Pathfinders

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

BookKindEditionVersionLast update
  Pathfinders
  PathfindersFaction31.1April 2025
Archetype: Infiltration / Recon

Pathfinder Kill Team

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

Faction Rules

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 TOKENSADDITIONAL RULES
1Saturate and Balanced weapon rules.
2Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+).
3The target cannot be obscured.
4Seek Light weapon rule.

Strategy Ploys

RECON SWEEP

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).
SUPPRESSING FIRE

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.
BONDED

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.
TAKE COVER

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.

Firefight Ploys

A WORTHY CAUSE

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.
SUPPORTING FIRE

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.
SAVIOUR PROTOCOLS

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.
POINT-BLANK FUSILLADE

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).

Faction Equipment

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.

Once 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 a valid target for this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat and it cannot perform the Dash action.

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.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Pulse carbine
Pulse carbine
4
3+
4/5
-
Gun butt
Gun butt
3
4+
2/3
-
Art of War: Once per battle STRATEGIC GAMBIT. Select one of the following and apply its rules until the end of the turning point:
  • 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.
PATHFINDER, T'AU EMPIRE, LEADER, SHAS’UI
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, SHAS’LA
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Suppressed pulse carbine
Suppressed pulse carbine
4
3+
4/5
SilentSilent
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.
PATHFINDER, T'AU EMPIRE, BLOODED
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, DRONE CONTROLLER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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 VISION1AP

Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

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.
PATHFINDER, T'AU EMPIRE, TRANSPECTRAL INTERFERENCE
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Fusion grenade
Fusion grenade
4
3+
4/3
Range 6", Devastating 2, Limited 1, Piercing 2, SaturateRange 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.
PATHFINDER, T'AU EMPIRE, ASSAULT GRENADIER
⌀25mm


Comms 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.

Comms 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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, COMMS SPECIALIST
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, MEDIC, MEDICAL TECHNICIAN
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Ion rifle (standard)
Ion rifle (standard)
5
4+
4/5
Piercing Crits 1Piercing Crits 1
Ion rifle (overcharge)
Ion rifle (overcharge)
5
4+
4/5
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Rail rifle
Rail rifle
4
4+
4/4
Devastating 2, Lethal 5+, Piercing 1Devastating 2, Lethal 5+, Piercing 1
Gun butt
Gun butt
3
5+
2/3
-
PATHFINDER, T'AU EMPIRE, WEAPONS EXPERT
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Marksman rail rifle (standard)
Marksman rail rifle (standard)
4
3+
4/4
Devastating 2, Lethal 5+, Piercing 1Devastating 2, Lethal 5+, Piercing 1
Marksman rail rifle (dart round)
Marksman rail rifle (dart round)
4
3+
3/3
Piercing 1, SilentPiercing 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.
PATHFINDER, T'AU EMPIRE, MARKSMAN
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
Ceaseless, Heavy (Reposition only), PunishingCeaseless, 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.
PATHFINDER, T'AU EMPIRE, MB3 RECON, DRONE
⌀32mm flying base


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 while the Pathfinders carry out their tasks 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 while the Pathfinders carry out their tasks as well as partake in attacks alongside the T’au warriors they serve.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Twin pulse carbine
Twin pulse carbine
4
4+
4/5
CeaselessCeaseless
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.
PATHFINDER, T'AU EMPIRE, MV1 GUN, DRONE
⌀32mm flying base


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 move with remarkable speed to 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 move with remarkable speed to protect them from harm.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, MV4 SHIELD, DRONE
⌀32mm flying base


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 by overwhelming firepower.

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 by overwhelming firepower.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, MV7 MARKER, DRONE
⌀32mm flying base


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
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.
PATHFINDER, T'AU EMPIRE, MV31 PULSE ACCELERATOR, DRONE
⌀32mm flying base


MV33 Grav-inhibitor Drone

Grav-inhibitor Drones are capable of manipulating gravity around and significantly slow 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 slow 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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
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, if it would move visible to and within 6" of this operative, subtract 2" from the total distance it can move during that action (to a minimum of 2"). Note this isn’t a change to the Move stat.
  • 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.
PATHFINDER, T'AU EMPIRE, MV33 GRAV-INHIBITOR, DRONE
⌀32mm flying base
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

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
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 or parts of the active operative’s miniature 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 and parts 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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Saturate
The defender cannot retain cover saves.
Balanced
You can re-roll one of your attack dice.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Engage: The operative can perform actions as normal and can counteract.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

The DRONE keyword is used in the following Pathfinders datacards:

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
POINT-BLANK FUSILLADE

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).
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).

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).
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 TOKENSADDITIONAL RULES
1Saturate and Balanced weapon rules.
2Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+).
3The target cannot be obscured.
4Seek Light weapon rule.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

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

SAVIOUR PROTOCOLS

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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

The DRONE keyword is used in the following Pathfinders datacards:

Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

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