T’au Empire
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The T’au Empire is a dynamic rising force in the galaxy, as yet unburdened by the bloody failures of a long history. United by their shared vision of the Greater Good, the T’au strive to bring enlightenment to other races, even if they must do so at the barrel of a gun.

Books

BookKindEditionVersionLast update
  T’au Empire
  T’au EmpireCodex10April 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends Field Manual
  Legends Field ManualExpansion101.3March 2024
  Legends: T’au Empire
  Legends: T’au EmpireDatasheet10August 2023
  Imperial Armour: T’au Empire
  Imperial Armour: T’au EmpireDatasheet10June 2023

Introduction

On the following pages you will find several T’AU EMPIRE Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the T’au Empire - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems in Core Rules.

Army Rules

For the Greater Good

The Hunter Cadres battle for the betterment of the T’au Empire, not for personal gain or egotistic accomplishments. This burning commitment allows for prodigiously effective covering fire. Enemies are pinned in place by deadly bursts of pulse blasts, or the infamous T’au markerlight is used to expose even well-fortified enemy positions, allowing other T’au warriors to fall on the vulnerable enemies with murderous force.

If your Army Faction is T’AU EMPIRE, then in your Shooting phase units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:
  • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
  • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.

Kauyоn

Detachment Rule


Patient Hunter

The tactical philosophy known as the Kauyon allows for T’au commanders to draw the enemy into a deadly trap, springing it at the perfect moment to deliver a storm of fatal strikes against which none can escape.

From the third battle round onwards, all ranged weapons equipped by T’AU EMPIRE models from your army have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead while targeting their unit’s Spotted unit.

Enhancements

  • Exemplar of the Kauyon 20 pts

Long meditation upon the tenets of the Patient Hunter has seen this warrior master the application of this cunning ambush strategy. When they take to the battlefield, they embody the teachings of the Kauyon, much to the dismay of their luckless prey.

T’AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round onwards instead of from the third.

  • Precision of the Patient Hunter 15 pts

This warrior prowls the battlefield like a high-tech predator, stalking and assessing their quarry before they strike. When they do launch their assault, their every shot and blow is informed by careful observations, perfectly aimed where they will do the greatest harm.

T’AU EMPIRE model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as well.

  • Solid-Image Projection Unit 30 pts

This holowave-emitter drone projects beams of so-called heavy light, forming convincing illusory images while simultaneously masking the true locations of its allies with advanced refraction fields.

T’AU EMPIRE model only. After both players have deployed their armies, select up to three T’AU EMPIRE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Through Unity, Devastation 25 pts

Under their calm tutelage of this leader, warriors of the Fire caste maximise every shot they fire, creating a blizzard of deadly energy.

T’AU EMPIRE model only (excluding KROOT SHAPER models). While this model is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in their Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit.


Stratagems

A TEMPTING TRAP
1CP
Kauyon – Battle Tactic Stratagem
Kauyon teaches that many things can be used to bait a trap, luring the foe into position.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.

RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic Stratagem
Devastating firepower need not be applied from afar, especially when striking an unsuspecting foe.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic Stratagem
T’au Hunter Cadres work in close coordination to destroy the most dangerous enemy targets.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.
COMBAT EMBARKATION
1CP
Kauyon – Wargear Stratagem
Those who act as the lure in the Kauyon must be ready to make a hasty withdrawal once the enemy closes into killing range, lest they be trapped.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One T’AU EMPIRE INFANTRY unit from your army that was selected as one of the targets of that charge, and one friendly TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge.

RESTRICTIONS: Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
PHOTON GRENADES
1CP
Kauyon – Wargear Stratagem
Hurling a volley of photon grenades, the T’au leave their enemies dazzled and disorientated, unable to close the distance into combat at a crucial moment.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One T’AU EMPIRE GRENADES unit from your army that was selected as one of the targets of that charge.

EFFECT: That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
WALL OF MIRRORS
1CP
Kauyon – Battle Tactic Stratagem
T’au Stealth Cadres utilise obfuscation fields and wide-band refraction beams to mask their advance.
WHEN: End of your opponent’s Fight phase.

TARGET: One STEALTH, GHOSTKEEL or COMMANDER SHADOWSUN unit from your army.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

RESTRICTIONS: You cannot target a unit that is within Engagement Range of one or more enemy units.

Mont'ka

Detachment Rule

Killing Blow

Mont’ka is the most aggressive style of T’au warfare. Its singular focus is the art of identifying a target of opportunity and attacking it swiftly with an overwhelming application of force.

During the first, second and third battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the [LETHAL HITS] ability.

Enhancements

  • Coordinated Exploitation 20 pts

This leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.

T’AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in their Guided unit have the [sustained hits 1] ability while targeting their Spotted unit.

  • Exemplar Of The Mont’ka 10 pts

This warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.

T’AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well.

  • Strategic Conqueror 15 pts

A wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.

T’AU EMPIRE model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T’AU EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic.

  • Strike Swiftly 25 pts

This commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.

T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T’AU EMPIRE units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.


Stratagems

PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic Stratagem
Mont’ka emphasises rapid evolving threat-analysis and the application of overwhelming firepower to eliminate emergent high-priority targets.
WHEN: Any phase.

TARGET: One T’AU EMPIRE unit (excluding KROOT units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic Stratagem
By advancing swiftly into commanding positions, Mont’ka forces maximise the benefits of their enemies' shock and disorientation.
WHEN: Your Movement phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic Stratagem
Mont’ka doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.
WHEN: Start of your Shooting phase.

TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.

EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.

RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic Stratagem
The most aggressive Fire caste warriors sometimes spring from moving transports, roll with the impact of landing, and come up with weapons already blazing.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE INFANTRY unit from your army that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy Stratagem
Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns, pinning their advancing foes and staving off their onslaught.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE INFANTRY unit (excluding KROOT units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks.

EFFECT: Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear Stratagem
Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and lessening the power of the enemy fusillade.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.

Retaliation Cadre

Detachment Rule

Bonded Heroes

Cadres of T’au Battlesuit pilots fight in a manner inspired by the dynamism and determination of famous and beloved war leaders. Indeed, some of the specialist piloting manoeuvres they employ are named after such icons, in a few rare - and sometimes unofficial - cases even after those who have since fallen far from favour with the Ethereal Council. Either way, these bonded veterans are experts in the deadly art of engaging the enemy in close confines. They plunge into the heart of the enemy army where the fighting is fiercest, and prevail in the name of the Greater Good.

Each time a T’AU EMPIRE BATTLESUIT model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 6", improve the Armour Penetration characteristic of that attack by 1 as well.

Enhancements

  • Internal Grenade Racks 20 pts

These thigh plates house deployment rails of high-explosive bomblets. As the pilot jets over the foe, the racks can be triggered to dispense a rain of death.

T’AU EMPIRE BATTLESUIT model only. The bearer has the Grenades keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

  • Prototype Weapon System 15 pts

Famed battlesuit pilots are often more than willing to assist Earth caste scientists infield-testing the latest in experimental weapons technology.

T’AU EMPIRE BATTLESUIT model only. Each time the bearer is selected to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until those attacks are resolved, ranged weapons equipped by the bearer have the selected ability.

  • Puretide Engram Neurochip 25 pts

Commander Puretide was the most gifted T’au war leader of all time. Upon his death, his memories were stored in a neurochip. When implanted into the brain, the bearer can access much of this wisdom.

T’AU EMPIRE BATTLESUIT model only. Once per turn, you can target the bearer s unit with a Stratagem even if you have already targeted a different unit with that Stratagem this phase.

  • Starflare Ignition System 20 pts

The ignition thrusters on selected battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off and sending the pilots streaking skywards.

T’AU EMPIRE BATTLESUIT model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves.


Stratagems

FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed Stratagem
Devices are incorporated into some battlesuits either to prevent high-ranking pilots being taken alive for interrogation or to prevent just such fatal explosions.
WHEN: Any phase, just after a T’AU EMPIRE BATTLESUIT model from your army is destroyed.

TARGET: That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed.

EFFECT: Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds.
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear Stratagem
On-board hypodermics shunt pain-blockers and chemical stimulants into the pilot's system.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy Stratagem
Made famous by Commander Farsight and his protege Brightsword, this philosophy encourages pilots to drop into the very teeth of the enemy army and apply their firepower at point-blank range.
WHEN: Your Movement phase.

TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic Stratagem
Commander Arro’kon’s teachings are considered pre-eminent in the art of engaging and eliminating numerically overwhelming enemy formations.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead.
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy Stratagem
Though now disgraced by association with O'Shovah, Sub-Commander Torchstar’s strike-and-fade tactics are still taught - albeit officially under other names - in many Fire caste academies.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that can Fly whose attacks have been resolved this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy Stratagem
First used by O’Jir during the battle for Laguna Shard, these battlesuit-mounted emitters batter advancing foes backwards with gravitic pulse waves.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that was selected as a target of that charge.

EFFECT: That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound.

Kroot Hunting Pack

Detachment Rule

Hunter’s Instincts

The Kroot naturally predate upon weakened foes, drawn by the scent of spilled blood and viscera.

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.

Skirmish Fighters

Though ill-suited to protracted warfare, the Kroot are experts at light, swift skirmishing. Here their fieldcraft and wiry natural agility help them to evade the hostile attentions of their foes.

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

KEYWORDS

If you select this Detachment, KROOT CARNIVORE units from your army have the Battleline keyword.

Enhancements

  • Borthrod Gland 15 pts

The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.

Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.

  • Kroothawk Flock 10 pts

This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.

KROOT model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer.

  • Nomadic Hunter 20 pts

This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.

KROOT TRAIL SHAPER model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability.

  • Root-Carved Weapons 10 pts

Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.

Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities.


Stratagems

JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic Stratagem
When a Kroot Hunting Pack closes in on its prey, there are often other hunters waiting to join in the fray and take their share of any spoils.
WHEN: Any phase.

TARGET: One KROOT INFANTRY or KROOT HOUNDS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units.
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic Stratagem
The Kroot have long perfected the art of ambush hunting, their packs working in deadly concert.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One KROOT unit from your army that has not been selected to shoot or fight this phase.

EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
EMP GRENADES
1CP
Kroot Hunting Pack – Wargear Stratagem
Furnished by T’au allies or returning Farstalkers, these electromagnetic grenades wreak havoc with the animuses of armoured fighting vehicles.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight.

TARGET: One KROOT GRENADES unit from your army within 8" of that enemy VEHICLE unit.

EFFECT: Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy Vehicle unit’s weapons by 1.
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
The psychological impact of witnessing one's comrades being dismembered and devoured by gore-splattered Kroot cannot be overstated.
WHEN: Fight phase.

TARGET: One KROOT unit from your army that destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
Kroot see no value in stand-up fights, caring little for honour or glory. They hit and fade, frustrating their foes and bleeding them by degrees until - weakened and out of position - they are rendered vulnerable.
WHEN: Your Movement phase, just after a KROOT unit from your army Falls Back.

TARGET: That KROOT unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
The Kroot are experts in camouflage and concealment, able to utilise cover in ways most foes would never consider and - to their great misfortune - do not anticipate.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One KROOT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Drones

If you have upgraded a model to have a drone, place a Drone token next to your model as a reminder. These do not count as models for any rules purposes.

GUARDIAN DRONE

Each time a model makes a ranged attack that targets the bearer’s unit, subtract 1 from the Wound roll.

GUN DRONE

The bearer is equipped with the following ranged weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin pulse carbine [assault, twin-linked]
Twin pulse carbine [assault, twin-linked]
20"
2
5+
5
0
1

MARKER DRONE

The bearer’s unit has the MARKERLIGHT keyword and can act as an Observer unit for another unit even if it Advanced this turn.

MISSILE DRONE

The bearer is equipped with the following ranged weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Missile pod
Missile pod
30"
2
5+
7
-1
2

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to T’AU EMPIRE units.

This section contains the following rules:

EXPANDING THE EMPIRE
The rules presented on the following pages enable you to take over different types of planet by diplomatic or military means in order to assimilate entire star systems into the burgeoning T’au Empire.

AGENDAS
T’AU EMPIRE armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
T’AU EMPIRE armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, T’AU EMPIRE units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, T’AU EMPIRE CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Expanding The Empire

If your Crusade force includes any T’AU EMPIRE units, it can embark upon the task of expanding the burgeoning T’au Empire, bringing new star systems into the fold for the betterment of all concerned. Your Crusade force can only work on assimilating one star system at a time. If at any point your Crusade force finds itself without an active star system to assimilate, you can generate one as described below.

Planets

Each planet has the following characteristics:

Diplomat Power and Military Power: Over the course of your Crusade games you will bring each of these planets into the fold, either through the efforts of the Water castes diplomats or the force of will of the Fire caste’s warriors as you see fit. The difficulty of achieving these tasks will be determined by a planet’s Diplomat Power and Military Power respectively. Your Crusade force will use Agendas to build up Diplomat points and Military points through your games, which can be used to assimilate planets into your growing empire. Each time you generate a new star system, both your Diplomat and Military points are reset to 0.

Military Success
Each time you win a battle, your Crusade force gains 1 Military point.


Assimilation Abilities: You will encounter many different types of planet over the course of your journey, so vast and diverse is the galaxy, and each will have Assimilation Abilities that trigger when you take over that planet. These can either help or hinder your progress in that star system, so plan your strategy carefully.

Supply Line Effect: Once a star system has been fully brought in line with the teachings of the Ethereals, it is possible to incorporate it into your force’s supply lines in order to aid you in future conquests. To do so, you can select one planet from the assimilated star system and use the Set Up Supply Lines Requisition to gain the benefits of its Supply Line Effect.

In addition to the above, each system has one Core World. This will be the first planet that you generate, and you cannot attempt to take it over by any means, until all other planets within the system have been brought into the fold first.

Generating a New Star System

To generate a new star system, follow the three steps below. More detail on each of these steps can be found on the pages ahead.
1. DETERMINE THE TEMPERAMENT OF THE SYSTEM’S INHABITANTS
2. DETERMINE THE NUMBER OF PLANETS
3. DETERMINE EACH PLANET’S TYPE
You can photocopy the blank Crusade tracker card to record the details of the star system you are assimilating.

Determine The Temperament Of The System’s Inhabitants


The T’au have encountered many different species and cultures in their journey across the stars, and incorporating each of them into the unifying power of the Greater Good always poses unique challenges to both the diplomats of the Water caste and the warriors of the Fire caste. When generating a new star system you must first determine the temperament of its inhabitants by rolling one D6 and consulting the table below.

Inhabitants’ Temperament
D6

Warlike

The inhabitants of this system possess an aggressive temperament.

Add 1 to the Military Power of each planet in this star system.
Prideful

The denizens of this system will not be easily cowed.

You cannot use the Show of Force Requisition while assimilating this star system.
Ideologues

The inhabitants of this system must be reconciled with the T’au'va to secure their allegiance.

Add 1 to the Diplomat Power of each planet in this star system.
Trade Contacts

The Empire already has a foothold in this system thanks to reciprocal trade contracts with local merchants.

Select one planet and halve its Diplomat Power (rounding up).
Corrupt And Decadent

It will be hard to convince such hedonistic beings of the benefits of the Greater Good.

Add 2 to the Diplomat Power of this star system’s Core World.
Dictatorship

This system lies firmly in the grip of a tyrannical regime.

Add 2 to the Military Power of this star system’s Core World.

Determine The Number Of Planets


Select the number of planets for the system: 4, 6, or 8.

