T’au Empire – Stealth Battlesuits
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Stealth Battlesuits
(⌀32mm)
M
8"
T
4
Sv
3+
W
2
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Fusion blaster [melta 2]
Fusion blaster [melta 2]
12"
1
4+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
2
5+
4
0
1
WARGEAR OPTIONS
  • The Stealth Shas’vre can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • For every 3 models in the unit, 1 model’s burst cannon can be replaced with 1 fusion blaster.
  • For every 3 models in the unit, 1 model can be equipped with 1 battlesuit support system.

ABILITIES
CORE: Infiltrators, Stealth
FACTION: For the Greater Good
Forward Observers: Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Homing Beacon: Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and not within 9" of any enemy units.

Designer’s Note: Place a Homing Beacon token next to this unit, removing it once this ability is used.
UNIT COMPOSITION
  • 1 Stealth Shas’vre
  • 2-5 Stealth Shas’ui
The Stealth Shas’vre model is equipped with: burst cannon; battlesuit fists; homing beacon.

Every Stealth Shas’ui model is equipped with: burst cannon; battlesuit fists.
3 models
60
6 models
120
KEYWORDS: INFANTRY, FLY, BATTLESUIT, STEALTH
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
WALL OF MIRRORS
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes
Markerlight Precision
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. 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.
  • 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.
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.

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

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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
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.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
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.
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.
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.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • 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.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
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.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

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.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • 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.
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
1CP
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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.
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 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.
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.
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 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
Devastating firepower need not be applied from afar, especially when striking an unsuspecting foe.
WHEN: Your Shooting phase.

TARGET: One 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.
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 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 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 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 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.
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 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 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.
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.
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.
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 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.
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 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.
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.
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 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.
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.
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 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 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 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.
Patient Hunter
Kauyon 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.
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.
Bonded Heroes
Retaliation Cadre Detachment

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 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.

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Melta

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’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
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.
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.

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.

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.

INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
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.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

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 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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
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 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 INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
Markerlight Precision
Starfire Cadre Detachment

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 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.
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.
© Vyacheslav Maltsev 2013-2024