RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Airbursting fragmentation projector [blast, indirect fire] | |||||||
Airbursting fragmentation projector [blast, indirect fire] | 24" | D6 | 4+ | 3 | 0 | 1 | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 4+ | 5 | 0 | 1 | |
Cyclic ion blaster – standard | |||||||
Cyclic ion blaster – standard | 18" | 3 | 4+ | 7 | -1 | 1 | |
Cyclic ion blaster – overcharge [hazardous] | |||||||
Cyclic ion blaster – overcharge [hazardous] | 18" | 3 | 4+ | 8 | -2 | 2 | |
Fusion blaster [melta 2] | |||||||
Fusion blaster [melta 2] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
Plasma rifle | |||||||
Plasma rifle | 24" | 1 | 4+ | 8 | -3 | 3 | |
T’au flamer [ignores cover, torrent] | |||||||
T’au flamer [ignores cover, torrent] | 12" | D6 | N/A | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 3 | 5+ | 5 | 0 | 1 |
3 models | 200 |
6 models | 400 |
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.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.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.
|
High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).The keyword is used in the following T’au Empire datasheets:
The VEHICLE keyword is used in the following T’au Empire datasheets:
The WALKER keyword is used in the following T’au Empire datasheets:
The FLY keyword is used in the following T’au Empire datasheets:
The BATTLESUIT keyword is used in the following T’au Empire datasheets:
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.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.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 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.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.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.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.GUN DRONE
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
SHIELD DRONE
Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.The CRISIS keyword is used in the following T’au Empire datasheets: