Select one friendly PATHFINDER operative (excluding DRONE) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this
action while within control range of an enemy operative.
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PATHFINDER, T'AU EMPIRE, MEDIC, MEDICAL TECHNICIAN
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Ion rifle (standard) |
| | Ion rifle (standard) | 5 | 4+ | 4/5 | Piercing Crits 1 | Piercing Crits 1 |
| Ion rifle (overcharge) |
| | Ion rifle (overcharge) | 5 | 4+ | 4/5 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Rail rifle |
| | Rail rifle | 4 | 4+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | Devastating 2, Lethal 5+, Piercing 1 |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
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PATHFINDER, T'AU EMPIRE, WEAPONS EXPERT
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman rail rifle (standard) |
| | Marksman rail rifle (standard) | 4 | 3+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | Devastating 2, Lethal 5+, Piercing 1 |
| Marksman rail rifle (dart round) |
| | Marksman rail rifle (dart round) | 4 | 3+ | 3/3 | Piercing 1, Silent | Piercing 1, Silent |
| Gun butt |
| | Gun butt | 3 | 5+ | 2/3 | - |
Inertial Dampener: You can ignore any changes to the Hit stat of this operative’s marksman rail rifle.
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PATHFINDER, T'AU EMPIRE, MARKSMAN
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Burst cannon (focused) |
| | Burst cannon (focused) | 5 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing | Ceaseless, Heavy (Reposition only), Punishing |
| Burst cannon (sweeping) |
| | Burst cannon (sweeping) | 4 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing, Torrent 1" | Ceaseless, Heavy (Reposition only), Punishing, Torrent 1" |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
Analyse: Whenever this operative performs the
Markerlight action, each other enemy operative that’s both
visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your
Markerlight tokens.
MARKERLIGHT1AP
See the Markerlights faction rule.
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
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PATHFINDER, T'AU EMPIRE, MB3 RECON, DRONE
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⌀32mm flying base |
| NAME | ATK | HIT | DMG | WR |
| Twin pulse carbine |
| | Twin pulse carbine | 4 | 4+ | 4/5 | Ceaseless | Ceaseless |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
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PATHFINDER, T'AU EMPIRE, MV1 GUN, DRONE
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⌀32mm flying base |
| NAME | ATK | HIT | DMG | WR |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
Shield Generator: - This operative ignores the Piercing weapon rule.
- Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
- You can use the Saviour Protocols firefight ploy for 0CP if this is the specified DRONE operative.
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PATHFINDER, T'AU EMPIRE, MV4 SHIELD, DRONE
|
⌀32mm flying base |
| NAME | ATK | HIT | DMG | WR |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
High-intensity Markerlight: Whenever this operative performs the
Markerlight action, the selected enemy operative gains two of your
Markerlight tokens (instead of one).
MARKERLIGHT1AP
See the Markerlights faction rule.
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight and Reposition. It cannot use any weapons that aren’t on its datacard.
- When determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- When determining what’s visible to this operative, the round disc at the top of the miniature is its head.
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PATHFINDER, T'AU EMPIRE, MV7 MARKER, DRONE
|
⌀32mm flying base |
| NAME | ATK | HIT | DMG | WR |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Pulse Accelerator and Reposition. It cannot use any weapons that aren’t on its datacard.
- When determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- When determining what’s visible to this operative, the round disc at the top of the miniature is its head.
PULSE ACCELERATORAP
Until the start of this operative’s next
activation or until it’s
incapacitated (whichever comes first), whenever another friendly
PATHFINDER operative is
shooting with a pulse weapon within 3" of this operative, that weapon has the
Lethal 5+ and
Severe weapon rules.
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PATHFINDER, T'AU EMPIRE, MV31 PULSE ACCELERATOR, DRONE
|
⌀32mm flying base |
| NAME | ATK | HIT | DMG | WR |
| Ram |
| | Ram | 3 | 5+ | 2/3 | - |
Drone: - This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard.
- When determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- When determining what’s visible to this operative, the round disc at the top of the miniature is its head.
Grav-inhibitor: - Whenever an enemy operative performs an action in which it moves (excluding Dash), if it would move visible to and within 6" of this operative, treat the distance as an additional 2" and ignore the additional distances from the Obstructing and Accessible terrain rules.
- Whenever an enemy operative is fighting or retaliating while visible to and within 6" of this operative, worsen the Hit stat of that enemy operative’s melee weapons by 1. This is cumulative with being injured.
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PATHFINDER, T'AU EMPIRE, MV33 GRAV-INHIBITOR, DRONE
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⌀32mm flying base |