Determine Each Planet’s Type


For each of the planets in your current star system, you must determine which type of planet it is. To do so, first roll one D6: on a 1-4, you will use the Common Planets table; on a 5-6, you will use the High-value Planets table. Then roll a second D6 and consult the table you are using: that second result determines the planet’s type.




Shrine World

This world is pivotal to the faith of the local populace, be it a site of pilgrimage or of religious governance. Its conquest may shake the faith of some foes but will likely stoke the fervour and fury of others.

Diplomat Power: 5

Military Power: 2


Assimilation Abilities
Shaken Faith: Select up to three planets; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).

Stir the Flames: Add 1 to the Military Power of all planets.

Supply Line Effect
Collapse of Faith: While assimilating your Crusade force’s next star system, each time you perform a diplomatic takeover, you gain 1 Requisition point.

Civilian World

Worlds such as this boast large population centres, but are typically less well-defended than more strategically valuable worlds. Conquering this planet will cut off a stream of recruits for local military forces but will also spur neighbouring planets to accelerate their own martial preparations, fearing they may be invaded next.

Diplomat Power: 3

Military Power: 2


Assimilation Abilities
Threat of Invasion: Add 1 to the Military Power of other Civilian World planets.

Recruitment Down: Subtract 1 from the Military Power of Fleet Installation and Military Base planets (to a minimum of 1).

Supply Line Effect
A Mingling of Cultures: Select up to three units from your Order of Battle with the Battle-ready or Blooded ranks. Each of those units gains 5XP.

Mining World

Made rich by its mineral deposits and the labour of countless unlucky souls, this world - and the military forces who guard and oversee excavations - have become lazy and easily corrupted. Conquering this planet will effectively starve the enemy war machine across the wider system.

Diplomat Power: 3

Military Power: 4


Assimilation Abilities
Harvest Resources: Your Crusade force gains D3 Requisition points.

Starve the War Machines: Select up to two planets; subtract 1 from the Military Power of each of those planets (to a minimum of 1).

Supply Line Effect
Spoils of War: Your Crusade force gains D3+1 Requisition points.

Military Base

The fall of such a pivotal military strongpoint would weaken local defences enormously. Of course, overcoming this worlds conventional fortifications may prove extremely challenging. Other, subtler methods of conquest may prove more efficacious.

Diplomat Power: 4

Military Power: 6


Assimilation Abilities
Force to the Table: Subtract 1 from the Diplomat Power of each other planet (to a minimum of 1).

Military Supplies: You can use the Fresh Recruits Requisition once without spending any Requisition points.

Supply Line Effect
Repurposed Infrastructure: Increase your Crusade forces Supply Limit by 400 points.

Fleet Installation

A powerful and valuable voidborne stronghold, this location acts as not only a centre for military might in the system but also a nexus for intelligence gathering and contingency planning. Its conquest would hurt the enemy both strategically and tactically, and likely produce a rich bounty of valuable information.

Diplomat Power: 4

Military Power: 6


Assimilation Abilities
Invasion Plans: Select one planet; halve the Military Power of that planet (rounding up).

Orbital Dominance: You can use the Rearm and Resupply Requisition once without spending any Requisition points.

Supply Line Effect
Fleet Intel: After you generate your Crusade force’s next star system, subtract 1 from the Military Power of all planets in that system (to a minimum of 1).

Agri World

It is a truism that lines of supply win or lose wars. Capturing this breadbasket world will threaten enemy planets throughout the system with potential starvation, while also ensuring the invaders’ supplies are replenished and their warriors fed.

Diplomat Power: 2

Military Power: 2


Assimilation Abilities
Empty Bellies: Select up to one Civilian World and up to one Military Base or Fleet Installation; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).

Full Stomachs: You can use the Repair and Recuperate Requisition once for a cost of up to 2RP less than usual (to a minimum of 0).

Supply Line Effect
Rest and Recuperation: Select up to two units from your Order of Battle; remove one Battle Scar from each of those units.

Political Centre

From this well-defended world do the local rulers govern their system-wide empire. The conquest of such a planet will have huge ramifications, undermining the positions of local rulers on neighbouring worlds while bolstering the morale of the invaders as they see the heart of the enemy power structure laid low.

Diplomat Power: 6

Military Power: 3


Assimilation Abilities
Sell-outs: Select one planet; halve the Diplomat Power of that planet (rounding up).

Belief in the Cause: You can use the Renowned Heroes Requisition once without spending any Requisition points.

Supply Line Effect
Diplomatic Contacts: After you generate your Crusade force’s next star system, subtract 1 from the Diplomat Power of all planets in that system (to a minimum of 1).

Traders’ Hub

Worlds such as this are no easy prize. Success in trade requires finely honed negotiating skill, while the combination of private contractors and heavy military investment ensures impressive defensive forces are always on station. Should such a well-protected world fall, however, the shock waves will ripple through the rest of the system to great effect.

Diplomat Power: 4

Military Power: 4


Assimilation Abilities
Indirect Influence: Select one planet; switch the Diplomat Power and Military Power of that planet.

Supply Line Effect
Trade Networks: After you generate your Crusade force’s next star system, your Crusade force gains 2D3 Diplomat points and D3 Military points.

Research World

Whether it is an industrial manufacturing centre or an enclave of high-minded scientific experimentation, the technological advancements this world will yield to its conquerors are more than worth the military expenditure required to seize them.

Diplomat Power: 4

Military Power: 3


Assimilation Abilities
Review Research: Your Crusade force gains 2D3 Requisition points.

Supply Line Effect
Scientific Integration: You can use the Renowned Heroes and Prototype System Requisitions once each without spending any Requisition points.

Taking Over a Planet

Each time you win a battle, you can choose for your Crusade force to take over one of the unconquered planets in the star system you are assimilating. If yot do, select one of those planets and decide whether you want to perform a diplomatic takeover or a military takeover.

Diplomatic Takeover

There are times when words may prove a greater weapon than any quantity of bombs or bullets. A world overthrown through diplomatic means enters the fold willingly and unmarred by the devastation of war, sending the message to all that meek compliance may spare the defenders many horrors.

If your Crusade force has a number of Diplomat points equal to or higher than that planet’s Diplomat Power, subtract that planet’s Diplomat Power from your Crusade force’s Diplomat points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over.

Military Takeover

Those who will not accept the message of the T’au’va, and who cannot see the benefits of willing assimilation into the T’au Empire, must be rendered compliant through military force. They will still fall, of course, as battlesuit teams drop from the heavens with guns blazing and Hunter Cadres sweep unstoppably from one battlefront to the next. Regrettably, however, such conflicts may reduce the world’s infrastructure to ruins before they are done.

If your Crusade force has a number of Military points equal to or higher than that planet’s Military Power, subtract that planet’s Military Power from your Crusade force’s Military points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over. Each time you perform a military takeover, roll one D6: on a 1-3, that planet has been razed by the conflict and cannot be selected for the Set Up Supply Lines Requisition. Make a note of this on your Crusade tracker card.

SET UP SUPPLY LINES1RP/2RP

The T’au make little distinction between void fleets intended for military conquest and those set up for rapid colonisation. When an enemy world is brought to heel, therefore, all the necessary Earth, Air and Water caste assets are already on hand to establish new supply lines.

Purchase this Requisition after your Crusade force takes over the Core World in your active star system. Select one of the planets in your active star system to incorporate into your supply lines. The Supply Line Effect of that planet takes effect.

If you selected a Core World for this Requisition, this Requisition costs 1RP; otherwise, it costs 2RP.

After purchasing this Requisition, generate a new active star system for your Crusade force.

Agendas

If your Crusade army includes any T’AU EMPIRE units, you can select Agendas from those presented here.

SECRET MEETING

Some amongst the enemy’s command structure are more open to the message of the Ethereals than others. Such contacts must be encouraged and exploited.

After both players have finished deploying, select one ETHEREAL model from your Crusade army. That model gains the following ability:

Secret Meeting: At the end of your Movement phase, if this model is not Battle-shocked, is eligible to shoot and is within 3" of the centre of the battlefield, it can use this ability. If it does, until the start of your next Command phase, this model cannot shoot or declare a charge. At the start of your next Command phase, this model gains 3XP and your Crusade force gains D3 Diplomat points. Each time this ability is used during the first three battle rounds, your Crusade force gains 3 Diplomat points instead of D3.
PROTECT THE LEADERSHIP

Whether they be defecting enemy officers or T’au diplomats or scientists who have been caught woefully out of position, these individuals must be secured swiftly.

After both players have finished deploying, you must place two Dignitary markers anywhere on the battlefield but not within 9" of each other, not within 9" of any models from your army, and not within 9" of your deployment zone. These represent high-ranking political figures, and can be controlled by either player as if they were objective markers, but do not count as objective markers for any other rules purposes.

Each Dignitary marker begins the battle with 3 Life points. At the end of your turn, each of your Dignitary markers that is not controlled by you loses 1 Life point. If a Dignitary markers Life points reach 0, it is destroyed and removed from the battlefield.

At the end of the battle, for each of your Dignitary markers still on the battlefield, your Crusade force gains 2 Diplomat points. If both of your Dignitary markers remain on the battlefield, you can also select one additional unit to be Marked for Greatness.
HIT THEIR SUPPLY LINES

An enemy without the food, munitions or fuel to keep fighting is one more swiftly brought to heel.

At the start of your Shooting phase, you can select one or more T’AU EMPIRE INFANTRY units from your Crusade army that are not Battle-shocked and are eligible to shoot. Until the end of the turn, each unit you selected is tasked with damaging supply lines and is not eligible to shoot or declare a charge.

At the end of the turn, if that unit is within range of an objective marker you control that has not been damaged by your army, that objective marker is said to be damaged by your army and that unit gains 1XP.

At the end of the battle, if at least half of the objective markers on the battlefield have been damaged by your army, your Crusade force gains D3 Military points. If all of the objective markers on the battlefield have been damaged by your army, your Crusade force gains 3 Military points instead.
OUTFLANK AND ENCIRCLE

T’au strategic doctrine places little emphasis on stolid territorial conquest, instead emphasising the outmanouevring and neutralisation of the foe.

At the end of the battle, if there are more units from your Crusade army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army; each of those units gains 2XP, or 3XP instead if that unit is a KROOT unit.
TEACHINGS OF WAR

It is incumbent upon T’au Commanders to embody at all times the teachings of the Code of Fire.

At the start of the battle, select one of the following to apply during the battle:
  • Aggressive Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the first battle round, that unit from your Crusade army gains 1XP.
  • Patient Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the fifth battle round, that unit from your Crusade army gains 1XP.

Requisitions

If your Crusade army includes any T’AU EMPIRE units, you can spend Requisition points (RPs) on any of the following Requisitions.

SHOW OF FORCE1RP

Should local defenders begin to waver, and an opportunity be spotted to shatter their morale without further bloodshed, then the Air and Fire castes will gladly engage in the necessary theatrics. Sometimes all it takes is a little posturing and implied threat to see the hostile forces stand down and peace talks begin in earnest.

Purchase this Requisition after a battle you won. If your Crusade force has 2 or more Military points, your Crusade force loses 2 Military points and gains 2 Diplomat points.
TOTEMIC INFUSIONS1RP

Shapers understand the ways in which their followers view their abilities and gladly employ a little psychosomatic pantomime if it bolsters the might and courage of the Kroot. Ritual infusions made from the choice sweetmeats, trophy-organs and harvested glands of powerful foes serve as a wonderful tonic.

Purchase this Requisition after a battle you won, if your Crusade army included one or more KROOT TRAIL SHAPER, FLESH SHAPER or WAR SHAPER models. If one of those SHAPER models destroyed your opponents WARLORD with a melee attack during the battle, that SHAPER model gains the Battle Honour from the list below that corresponds with a keyword that enemy WARLORD had (if no keyword applies, that unit gains the ‘Other’ effect). A model may only have one of these Battle Honours at a time; using this Requisition on a model that already has one will replace that Battle Honour.
  • IMPERIUM: While that SHAPER model is leading a unit, re-roll Battle-shock tests taken for that unit.
  • AELDARI: While that SHAPER model is leading a unit, add 2" to that unit’s Move characteristic.
  • ORKS: While that SHAPER model is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by that unit.
  • LEAGUES OF VOTANN: While that SHAPER modelis leading a unit, add 1 to the Toughness characteristic of models in that unit.
  • OTHER: While that SHAPER model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
THE HERO’S MANTLE2RP

Although each mark and pattern of battlesuit is different, there are many similarities in their standardised design. Certainly it is not uncommon for battlesuit pilots to switch from one type of battlesuit to another between - or even during - conflicts.

Purchase this Requisition at any time. Select one CRISIS or BROADSIDE unit from your Order of Battle. Remove that unit from your Order of Battle and replace it with one CRISIS, GHOSTKEEL or RIPTIDE unit. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade forces Supply Limit. The new unit starts with the same XP, Battle Honours, Battle Scars and Crusade points as the unit it replaced.
PROTOTYPE SYSTEM1RP

It is considered no small privilege to field test one of the Earth castes many powerful experimental weapon systems or other pieces of military hardware. Some T’au Commanders will selflessly request the honour through a desire to further the Greater Good. Others humbly accept such a vital responsibility when they are chosen for it as a reward for their military achievements.

Purchase this Requisition when you add a BATTLESUIT unit to your Order of Battle. That unit gains 6XP (and therefore gains the Blooded rank). Select one Battle Trait for that unit from the BATTLESUIT Units table (see below).

Battle Traits

When a T’AU EMPIRE unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

BATTLESUIT UNITS
D6

SENTRY Al

Onboard Al sweep the battlesuit’s peripheral threat zones, allowing pilots more warning of hostile attackers while securing tactical assets.

While this unit is Battle-shocked, change the Objective Control characteristic of models in this unit to 1, instead of 0.
WARDEN DRONES

A strong bond of loyalty has developed between the simple drone Als and their pilot masters, such that they seek to protect the T’au at all costs.

Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
REACTIVE THRUST SYSTEM

Angled micro-thrusts integrated into battlesuits plating allows their pilots to trigger a sudden burst of speed for interdiction assaults.

Once per battle, you can target this unit with the Heroic Intervention Stratagem for 0CP.
INTEGRATED TARGETING Al

Advanced Al subroutines assist in rapidly selecting priority incoming targets and calculating responsive fire-solutions to eliminate them.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
ELECTROCHAFF BACKUPS

These miniature spread-launchers dispense clouds of electromagnetic interference and interdiction micro-munitions that foul long range enemy targeting and fire patterns.

Each time a ranged attack targets this unit, unless the attacking model is within 18", subtract 1 from the Hit roll.
LEAPING FLAME

It is no easy task to master the most advanced tenets of the Code of Fire, but those battlesuit pilots who do so can assail their enemies like a raging wildfire.

Each time this unit Advances, until the start of your next Movement phase, this unit has the Stealth ability.

ETHEREAL MODELS
D6

ESTEEMED LEADER

The renown of this Ethereal is such that their mere presence upon the battlefield inspires the T’au to even greater efforts.

When rolling for this model’s Coordinated Leadership ability, add 1 to the result.
THE HEALER’S HANDS

Not merely through words do the Ethereal caste soothe and sustain their people. Some are also learned in almost supernatural healing arts.

At the end of the battle, if this model was part of your Crusade army and was not destroyed during the battle, you can ignore one failed Out of Action test taken for a T’AU EMPIRE unit; that test is treated as having been passed instead.
HERALDS OF THE T’AU’VA

In the wake of conquest, this Ethereal is practised in providing the inspirational addresses needed to heal societal breaches.

At the end of the battle, if this model was part of your Crusade army and was not destroyed during the battle, roll one D6: on a 5+, your Crusade force gains 1 Diplomat point.

