RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Fireblade pulse rifle [rapid fire 1] | |||||||
Fireblade pulse rifle [rapid fire 1] | 30" | 1 | 3+ | 5 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 4+ | 3 | 0 | 1 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
High-intensity plasma rifle | |||||||
High-intensity plasma rifle | 24" | 2 | 2+ | 8 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Dawn Blade – strike | |||||||
Dawn Blade – strike | Melee | 4 | 2+ | 10 | -2 | 3 | |
Dawn Blade – sweep | |||||||
Dawn Blade – sweep | Melee | 8 | 2+ | 6 | -1 | 1 |
1 model | 95 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Airbursting fragmentation projector [blast, indirect fire] | |||||||
Airbursting fragmentation projector [blast, indirect fire] | 24" | D6 | 3+ | 3 | 0 | 1 | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 3+ | 5 | 0 | 1 | |
Cyclic ion blaster – standard | |||||||
Cyclic ion blaster – standard | 18" | 3 | 3+ | 7 | -1 | 1 | |
Cyclic ion blaster – overcharge [hazardous] | |||||||
Cyclic ion blaster – overcharge [hazardous] | 18" | 3 | 3+ | 8 | -2 | 2 | |
Fusion blaster [melta 2] | |||||||
Fusion blaster [melta 2] | 12" | 1 | 3+ | 9 | -4 | D6 | |
High-output burst cannon | |||||||
High-output burst cannon | 18" | 8 | 3+ | 5 | 0 | 1 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 3+ | 7 | -1 | 2 | |
Plasma rifle | |||||||
Plasma rifle | 18" | 1 | 3+ | 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 | 4+ | 5 | 0 | 1 |
1 model | 95 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Airbursting fragmentation projector [blast, indirect fire] | |||||||
Airbursting fragmentation projector [blast, indirect fire] | 24" | D6 | 3+ | 3 | 0 | 1 | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 3+ | 5 | 0 | 1 | |
Cyclic ion blaster – standard | |||||||
Cyclic ion blaster – standard | 18" | 3 | 3+ | 7 | -1 | 1 | |
Cyclic ion blaster – overcharge [hazardous] | |||||||
Cyclic ion blaster – overcharge [hazardous] | 18" | 3 | 3+ | 8 | -2 | 2 | |
Fusion blaster [melta 2] | |||||||
Fusion blaster [melta 2] | 12" | 1 | 3+ | 9 | -4 | D6 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 3+ | 7 | -1 | 2 | |
Plasma rifle | |||||||
Plasma rifle | 18" | 1 | 3+ | 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 | 4+ | 5 | 0 | 1 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Flechette launcher | |||||||
Flechette launcher | 18" | 5 | 2+ | 3 | 0 | 1 | |
High-energy fusion blaster [melta 2] | |||||||
High-energy fusion blaster [melta 2] | 18" | 1 | 2+ | 10 | -4 | D6 | |
Light missile pod | |||||||
Light missile pod | 24" | 2 | 2+ | 7 | 0 | 2 | |
Pulse pistol [pistol] | |||||||
Pulse pistol [pistol] | 12" | 1 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 3 | 4+ | 5 | 0 | 1 |
1 model | 100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Shade [assault] | |||||||
Shade [assault] | 18" | 2 | 2+ | 5 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 4+ | 3 | 0 | 1 |
1 model | 60 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Honour stave | |||||||
Honour stave | Melee | 2 | 4+ | 5 | 0 | 1 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Longshot pulse rifles [heavy, precision] | |||||||
Longshot pulse rifles [heavy, precision] | 36" | 3 | 4+ | 5 | -1 | 2 | |
Pulse pistol [pistol] | |||||||
Pulse pistol [pistol] | 12" | 1 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapons | |||||||
Close combat weapons | Melee | 4 | 5+ | 3 | 0 | 1 |
1 model | 70 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kroot scattergun [assault] | |||||||
Kroot scattergun [assault] | 12" | 2 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Twin ritualistic blades [twin-linked] | |||||||
Twin ritualistic blades [twin-linked] | Melee | 4 | 2+ | 5 | -1 | 1 |
1 model | 45 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Blast javelin [assault, blast] | |||||||
Blast javelin [assault, blast] | 18" | D6 | 4+ | 10 | -2 | 2 | |
Kroot long gun [heavy, precision] | |||||||
Kroot long gun [heavy, precision] | 36" | 1 | 3+ | 6 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Hunting javelin [lance] | |||||||
Hunting javelin [lance] | Melee | 3 | 3+ | 4 | -1 | 1 | |
Kalamandra’s bite [extra attacks] | |||||||
Kalamandra’s bite [extra attacks] | Melee | 4 | 4+ | 5 | -1 | 1 |
1 model | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kroot rifle [rapid fire 1] | |||||||
Kroot rifle [rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Shaper’s blade | |||||||
Shaper’s blade | Melee | 4 | 2+ | 5 | 0 | 1 |
1 model | 55 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Dart-bow and tri-blade [ANTI-INFANTRY 3+, ASSAULT, HEAVY] | |||||||
Dart-bow and tri-blade [ANTI-INFANTRY 3+, ASSAULT, HEAVY] | 24" | D3+1 | 4+ | 4 | 0 | 2 | |
Kroot pistol [pistol] | |||||||
Kroot pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Bladestave and prey-hook [lethal hits] | |||||||
Bladestave and prey-hook [lethal hits] | Melee | 4 | 2+ | 5 | -1 | 2 | |
Shaper’s blade | |||||||
Shaper’s blade | Melee | 4 | 2+ | 5 | 0 | 1 |
1 model | 50 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Fidelity [sustained hits 1] | |||||||
Fidelity [sustained hits 1] | Melee | 6 | 3+ | 5 | -1 | 2 |
1 model | 50 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 6+ | 2 | 0 | 1 | |
Supreme honour blade | |||||||
Supreme honour blade | Melee | 3 | 3+ | 5 | 0 | 1 |
3 models | 65 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Airbursting fragmentation projector [blast, indirect fire] | |||||||
Airbursting fragmentation projector [blast, indirect fire] | 24" | D6 | 3+ | 3 | 0 | 1 | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 3+ | 5 | 0 | 1 | |
Cyclic ion blaster – standard | |||||||
Cyclic ion blaster – standard | 18" | 3 | 3+ | 7 | -1 | 1 | |
Cyclic ion blaster – overcharge [hazardous] | |||||||
Cyclic ion blaster – overcharge [hazardous] | 18" | 3 | 3+ | 8 | -2 | 2 | |
Fusion blaster [melta 2] | |||||||
Fusion blaster [melta 2] | 12" | 1 | 3+ | 9 | -4 | D6 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 3+ | 7 | -1 | 2 | |
Plasma rifle | |||||||
Plasma rifle | 24" | 1 | 3+ | 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 | 4+ | 5 | 0 | 1 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Accelerator burst cannon | |||||||
Accelerator burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
Ion cannon – standard [blast] | |||||||
Ion cannon – standard [blast] | 60" | D6+3 | 3+ | 7 | -1 | 2 | |
Ion cannon – overcharge [blast, hazardous] | |||||||
Ion cannon – overcharge [blast, hazardous] | 60" | D6+3 | 3+ | 8 | -2 | 3 | |
Railgun [devastating wounds, heavy] | |||||||
Railgun [devastating wounds, heavy] | 72" | 1 | 3+ | 20 | -5 | D6+6 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin pulse carbine [assault, twin-linked] | |||||||
Twin pulse carbine [assault, twin-linked] | 20" | 2 | 4+ | 5 | 0 | 1 | |
Twin smart missile system [indirect fire, twin-linked] | |||||||
Twin smart missile system [indirect fire, twin-linked] | 30" | 4 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 140 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Experimental pulse submunitions rifle – EMP [anti-vehicle 3+, devastating wounds] | |||||||
Experimental pulse submunitions rifle – EMP [anti-vehicle 3+, devastating wounds] | 24" | 1 | 3+ | 1 | 0 | 3 | |
Experimental pulse submunitions rifle – ionic [blast] | |||||||
Experimental pulse submunitions rifle – ionic [blast] | 24" | D6 | 3+ | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 3 | 4+ | 5 | 0 | 1 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Pulse blaster [assault] | |||||||
Pulse blaster [assault] | 10" | 2 | 3+ | 6 | -1 | 1 | |
Pulse pistol [pistol] | |||||||
Pulse pistol [pistol] | 12" | 1 | 4+ | 5 | 0 | 1 | |
Support turret [indirect fire, twin-linked] | |||||||
Support turret [indirect fire, twin-linked] | 30" | 2 | 5+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 5+ | 3 | 0 | 1 |
10 models | 100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Pulse carbine | |||||||
Pulse carbine | 20" | 2 | 4+ | 5 | 0 | 1 | |
Pulse pistol [pistol] | |||||||
Pulse pistol [pistol] | 12" | 1 | 4+ | 5 | 0 | 1 | |
Pulse rifle [rapid fire 1] | |||||||
Pulse rifle [rapid fire 1] | 30" | 1 | 4+ | 5 | 0 | 1 | |
Support turret [indirect fire, twin-linked] | |||||||
Support turret [indirect fire, twin-linked] | 30" | 2 | 5+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 5+ | 3 | 0 | 1 |
10 models | 75 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Accelerator burst cannon | |||||||
Accelerator burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin pulse carbine [assault, twin-linked] | |||||||
Twin pulse carbine [assault, twin-linked] | 20" | 2 | 4+ | 5 | 0 | 1 | |
Smart missile system [indirect fire] | |||||||
Smart missile system [indirect fire] | 30" | 3 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 85 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Drone defenders [assault, twin-linked] | |||||||
Drone defenders [assault, twin-linked] | 20" | 8 | 5+ | 5 | 0 | 1 |
1 model | 85 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Supremacy railgun [devastating wounds, twin-linked] | |||||||
Supremacy railgun [devastating wounds, twin-linked] | 72" | 1 | 5+ | 20 | -5 | D6+6 |
1 model | 90 |
1 model | 85 |
Tidewall Defence Platform | +20 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Twin burst cannon [twin-linked] | |||||||
Twin burst cannon [twin-linked] | 18" | 4 | 5+ | 5 | 0 | 1 | |
Twin fusion blaster [melta 2, twin-linked] | |||||||
Twin fusion blaster [melta 2, twin-linked] | 12" | 1 | 5+ | 9 | -4 | D6 | |
Twin missile pod [twin-linked] | |||||||
Twin missile pod [twin-linked] | 30" | 2 | 5+ | 7 | -1 | 2 | |
Twin plasma rifle [twin-linked] | |||||||
Twin plasma rifle [twin-linked] | 24" | 1 | 5+ | 8 | -3 | 3 |
1 model | 50 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy rail rifle [heavy, devastating wounds] | |||||||
Heavy rail rifle [heavy, devastating wounds] | 60" | 2 | 4+ | 12 | -4 | D6+1 | |
High-yield missile pods [twin-linked] | |||||||
High-yield missile pods [twin-linked] | 30" | 6 | 4+ | 7 | -1 | 2 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin plasma rifle [twin-linked] | |||||||
Twin plasma rifle [twin-linked] | 18" | 1 | 4+ | 8 | -3 | 3 | |
Twin smart missile system [indirect fire, twin-linked] | |||||||
Twin smart missile system [indirect fire, twin-linked] | 30" | 4 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Crushing bulk | |||||||
Crushing bulk | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 90 |
2 models | 180 |
3 models | 300 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
Plasma rifle | |||||||
Plasma rifle | 18" | 1 | 4+ | 8 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 3 | 5+ | 5 | 0 | 1 |
3 models | 130 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 4+ | 5 | 0 | 1 | |
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 | 110 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | 3 | 5+ | 5 | 0 | 1 |
3 models | 150 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Cyclic ion raker – standard | |||||||
Cyclic ion raker – standard | 36" | 6 | 4+ | 7 | -1 | 2 | |
Cyclic ion raker – overcharge [hazardous] | |||||||
Cyclic ion raker – overcharge [hazardous] | 36" | 6 | 4+ | 8 | -2 | 3 | |
Fusion collider [melta 2] | |||||||
Fusion collider [melta 2] | 18" | 2 | 4+ | 12 | -4 | D6 | |
Twin burst cannon [twin-linked] | |||||||
Twin burst cannon [twin-linked] | 18" | 4 | 4+ | 5 | 0 | 1 | |
Twin fusion blaster [melta 2, twin-linked] | |||||||
Twin fusion blaster [melta 2, twin-linked] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Twin T’au flamer [ignores cover, torrent, twin-linked] | |||||||
Twin T’au flamer [ignores cover, torrent, twin-linked] | 12" | D6 | N/A | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ghostkeel fists | |||||||
Ghostkeel fists | Melee | 3 | 5+ | 6 | 0 | 2 |
1 model | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Accelerator burst cannon | |||||||
Accelerator burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
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 | |
Railgun [heavy, devastating wounds] | |||||||
Railgun [heavy, devastating wounds] | 72" | 1 | 4+ | 20 | -5 | D6+6 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin pulse carbine [twin-linked] | |||||||
Twin pulse carbine [twin-linked] | 20" | 2 | 4+ | 5 | 0 | 1 | |
Smart missile system [indirect fire] | |||||||
Smart missile system [indirect fire] | 30" | 3 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 145 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Tanglebomb launcher [Blast] | |||||||
Tanglebomb launcher [Blast] | 24" | D3 | 4+ | 5 | 0 | 1 | |
Kroot pistol [Pistol] | |||||||
Kroot pistol [Pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Kroot rifle [rapid fire 1] | |||||||
Kroot rifle [rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
Kroot carbine | |||||||
Kroot carbine | 18" | 1 | 4+ | 4 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 |
10 models | 65 |
20 models | 130 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Dvorgite skinner [ignores cover, torrent] | |||||||
Dvorgite skinner [ignores cover, torrent] | 12" | D6 | N/A | 4 | -1 | 1 | |
Farstalker firearm [rapid fire 1] | |||||||
Farstalker firearm [rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
Kroot pistol [pistol] | |||||||
Kroot pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Londaxi tribalest [anti-vehicle 4+, devastating wounds, heavy] | |||||||
Londaxi tribalest [anti-vehicle 4+, devastating wounds, heavy] | 18" | 3 | 5+ | 7 | -1 | 1 | |
T’au-tech rifle [rapid fire 1] | |||||||
T’au-tech rifle [rapid fire 1] | 30" | 1 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 | |
Ripping fangs | |||||||
Ripping fangs | Melee | 3 | 3+ | 3 | 0 | 1 | |
Ritual blade | |||||||
Ritual blade | Melee | 3 | 3+ | 5 | 0 | 1 |
12 models | 85 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ripping fangs | |||||||
Ripping fangs | Melee | 3 | 3+ | 3 | 0 | 1 |
5 models | 40 |
10 models | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kroot pistol and hunting javelins [assault, pistol] | |||||||
Kroot pistol and hunting javelins [assault, pistol] | 12" | 2 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon [Lance] | |||||||
Close combat weapon [Lance] | Melee | 3 | 3+ | 4 | -1 | 1 | |
Krootox fists [EXTRA ATTACKS, sustained hits 1] | |||||||
Krootox fists [EXTRA ATTACKS, sustained hits 1] | Melee | 4 | 3+ | 6 | -1 | 2 |
3 models | 95 |
6 models | 190 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Repeater cannon [rapid fire 2] | |||||||
Repeater cannon [rapid fire 2] | 36" | 2 | 4+ | 7 | -1 | 2 | |
Tanglecannon [blast, heavy] | |||||||
Tanglecannon [blast, heavy] | 36" | D6+1 | 4+ | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 | |
Krootox fists [EXTRA ATTACKS] | |||||||
Krootox fists [EXTRA ATTACKS] | Melee | 4 | 3+ | 6 | -1 | 2 |
1 model | 40 |
2 models | 60 |
3 models | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Drone burst cannon | |||||||
Drone burst cannon | 18" | 4 | 5+ | 5 | 0 | 1 | |
Ion rifle – standard [heavy] | |||||||
Ion rifle – standard [heavy] | 30" | 3 | 5+ | 7 | -1 | 1 | |
Ion rifle – overcharge [hazardous, heavy] | |||||||
Ion rifle – overcharge [hazardous, heavy] | 30" | 3 | 5+ | 8 | -2 | 2 | |
Pulse carbine | |||||||
Pulse carbine | 20" | 2 | 4+ | 5 | 0 | 1 | |
Pulse pistol [pistol] | |||||||
Pulse pistol [pistol] | 12" | 1 | 4+ | 5 | 0 | 1 | |
Rail rifle [devastating wounds, heavy] | |||||||
Rail rifle [devastating wounds, heavy] | 30" | 1 | 5+ | 10 | -4 | 3 | |
Semi-automatic grenade launcher – EMP [anti-vehicle 4+, devastating wounds] | |||||||
Semi-automatic grenade launcher – EMP [anti-vehicle 4+, devastating wounds] | 18" | 1 | 4+ | 3 | 0 | 1 | |
Semi-automatic grenade launcher – fusion | |||||||
Semi-automatic grenade launcher – fusion | 18" | 1 | 4+ | 6 | -1 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 5+ | 3 | 0 | 1 |
10 models | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Piranha burst cannon | |||||||
Piranha burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
Piranha fusion blaster [melta 4] | |||||||
Piranha fusion blaster [melta 4] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin pulse carbine [twin-linked, assault] | |||||||
Twin pulse carbine [twin-linked, assault] | 20" | 2 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 2 | 5+ | 4 | 0 | 1 |
1 model | 60 |
2 models | 120 |
3 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Accelerator burst cannon | |||||||
Accelerator burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
Quad ion turret – standard [twin-linked] | |||||||
Quad ion turret – standard [twin-linked] | 30" | 8 | 4+ | 7 | -1 | 1 | |
Quad ion turret – overcharge [hazardous, twin-linked] | |||||||
Quad ion turret – overcharge [hazardous, twin-linked] | 30" | 8 | 4+ | 8 | -2 | 2 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 170 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy burst cannon | |||||||
Heavy burst cannon | 36" | 12 | 4+ | 6 | -1 | 2 | |
Ion accelerator – standard | |||||||
Ion accelerator – standard | 72" | 6 | 4+ | 7 | -2 | 3 | |
Ion accelerator – overcharge [hazardous] | |||||||
Ion accelerator – overcharge [hazardous] | 72" | 6 | 4+ | 8 | -3 | 4 | |
Twin fusion blaster [melta 2, twin-linked] | |||||||
Twin fusion blaster [melta 2, twin-linked] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Twin plasma rifle [twin-linked] | |||||||
Twin plasma rifle [twin-linked] | 18" | 1 | 4+ | 8 | -3 | 3 | |
Twin smart missile system [indirect fire, twin-linked] | |||||||
Twin smart missile system [indirect fire, twin-linked] | 30" | 3 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Riptide fists | |||||||
Riptide fists | Melee | 6 | 5+ | 6 | 0 | 2 |
1 model | 190 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Accelerator burst cannon | |||||||
Accelerator burst cannon | 18" | 4 | 4+ | 6 | -1 | 1 | |
Seeker missile rack [twin-linked] | |||||||
Seeker missile rack [twin-linked] | 48" | 3 | 4+ | 14 | -3 | D6+1 | |
Twin pulse carbine [assault, twin-linked] | |||||||
Twin pulse carbine [assault, twin-linked] | 20" | 2 | 4+ | 5 | 0 | 1 | |
Twin smart missile system [indirect fire] | |||||||
Twin smart missile system [indirect fire] | 30" | 3 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 140 |
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 |
3 models | 60 |
6 models | 120 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Cluster rocket system [blast, heavy] | |||||||
Cluster rocket system [blast, heavy] | 48" | 4D6 | 4+ | 5 | 0 | 1 | |
Destroyer missiles [heavy] | |||||||
Destroyer missiles [heavy] | 72" | 1 | 4+ | 16 | -4 | D6+2 | |
Pulse blast cannon – focused [heavy] | |||||||
Pulse blast cannon – focused [heavy] | 24" | 2 | 4+ | 24 | -6 | 12 | |
Pulse blast cannon – dispersed [heavy] | |||||||
Pulse blast cannon – dispersed [heavy] | 48" | 6 | 4+ | 10 | -2 | 4 | |
Pulse driver cannon [blast, heavy] | |||||||
Pulse driver cannon [blast, heavy] | 72" | D6+3 | 4+ | 12 | -3 | 3 | |
Twin airbursting fragmentation projector [blast, heavy, indirect fire, twin-linked] | |||||||
Twin airbursting fragmentation projector [blast, heavy, indirect fire, twin-linked] | 24" | D6 | 4+ | 3 | 0 | 1 | |
Twin burst cannon [heavy, twin-linked] | |||||||
Twin burst cannon [heavy, twin-linked] | 18" | 4 | 4+ | 5 | 0 | 1 | |
Twin smart missile system [heavy, indirect fire, twin-linked] | |||||||
Twin smart missile system [heavy, indirect fire, twin-linked] | 30" | 3 | 4+ | 5 | 0 | 1 | |
Twin T’au flamer [ignores cover, torrent, twin-linked] | |||||||
Twin T’au flamer [ignores cover, torrent, twin-linked] | 12" | D6 | N/A | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Thunderous footfalls | |||||||
Thunderous footfalls | Melee | 3 | 5+ | 8 | -1 | 2 |
1 model | 400 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
Twin missile pod [twin-linked] | |||||||
Twin missile pod [twin-linked] | 30" | 2 | 4+ | 7 | -1 | 2 | |
Seeker missile [one shot] | |||||||
Seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin ion rifle – standard [twin-linked] | |||||||
Twin ion rifle – standard [twin-linked] | 30" | 3 | 4+ | 7 | -1 | 1 | |
Twin ion rifle – overcharge [hazardous, twin-linked] | |||||||
Twin ion rifle – overcharge [hazardous, twin-linked] | 30" | 3 | 4+ | 8 | -2 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Neutron blaster [assault] | |||||||
Neutron blaster [assault] | 18" | 2 | 4+ | 5 | -2 | 2 | |
Neutron grenade launcher [ANTI-INFANTRY 3+, BLAST] | |||||||
Neutron grenade launcher [ANTI-INFANTRY 3+, BLAST] | 18" | D6 | 4+ | 4 | -1 | 2 | |
Neutron rail rifle [DEVASTATING WOUNDS] | |||||||
Neutron rail rifle [DEVASTATING WOUNDS] | 30" | 1 | 4+ | 10 | -4 | 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 | |
Stingwing claws | |||||||
Stingwing claws | Melee | 1 | 4+ | 4 | -1 | 1 |
5 models | 65 |
10 models | 130 |
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 | |
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 | |
Twin heavy rail cannon [devastating wounds, twin-linked] | |||||||
Twin heavy rail cannon [devastating wounds, twin-linked] | 120" | 1 | 4+ | 26 | -5 | 12 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
1 model | 315 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy rail cannon [devastating wounds] | |||||||
Heavy rail cannon [devastating wounds] | 120" | 1 | 4+ | 26 | -5 | 12 | |
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 | |
Long-barrelled burst cannon array | |||||||
Long-barrelled burst cannon array | 24" | 32 | 4+ | 6 | -1 | 1 | |
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 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 8 | 5+ | 6 | 0 | 1 |
1 model | 2100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 4+ | 5 | 0 | 1 | |
Fragmentation cluster shell launcher [blast] | |||||||
Fragmentation cluster shell launcher [blast] | 24" | 2D6+6 | 4+ | 6 | -1 | 1 | |
Fusion eradicator [melta 3] | |||||||
Fusion eradicator [melta 3] | 24" | 5 | 4+ | 10 | -4 | D6 | |
