T’au Empire

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 EmpireIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.6January 2024
  Legends Field Manual
  Legends Field ManualExpansion101.1October 2023
  Legends: T’au Empire
  Legends: T’au EmpireDatasheet10August 2023
  Imperial Armour: T’au Empire
  Imperial Armour: T’au EmpireDatasheet10June 2023

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

If your Army Faction is T’AU EMPIRE, you can use this Kauyon Detachment rule.

RESTRICTIONS
  • If your army includes any ETHEREAL units, it cannot include a COMMANDER FARSIGHT model.
  • If your army includes a COMMANDER FARSIGHT model, it cannot include any ETHEREAL units.

Kauyon

The tactical philosophy known as the Kauyon allows for T’au commanders to draw the enemy into a deadly trap, springing it at the prefect 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. While a unit is a Guided unit (see For the Greater Good), weapons in that unit have the [SUSTAINED HITS 2] ability instead.

Stratagems

If you are using the Kauyon Detachment rule, you can use these Kauyon Stratagems.

STIMM INJECTORS
1CP
Kauyon – Wargear Stratagem
This system injects the battlesuit pilot with a measured dose of chemical stimulants intended to temporarily accelerate their physical aptitude and pain tolerances.
WHEN: Fight phase or your opponent’s Shooting 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.
STRIKE AND FADE
2CP
Kauyon – Strategic Ploy Stratagem
T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate fire before fading away into the shadows and luring the foe into a trap.
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 any enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn.
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic Stratagem
T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and 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.
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic Stratagem
The Kauyon teaches to lure the enemy into deadly point-blank ambushes.
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.
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.
COMBAT EMBARKATION
1CP
Kauyon – Strategic Ploy 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.

Enhancements

If you are using the Kauyon Detachment rule, you can use these Kauyon Enhancements.

  • Exemplar of the Kauyon 15 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, that unit’s Kauyon Detachment rule takes effect from the second battle round onwards instead of the third.

  • Precision of the Patient Hunter 20 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.

  • Puretide Engram Neurochip 25 pts

Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a holostorage personality unit on his birth world of Dal’yth. A sliver of that genius has been crafted into a neurochip. When surgically implanted into the brain of a Fire Caste Commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.

T’AU EMPIRE model only (excluding KROOT SHAPER models). Once per turn, you can use a Stratagem on the bearer’s unit, even if you have already used that Stratagem on a different unit this phase.

  • Through Unity, Devastation 20 pts

Having studied every nuance of the art of applied mass-firepower, this warrior has mastered its deployment. Under their calm tutelage and stern gaze, warriors of the Fire Caste maximise every shot they fire, creating a blizzard of deadly-accurate energy that can pick apart even the most heavily armoured targets.

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.

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
-2
2

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.


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.

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

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 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.
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.
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.
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.
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.
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.
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 T’AU EMPIRE and GRENADES keywords are used in the following T’au Empire datasheets:

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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.

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