PATHFINDERS, STRIKE TEAM AND BREACHER TEAM UNITS
D6

MERCILESS MARKSMEN

These warriors have fought the enemies of the Empire long enough for their idealism to be tainted with genuine hatred.

Ranged weapons equipped by models in this unit (excluding support turrets) have the [LETHAL HITS] ability.
QUICK SHOTS

Excellent reactions, icy calm and a steady aim ensure that charging down the gunsights of this team is no easy proposition.

Once per battle round, you can target this unit with the Fire Overwatch Stratagem for 0CP.
PRACTISED AIM

It has become second nature for this team to single out and exploit the weak spots on even the toughest targets.

Add 1 to the Ballistic Skill characteristic of ranged weapons equipped by models in this unit.

KROOT UNITS
D6

TAKERS OF HEADS

Kroot understand on an instinctive level that to eliminate those who lead their prey in war renders those who followed them more vulnerable. Some - be they master predators or veteran bounty hunters - make a study of this skill.

Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
PREY SLAYERS

These Kroot specialise in singling out particular quarry and stalking them to the exclusion of all else. Whether at the behest of their Shapers or in service to a mercenary contract, they strive to ensure their victims do not escape the battlefield alive.

At the start of the battle, select one unit from your opponent’s army. Until the end of the battle, each time this KROOT unit makes an attack that targets that enemy unit, you can re-roll the Hit roll.
TECHNOLOGICAL TROPHIES

Accumulated through mercenary contracts and as rewards from grateful T’au, these Kroot bear sufficient examples of high-tech weaponry that they can bring down even the largest battlefield targets with surprising swiftness.

Each time this unit declares a charge, if you select a MONSTER or VEHICLE unit as a target of that charge, until the end of the turn, melee weapons equipped by models in this unit have the [LANCE] ability.

Crusade Relics

When a T’AU EMPIRE CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

SEISMIC DESTABILISER

Designed to undermine fortified positions and drive enemy soldiers from cover, the seismic destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spiders web of fractures, and any garrisoned troops must evacuate or risk being buried.

At the start of your Shooting phase, select one enemy unit within 12" of the bearer that is not fully visible to the bearer due to intervening terrain or because it is within a terrain feature. Roll one D6, adding 2 to the result if the unit is on or within a ruins terrain feature: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
SERENITY

This staff of office is said to have been carved through the erosion of flowing water over a thousand years. The touch of an Ethereal seems to awaken something within the stave, sending ripples of enlightened calm rolling outward to bring peace to all nearby T’au.

ETHEREAL model only. The bearer gains the following ability:

Serenity (Aura): While a friendly T’AU EMPIRE unit is within 6" of this model, add 1 to that unit’s Leadership characteristic.
KREP’CHAK

Loosely translated, this ancient root carved weapon is known as the Hungering One. None on Pech has ever been able to identify the strange material from which the weapon is formed, nor explain how it seems able at times to shift between the shape of one traditional Kroot weapon and another as the needs of the hunt dictate. What is certain, is that once Krep’chak has tasted the blood of fallen foes its wrath becomes greater than ever.

Once per battle, when the bearer’s unit destroys an enemy unit, select one melee weapon equipped by the bearer (excluding Extra Attacks weapons). Until the end of the battle, add 1 to the Attacks, Strength, and Armour Penetration characteristics of that weapon.

Antiquity Relics

ONAGER GAUNTLET

Onager gauntlets were developed during the Damocles Crusade to counter the tanks of the Imperium. Armed with such a weapon, a warrior could punch through inches-thick armour. Though the technology proved successful, the casualty rate amongst bearers was high, and of the twelve prototypes, only one remains.

BATTLESUIT model only. The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Onager gauntlet [DEVASTATING WOUNDS]
Onager gauntlet [DEVASTATING WOUNDS]
Melee
4
3+
14
-3
3
THE BE'GEL HUNTER’S PLATE

Rumour has it this armour-cladding incorporates plates salvaged from one of Commander Puretide’s own battlesuits, piloted by the martial savant during his wars against the Orks during the Second Sphere Expansion. It emphasises protective fortitude, rerouting gravitic micro-buffering and ionised counter-surges in response to incoming impacts. The result is personal protective plating that adapts and reacts to the enemy’s attacks with impressive speed.

BATTLESUIT model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

Legendary Relics

THE TIDECRYSTAL

Held in an armoured pendant, this crystal engram chip contains override codes for the T’au tactical net. These are coupled with priority strategic protocols mapped from Commander Puretide’s own mental engram and can change the face of a battle.

Once per battle, at the start of your Command phase, if the bearer is on the battlefield, you can do one of the following:
  • Select one objective marker you do not control. Until the start of your next Command phase, each time a T’AU EMPIRE unit from your Crusade army makes a ranged attack that targets a unit within range of that objective marker, that T’AU EMPIRE unit is considered to be a Guided unit and that target unit is considered to be that T’AU EMPIRE unit’s Spotted unit.
  • Select one objective marker you control. Until the start of your next Command phase, each time an enemy unit makes an attack that targets a T’AU EMPIRE unit from your Crusade army that is within range of that objective marker, subtract 1 from the Wound roll.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Devotee Of The T’au’va

Through the measured and determined application of means both martial and diplomatic, you have proven your dedication to the advancement of the Greater Good. Entire worlds that once languished in darkness and ignorance now bathe in the enlightenment that you bring. By your efforts a new outpost of the T’au Empire has been established, one that can be used as the jumping off point for further altruistic conquests. As for you, your star is rising. The Ethereals know your name now. They watch with interest. See that you do not disappoint them....

