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.
Book | Kind | Edition | Version | Last update |
T’au Empire | ||||
T’au Empire | Codex | 10 | 1.2 | October 2024 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.14 | December 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Kill Team: Vespid Stingwings | ||||
Kill Team: Vespid Stingwings | Datasheet | 10 | October 2024 | |
Legends: T’au Empire | ||||
Legends: T’au Empire | Datasheet | 10 | September 2024 | |
Imperial Armour: T’au Empire | ||||
Imperial Armour: T’au Empire | Datasheet | 10 | September 2024 |
Q: | If I modelled my Crisis Battlesuits using the flying stems provided in the kit rather than glueing them directly to their bases, do those models then have a pivot value of 2"? |
A: | No, their pivot value is 0". |
Q: | If I am using the Kroot Hunting Pack Detachment, can I use a Kroot War Shaper’s War Leader ability to modify the CP cost of the Join the Hunt Stratagem, selecting as its target that War Shaper’s own Bodyguard unit that was just destroyed? |
A: | No. |
Q: | If I am using the Kroot Hunting Pack Detachment, if an enemy unit selects a KROOT unit from my army as a target of its ranged attacks, but I use the Hidden Hunters Stratagem so that my KROOT unit is no longer an eligible target for any of those attacks, and there are no other eligible targets for those attacks (as described in the Rules Commentary), can my nearby KROOTOX RIDERS unit still use its Kroot Packmates ability to shoot at that attacking unit? |
A: | No. |
Q: | Can I use an ETHEREAL’s Coordinated Leadership ability while it is embarked within a TRANSPORT? |
A: | No. |
Q: | Can a unit that contains an ETHEREAL equipped with a marker drone be an Observer unit as described in the For the Greater Good army rule? |
A: | No, unless it is an Attached unit and the Bodyguard unit has the For the Greater Good army rule. |
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.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.
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. |
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. |
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. |
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. |
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.
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. |
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. |
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. |
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. |
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.
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. |
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. |
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. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP. |
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. |
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.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.
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. |
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. |
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. |
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. |
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:
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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:
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SHIELD DRONE Add 1 to the bearer’s Wounds characteristic. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to T’AU EMPIRE units.
The inhabitants of this system possess an aggressive temperament.
The denizens of this system will not be easily cowed.
The inhabitants of this system must be reconciled with the T’au'va to secure their allegiance.
The Empire already has a foothold in this system thanks to reciprocal trade contracts with local merchants.
It will be hard to convince such hedonistic beings of the benefits of the Greater Good.
This system lies firmly in the grip of a tyrannical regime.
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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: 5Worlds 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: 3Made 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: 3The 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: 4A 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: 4It 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: 2From 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: 6Worlds 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: 4Whether 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: 4There 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.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.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.
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.
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.
An enemy without the food, munitions or fuel to keep fighting is one more swiftly brought to heel.
T’au strategic doctrine places little emphasis on stolid territorial conquest, instead emphasising the outmanouevring and neutralisation of the foe.
It is incumbent upon T’au Commanders to embody at all times the teachings of the Code of Fire.
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.
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.
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.
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.
Onboard Al sweep the battlesuit’s peripheral threat zones, allowing pilots more warning of hostile attackers while securing tactical assets.
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.
Angled micro-thrusts integrated into battlesuits plating allows their pilots to trigger a sudden burst of speed for interdiction assaults.
Advanced Al subroutines assist in rapidly selecting priority incoming targets and calculating responsive fire-solutions to eliminate them.
These miniature spread-launchers dispense clouds of electromagnetic interference and interdiction micro-munitions that foul long range enemy targeting and fire patterns.
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.
The renown of this Ethereal is such that their mere presence upon the battlefield inspires the T’au to even greater efforts.
Not merely through words do the Ethereal caste soothe and sustain their people. Some are also learned in almost supernatural healing arts.
In the wake of conquest, this Ethereal is practised in providing the inspirational addresses needed to heal societal breaches.
These warriors have fought the enemies of the Empire long enough for their idealism to be tainted with genuine hatred.
Excellent reactions, icy calm and a steady aim ensure that charging down the gunsights of this team is no easy proposition.
It has become second nature for this team to single out and exploit the weak spots on even the toughest targets.
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.
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.
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.
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.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: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.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 |
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.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: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....
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.
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!
When mobilised en masse for shipboard warfare, the interconnected teams of a Starfire Cadre are swiftly moved into position by Air caste assets before commencing aggressive sweep-and-clear operations.
Highly drilled and bonded Fire caste teams and guerrilla Kroot excel amidst the confines and open sight lines of shipboard conflict, filling corridors with blistering hails of inescapable fire.
Units from your army with the For the Greater Good ability lose that ability and T’AU EMPIRE units from your army gain this one.The inescapable data-beams of markerlights stab out through the venting steam and boiling smoke of the boarding action, questing to paint enemy targets and direct Tan firepower against them.
Each time a T’AU EMPIRE unit from your army (excluding KROOT units) is selected to shoot, ranged weapons equipped by models in your unit have their Ballistic Skill characteristic improved by 1 and have the [SUSTAINED HITS 1] ability while targeting an enemy unit that is visible to one or more friendly MARKERLIGHT units that are not within Engagement Range of one or more enemy models.Target Optimisation Microdrones A swarm of tiny experimental drones swarm about this warrior, analysing weaknesses in enemy wargear. CADRE FIREBLADE model only. Once per turn, in your Shooting phase, when a friendly FIRE WARRIOR, PATHFINDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. |
Duty’s Echo This tech-inlaid stave glows with the light of the T’au’va, inspiring nearby warriors to greater efforts. ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FIRE WARRIOR or PATHFINDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn. |
The Kroot are frighteningly effective combatants amidst the cramped conditions of a boarding action. Spilling from the Warspheres in fast-moving raiding parties, they hunt their victims deck by deck and leave carnage in their wake.
Highly drilled and bonded Fire caste teams and guerrilla Kroot excel amidst the confines and open sight lines of shipboard conflict, filling corridors with blistering hails of inescapable fire.
Units from your army with the For the Greater Good ability lose that ability and T’AU EMPIRE units from your army gain this one.So stealthy and swift are Kroot on the hunt they are often able to pounce upon their victims before the foe is even aware of their peril.
Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army.Experienced Leader This Shaper has defeated - and quite possibly devoured - such foes before. They are well able to advise their warriors on how to fight them. At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll. |
Quill Marker Subtly adapted through careful shaping, this warrior can use their pheromone dart-quills to mark prey that their raiding party then descend upon with predatory fury. At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it. |
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The KROOT and INFANTRY keywords are used in the following T’au Empire datasheets:
The CHARACTER keyword is used in the following T’au Empire datasheets:
The KROOT keyword is used in the following T’au Empire datasheets:
The ETHEREAL keyword is used in the following T’au Empire datasheets:
The TRANSPORT keyword is used in the following T’au Empire datasheets:
The MARKERLIGHT keyword is used in the following T’au Empire datasheets:
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.MARKER DRONE
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.
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.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’.The KROOT and SHAPER keywords are used in the following T’au Empire datasheets:
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.
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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.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 whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). 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. Until the end of the phase, those selected models’ units are not eligible to shoot.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.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 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", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. 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.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").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.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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.The KROOT and GRENADES keywords are used in the following T’au Empire datasheets:
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.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.
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.
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.
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.
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.
The SHAPER keyword is used in the following T’au Empire datasheets:
The CRISIS keyword is used in the following T’au Empire datasheets:
The BATTLESUIT keyword is used in the following T’au Empire datasheets:
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.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.The keyword is used in the following T’au Empire datasheets:
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.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 one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The FIRE WARRIOR keyword is used in the following T’au Empire datasheets:
The CRISIS and BATTLESUIT keywords are used in the following T’au Empire datasheets: