RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
Ion cannon – standard [blast] | |||||||
Ion cannon – standard [blast] | 60" | D6+3 | 4+ | 7 | -1 | 2 | |
Ion cannon – overcharge [blast, hazardous] | |||||||
Ion cannon – overcharge [blast, hazardous] | 60" | D6+3 | 4+ | 8 | -2 | 3 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Skyspear missile rack [anti-fly 3+, blast] | |||||||
Skyspear missile rack [anti-fly 3+, blast] | 72" | D6+1 | 4+ | 6 | -1 | 1 | |
Swiftstrike burst cannon | |||||||
Swiftstrike burst cannon | 36" | 16 | 4+ | 6 | -1 | 1 | |
Swiftstrike railgun [devastating wounds] | |||||||
Swiftstrike railgun [devastating wounds] | 72" | 1 | 4+ | 20 | -5 | D6+6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 325 |
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.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.
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Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.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 FLY 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, 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.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.The KROOT keyword is used in the following T’au Empire datasheets:
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").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.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.The AIRCRAFT keyword is used in the following T’au Empire datasheets: