XV26 Stealth Battlesuits

Kill teams of XV26 Stealth Battlesuits provide the T’au Empire with experts in innovative tactics considered unconventional – at best – by Fire caste academies. They use infiltration to identify and eliminate key targets, penetrate hostile regions to conduct aggressive reconnaissance, and launch ambushes from within the enemy’s own midst.

Books

BookKindEditionVersionLast update
  XV26 Stealth Battlesuits
  XV26 Stealth BattlesuitsFaction3November ’25November 2025
Archetype: Infiltration / Recon

XV26 Stealth Battlesuits Kill Team

Below you will find a list of the operatives that make up a XV26 STEALTH BATTLESUIT kill team, including, where relevant, any weapons specified for that operative.

Operatives

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

* With one of the following options:
  • Burst cannon; fists
  • Fusion blaster; fists

Marker/Token Guide

Photon Grenade Launcher token
Electrochaff Launcher token

EMP Bomb token

Multitracker token

Ambush marker

Multispectrum Sensor Package token

Homing Beacon marker

Faction Rules

Kauyon

Of all the principal martial philosophies revered by the Fire caste, Kauyon is the oldest, and is greatly favoured by kill teams of XV26 Stealth Battlesuits. Roughly translated as the patient hunter, Kauyon’s tenets emphasise luring the enemy into overreaching before striking at them with coordinated fury. Shas’vres who are expert in this strategy employ multiple mobile assets, layers of contingencies and delaying tactics to draw foes into ambushes or corral them into preprepared fire boxes.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by that enemy operative’s location.

ENEMY OPERATIVE LOCATIONACCURATE X
Within 3" of your territoryAccurate 1
Within your territoryAccurate 2
Within 3" of your drop zoneAccurate 3

Stealth Fields

Integral stealth field generators are built into each veteran’s XV26 battlesuit and the specialised drones that accompany them. The camouflaging fields they project mask a team’s operatives, allowing them to move through hazardous territory while evading detection.

Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Strategy Ploys

PATIENT HUNTERS

By allowing the enemy to recklessly show their hand or exhaust themselves, the wise can exploit the foolhardy aggression of the foe.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.
PREPARE AMBUSH

The T'au precalculate firing solutions and establish kill field parameters, awaiting their unknowing opponents to enter perfect strike range.

Place one of your Ambush markers wholly within your territory and more than 2" from enemy operatives. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule. If you do, remove that marker and that friendly operative’s ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.
BONDS OF UNITY

Stealth battlesuit pilots can draw strength and resolve from comrades.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), if it’s visible to and within 6" of another friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE), you can ignore any changes to that first friendly operative’s APL stat and select one of the following:
  • Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
  • Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
HOLOWAVE COUNTERMEASURES

Temporary bursts of experimental image-projection technology can throw off advanced targeters and even the aim of experienced snipers.

Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.

Firefight Ploys

VECTORED RETRO-THRUSTERS

XV26 battlesuit pilots are expert at firing unconventional bursts from their multidirectional thrusters to rapidly disengage from aggressive enemies, leaving their foe vulnerable to the rest of the team.

Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.
ENGAGE JET PACK

The potent jet packs built into each XV26 battlesuit provide exceptional mobility, allowing their veteran pilots to secure advantageous positions.

Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is activated or counteracts. Until the end of that activation/counteraction, you can ignore the vertical distance they move during one climb and one drop.
GHOSTSHROUD

Readily rerouting power from their weapons to their stealth fields, these operatives appear to vanish after sowing sudden death.

Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
SAVIOUR PROTOCOLS

The drones of this kill team are hard-coded to prioritise the safety of their comrades, even at the cost of their own existence.

Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly 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.

Faction Equipment

XV26 MULTITRACKERS

These support systems rapidly generate targeting solutions, enabling warriors to engage multiple targets with their rapid-firing burst cannons.

Once per turning point, when a friendly XV26 STEALTH BATTLESUIT operative is performing the Shoot action and you select a burst cannon (sweeping), you can use this rule. If you do, until the end of that action, that weapon has the Torrent 2" weapon rule.
ADVANCED BLACKSUN FILTERS

Battlesuit and drone bodies augmented with these advanced optical systems are granted incredible target identification clarity, even if confronted by the most unnatural and blinding of conditions.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that’s obscured, you don’t have to discard one success as a result of that rule. All other effects of obscured apply as normal.
COUNTER-NETWORK JAMMERS

Closely packed enemies can be thrown into disarray with a burst of multiwave infrasound from these devices. With the foe's senses and communications equipment disrupted, even outnumbered battlesuit pilots can exploit the resultant confusion to devastating effect.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if only one friendly XV26 STEALTH BATTLESUIT operative and only two enemy operatives contest it. That friendly XV26 STEALTH BATTLESUIT operative cannot be a DRONE operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
HARDWIRED TARGET LOCKS

These target-acquisition systems prioritise the parameters of enemy threats and provide their user with automatic locks. They may be embedded into neural interfaces or implanted into pilots' bodies.

Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.

Datacards


XV26 Shas’Vre

Daring commando leaders, Shas’vres direct missions with tactical flair and adaptable strategies. They are exemplars of striving to support the Greater Good by any means necessary, inspiring their fellow T’au and masterfully guiding the team’s drones with specialist controllers.

XV26 Shas’Vre

Daring commando leaders, Shas’vres direct missions with tactical flair and adaptable strategies. They are exemplars of striving to support the Greater Good by any means necessary, inspiring their fellow T’au and masterfully guiding the team’s drones with specialist controllers.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Pulse pistol (ranged)
Pulse pistol (ranged)
4
4+
4/5
Range 8"Range 8"
Pulse pistol (point-blank)
Pulse pistol (point-blank)
3
4+
4/5
Accurate 1Accurate 1
XV26 Drone Controller: STRATEGIC GAMBIT whenever this operative is in the killzone. Select one friendly DRONE operative in the killzone. Until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).
For the Greater Good: Whenever determining the value of Accurate X for the Kauyon faction rule, if this operative is in the killzone, add 1 to the result if 2 or more friendly XV26 STEALTH BATTLESUIT operatives (excluding DRONE) are incapacitated (to a maximum of Accurate 3). Note that you must have a minimum of Accurate 1 to use this rule.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LEADER, SHAS’VRE
⌀32mm


XV26 Designator

The battlesuits of Designators carry advanced markerlight arrays that constantly seek out targets, supplemented by dedicated AI sub-systems. Designators are their team’s unblinking eyes, the combination of their equipment and veteran’s instincts meaning few foes can hide for long.

XV26 Designator

The battlesuits of Designators carry advanced markerlight arrays that constantly seek out targets, supplemented by dedicated AI sub-systems. Designators are their team’s unblinking eyes, the combination of their equipment and veteran’s instincts meaning few foes can hide for long.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Fists
Fists
3
4+
3/4
-
Markerlight: Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Ambush marker (see Prepare Ambush strategy ploy), it’s marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that’s marked, that friendly operative’s ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, DESIGNATOR
⌀32mm


XV26 Infiltrator

The veterans granted use of XV26 battlesuits have trained extensively in their manoeuvrable and camouflaged armour. Tough and adaptable, Infiltrators use covert protocols to enforce the Greater Good’s dominion at the very forefront of the Spheres of Expansion.

XV26 Infiltrator

The veterans granted use of XV26 battlesuits have trained extensively in their manoeuvrable and camouflaged armour. Tough and adaptable, Infiltrators use covert protocols to enforce the Greater Good’s dominion at the very forefront of the Spheres of Expansion.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Fists
Fists
3
4+
3/4
-
Covert Protocols: This operative can counteract regardless of its order, but if it has a Conceal order during that counteraction, it cannot perform any actions other than Pick Up Marker, Place Marker or mission actions.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, INFILTRATOR
⌀32mm


XV26 Liberator

Liberators are specialist grenadiers, using advanced ordnance such as EMP grenades, as well as bulkier bombs. They employ these to breach heavily fortified targets that fusion blasters alone cannot overcome, or in moments when the stealthy setting of a bomb is preferable to noisy assault.

XV26 Liberator

Liberators are specialist grenadiers, using advanced ordnance such as EMP grenades, as well as bulkier bombs. They employ these to breach heavily fortified targets that fusion blasters alone cannot overcome, or in moments when the stealthy setting of a bomb is preferable to noisy assault.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
EMP bomb
EMP bomb
5
3+
2/2
Range 4", Blast 2", Devastating 1, Heavy (Reposition only), Lethal 4+, Limited 1, SaturateRange 4", Blast 2", Devastating 1, Heavy (Reposition only), Lethal 4+, Limited 1, Saturate
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Fists
Fists
3
4+
3/4
-
Grenadier: This operative can use frag, krak, smoke and stun grenades. 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 this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LIBERATOR
⌀32mm


XV26 Lodestar

Though often seen as lone mavericks, XV26 battlesuit pilots are no less committed to coordinated support. Lodestars exemplify this attitude, carrying stealth-enabled homing beacons to coordinate with distant allies and electrochaff launchers to cover a mission’s most daring actions.

XV26 Lodestar

Though often seen as lone mavericks, XV26 battlesuit pilots are no less committed to coordinated support. Lodestars exemplify this attitude, carrying stealth-enabled homing beacons to coordinate with distant allies and electrochaff launchers to cover a mission’s most daring actions.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Fists
Fists
3
4+
3/4
-
Electrochaff Launcher: Once per turning point, when an enemy operative is performing the Shoot action and your opponent selects a valid target (excluding DRONE), you can use this rule, providing this operative isn’t within control range of enemy operatives. If you do, until the end of that action, whenever an enemy operative is shooting a friendly XV26 STEALTH BATTLESUIT operative that’s both visible to and within 3" of this operative and more than 2" from that enemy operative:
  • Ignore the Piercing weapon rule.
  • That friendly operative is obscured.
Homing Beacon: This operative is carrying your Homing Beacon marker. Operatives (excluding DRONE) can perform the Pick Up Marker action on that marker. The first time an enemy operative performs the Pick Up Marker action on your Homing Beacon marker, discard that marker (remove it from the battle).

In the Ready step of each Strategy phase, when you gain CP, if your Homing Beacon marker is in the killzone, roll one D6 if it’s more than 6" from your drop zone; roll two D6 instead if it’s within your opponent’s territory; roll three D6 instead if it’s within 6" of your opponent’s drop zone. If any result is a 4+, you gain one additional CP.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, LODESTAR
⌀32mm


XV26 Neutraliser

Neutralisers carry handheld signal jammers and their battlesuits are modified to mount enhanced sensor suites. Using their battlesuit’s stealth field to close with enemies unseen, Neutralisers can unleash a directional system jam to compromise technological and biological signals alike.

XV26 Neutraliser

Neutralisers carry handheld signal jammers and their battlesuits are modified to mount enhanced sensor suites. Using their battlesuit’s stealth field to close with enemies unseen, Neutralisers can unleash a directional system jam to compromise technological and biological signals alike.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Burst cannon (focused)
Burst cannon (focused)
5
4+
3/4
CeaselessCeaseless
Burst cannon (sweeping)
Burst cannon (sweeping)
4
4+
3/4
Ceaseless, Torrent 1"Ceaseless, Torrent 1"
Fusion blaster (short range)
Fusion blaster (short range)
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Fusion blaster (long range)
Fusion blaster (long range)
4
4+
4/5
Range 12", Piercing 1Range 12", Piercing 1
Fists
Fists
3
4+
3/4
-
Multispectrum Sensor Package: SUPPORT. Once per turning point, when an enemy operative visible to and within 8" of this operative is activated, you can use this rule. If you do, each friendly XV26 STEALTH BATTLESUIT operative within 3" of this operative can immediately do one of the following:
  • Perform a free Dash action (in an order of your choice).
  • Change its order.
Each friendly operative that performs the Dash action cannot end that move within 3" of an enemy operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.

SYSTEM JAM1/2AP

Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. Whenever this operative has a Conceal order, you must spend 1 additional AP to perform this action.

This operative cannot perform this action while within control range of an enemy operative.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, NEUTRALISER
⌀32mm


MV15 Gun Drone

MV15 Gun Drones use built-in twin pulse carbines to provide their kill team comrades with additional covering fire, unleashing short-range bursts of pulsed plasma. They can also release blinding photon grenades from underslung grenade launchers to disrupt enemy counterassaults.

MV15 Gun Drone

MV15 Gun Drones use built-in twin pulse carbines to provide their kill team comrades with additional covering fire, unleashing short-range bursts of pulsed plasma. They can also release blinding photon grenades from underslung grenade launchers to disrupt enemy counterassaults.

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
-

PHOTON GRENADE LAUNCHER1AP

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.

This operative cannot perform this action while within control range of an enemy operative.
Drone:
  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.
  • 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.
  • This operative cannot use any weapons that aren’t on its datacard.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, MV15 GUN, DRONE
⌀28mm


MV75 Marker Drone

Known as kor’vesa – or faithful helpers – drones are widely used by the T’au military. MV75 Marker Drones are equipped with an integrated stealth field generator to evade detection, while their networked markerlights precisely illuminate enemies to provide targeting data for allied operatives.

MV75 Marker Drone

Known as kor’vesa – or faithful helpers – drones are widely used by the T’au military. MV75 Marker Drones are equipped with an integrated stealth field generator to evade detection, while their networked markerlights precisely illuminate enemies to provide targeting data for allied operatives.

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, Reposition and Shoot.
  • 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.
  • This operative cannot use any weapons that aren’t on its datacard.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Markerlight: Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Ambush marker (see Prepare Ambush strategy ploy), it’s marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that’s marked, that friendly operative’s ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.
XV26 STEALTH BATTLESUIT, T'AU EMPIRE, MV75 MARKER, DRONE
⌀28mm
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).

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.

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.
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.
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.
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 active operative’s controlling player decides.

6
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.

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.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Balanced
You can re-roll one of your attack dice.
Saturate
The defender cannot retain cover saves.
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).

The DRONE keyword is used in the following XV26 Stealth Battlesuits datacards:

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.

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.

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.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Engage: The operative can perform actions as normal and can counteract.
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.
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, but not within control range of friendly operatives, 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).
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
Kauyon

Of all the principal martial philosophies revered by the Fire caste, Kauyon is the oldest, and is greatly favoured by kill teams of XV26 Stealth Battlesuits. Roughly translated as the patient hunter, Kauyon’s tenets emphasise luring the enemy into overreaching before striking at them with coordinated fury. Shas’vres who are expert in this strategy employ multiple mobile assets, layers of contingencies and delaying tactics to draw foes into ambushes or corral them into preprepared fire boxes.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by that enemy operative’s location.

ENEMY OPERATIVE LOCATIONACCURATE X
Within 3" of your territoryAccurate 1
Within your territoryAccurate 2
Within 3" of your drop zoneAccurate 3

The XV26 STEALTH BATTLESUIT keyword is used in the following XV26 Stealth Battlesuits datacards:

The T'AU EMPIRE keyword is used in the following XV26 Stealth Battlesuits datacards:

Strategy Ploys
PATIENT HUNTERS

By allowing the enemy to recklessly show their hand or exhaust themselves, the wise can exploit the foolhardy aggression of the foe.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.
PREPARE AMBUSH

The T'au precalculate firing solutions and establish kill field parameters, awaiting their unknowing opponents to enter perfect strike range.

Place one of your Ambush markers wholly within your territory and more than 2" from enemy operatives. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule. If you do, remove that marker and that friendly operative’s ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.
BONDS OF UNITY

Stealth battlesuit pilots can draw strength and resolve from comrades.

Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), if it’s visible to and within 6" of another friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE), you can ignore any changes to that first friendly operative’s APL stat and select one of the following:
  • Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
  • Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
HOLOWAVE COUNTERMEASURES

Temporary bursts of experimental image-projection technology can throw off advanced targeters and even the aim of experienced snipers.

Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Place a marker the active operative is carrying within its control range.

If an operative carrying a marker is incapacitated, it must perform this action before being removed from the killzone, but does so for 0AP. This takes precedence over all rules that prevent it from doing so.

An operative cannot perform this action during the same activation in which it already performed the Pick Up Marker action (unless incapacitated).
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
Saturate
The defender cannot retain cover saves.
EXPLOSIVE GRENADES

A variety of offensive grenades are employed by the forces of the 41st Millennium. These range from simple fragmentation grenades to plasma and gravitic concussion grenades, while even more exotic devices are used to crack open enemy armour.

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak). Each selection is a ranged weapon your operatives can use, but your kill team can only use that weapon a total number of times during the battle equal to your selection.

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

WR
Range 6", Blast 2", Saturate


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

WR
Range 6", Piercing 1, Saturate

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.

SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

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.

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 XV26 Stealth Battlesuits datacards:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025