  • You have taken over four or more planets and used the Set Up Supply Lines Requisition once.
  • You have won two or more battles.


Champion Of The T’au’va

Your reputation grows with every fresh conquest. Your likeness is used in repeating inspirational broadcasts across swathes of the T’au Empire, while famed diplomats, engineers, pilots and military commanders petition to join your expeditionary forces. Though personal glory is of little interest to such a dedicated servant of the Greater Good, the knowledge that you have brought entire planetary systems into the light of the Empire inspires you to yet greater deeds.

  • You have taken over twelve or more planets.
  • You have won six or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Heroic rank.


Hero Of The T’au’va

Elumble though you remain, it is stirring to hear some whisper that you are an echo of Commander Puretide’s genius. Your battle strategies have become required study in Fire caste academies across the T’au Empire, while the masterful methods of your Water caste diplomats serve as an example to all of their peers. An entire sept has been established from the worlds you have liberated, a new stronghold of the T’au’va that will stand eternal as testament to your achievements!

  • You have taken over twenty or more planets.
  • You have won ten or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Legendary rank.


Crusade tracker card

Download Crusade tracker card:

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

The MARKERLIGHT keyword is used in the following T’au Empire datasheets:

Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
For the Greater Good

The Hunter Cadres battle for the betterment of the T’au Empire, not for personal gain or egotistic accomplishments. This burning commitment allows for prodigiously effective covering fire. Enemies are pinned in place by deadly bursts of pulse blasts, or the infamous T’au markerlight is used to expose even well-fortified enemy positions, allowing other T’au warriors to fall on the vulnerable enemies with murderous force.

If your Army Faction is , then in your Shooting phase units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:
  • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
  • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.

The KROOT and SHAPER keywords are used in the following T’au Empire datasheets:

Patient Hunter
Kauyоn Detachment

The tactical philosophy known as the Kauyon allows for T’au commanders to draw the enemy into a deadly trap, springing it at the perfect moment to deliver a storm of fatal strikes against which none can escape.

From the third battle round onwards, all ranged weapons equipped by models from your army have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead while targeting their unit’s Spotted unit.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.

The TRANSPORT keyword is used in the following T’au Empire datasheets:

Dedicated Transports
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Killing Blow
Mont'ka Detachment

Mont’ka is the most aggressive style of T’au warfare. Its singular focus is the art of identifying a target of opportunity and attacking it swiftly with an overwhelming application of force.

During the first, second and third battle rounds, ranged weapons equipped by models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the [LETHAL HITS] ability.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).

The KROOT and INFANTRY keywords are used in the following T’au Empire datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).

The KROOT and GRENADES keywords are used in the following T’au Empire datasheets:

Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
SET UP SUPPLY LINES1RP/2RP

The T’au make little distinction between void fleets intended for military conquest and those set up for rapid colonisation. When an enemy world is brought to heel, therefore, all the necessary Earth, Air and Water caste assets are already on hand to establish new supply lines.

Purchase this Requisition after your Crusade force takes over the Core World in your active star system. Select one of the planets in your active star system to incorporate into your supply lines. The Supply Line Effect of that planet takes effect.

If you selected a Core World for this Requisition, this Requisition costs 1RP; otherwise, it costs 2RP.

After purchasing this Requisition, generate a new active star system for your Crusade force.
SHOW OF FORCE1RP

Should local defenders begin to waver, and an opportunity be spotted to shatter their morale without further bloodshed, then the Air and Fire castes will gladly engage in the necessary theatrics. Sometimes all it takes is a little posturing and implied threat to see the hostile forces stand down and peace talks begin in earnest.

Purchase this Requisition after a battle you won. If your Crusade force has 2 or more Military points, your Crusade force loses 2 Military points and gains 2 Diplomat points.
FRESH RECRUITS1-4RP

As wars grind on into deadlier phases, vital missions require larger numbers of troops. Embedding warriors into experienced formations is an intensive and costly exercise, but the victories that result speak for themselves.

Purchase this Requisition at any time. Select one unit from your Order of Battle. You can add additional models to that unit, up to the maximum listed on its datasheet. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for every 2 Battle Honours the unit has, rounding up (to a maximum of 4RP).

Example: If this Requisition was used to add additional models to a unit with three Battle Honours, it would cost 3RP.
REARM AND RESUPPLY1RP

The changing nature of the war zone and the demands from high command necessitate the opening of arms caches and wargear vaults to ensure your warriors face the enemy with the most effective killing tools.

Purchase this Requisition before a battle. Select one unit from your Order of Battle. You can change any wargear options models in that unit are equipped with as described on that unit’s datasheet. If you replace a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or any Weapon Modifications are lost. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.
REPAIR AND RECUPERATE1-5RP

Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.

Purchase this Requisition after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (for each Battle Scar removed, that unit’s Crusade points total will increase by 1).

This Requisition costs 1RP plus 1 additional RP for each Battle Honour that unit has (to a maximum of 5RP).

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.

The ETHEREAL keyword is used in the following T’au Empire datasheets:

The SHAPER keyword is used in the following T’au Empire datasheets:

The CRISIS keyword is used in the following T’au Empire datasheets:

Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

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