Heavy rail cannon array [devastating wounds, heavy] | |||||||
Heavy rail cannon array [devastating wounds, heavy] | 120" | 2 | 4+ | 26 | -5 | 16 | |
Nexus missile launcher | |||||||
Nexus missile launcher | 36" | 8 | 4+ | 8 | -3 | 2 | |
Pulse ordnance driver [anti-infantry 2+] | |||||||
Pulse ordnance driver [anti-infantry 2+] | 60" | 8 | 4+ | 5 | -1 | 3 | |
Smart missile system [indirect fire] | |||||||
Smart missile system [indirect fire] | 30" | 3 | 4+ | 5 | 0 | 1 | |
Tri-axis ion cannon – standard [blast] | |||||||
Tri-axis ion cannon – standard [blast] | 36" | D6+3 | 4+ | 8 | -2 | 2 | |
Tri-axis ion cannon – supercharge [blast, hazardous] | |||||||
Tri-axis ion cannon – supercharge [blast, hazardous] | 36" | D6+3 | 4+ | 9 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Crushing feet | |||||||
Crushing feet | Melee | 6 | 5+ | 8 | -1 | 2 |
1 model | 790 |
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 | 275 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
Long-barrelled burst cannon | |||||||
Long-barrelled burst cannon | 24" | 8 | 4+ | 6 | 0 | 1 | |
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 | |
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 | 220 |
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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kroot bolt thrower [hooked] | |||||||
Kroot bolt thrower [hooked] | 12" | 1 | 4+ | 12 | -2 | 3 | |
Kroot rifle [rapid fire 1] | |||||||
Kroot rifle [rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
Twin Kroot gun [twin-linked] | |||||||
Twin Kroot gun [twin-linked] | 36" | 2 | 4+ | 7 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Great Knarloc beak and talons [extra attacks] | |||||||
Great Knarloc beak and talons [extra attacks] | Melee | 4 | 3+ | 7 | -1 | 3 | |
Kroot rifle | |||||||
Kroot rifle | Melee | 2 | 3+ | 4 | 0 | 1 |
1 model | 100 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Burst cannon | |||||||
Burst cannon | 18" | 4 | 4+ | 5 | 0 | 1 | |
Twin burst cannon [twin-linked] | |||||||
Twin burst cannon [twin-linked] | 18" | 4 | 5+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 6+ | 3 | 0 | 1 |
2 models | 45 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Kroot rifle [rapid fire 1] | |||||||
Kroot rifle [rapid fire 1] | 24" | 1 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Knarloc beak and talons [extra attacks] | |||||||
Knarloc beak and talons [extra attacks] | Melee | 4 | 3+ | 6 | -1 | 1 | |
Kroot rifle | |||||||
Kroot rifle | Melee | 2 | 3+ | 4 | 0 | 1 |
3 models | 110 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Long-barrelled burst cannon | |||||||
Long-barrelled burst cannon | 36" | 4 | 4+ | 5 | 0 | 1 | |
Missile pod | |||||||
Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 5+ | 8 | 0 | 1 |
1 model | 275 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Pulse submunitions cannon [blast] | |||||||
Pulse submunitions cannon [blast] | 60" | D6+2 | 4+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 6 | 5+ | 6 | 0 | 2 |
1 model | 200 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Remora seeker missile [one shot] | |||||||
Remora seeker missile [one shot] | 48" | 1 | 4+ | 14 | -3 | D6+1 | |
Twin long-barrelled burst cannon [twin-linked] | |||||||
Twin long-barrelled burst cannon [twin-linked] | 24" | 4 | 4+ | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 5+ | 4 | 0 | 1 |
2 models | 160 |
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 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 6+ | 3 | 0 | 1 |
4 models | 70 |
8 models | 140 |
12 models | 210 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Pulse rifle [rapid fire 1] | |||||||
Pulse rifle [rapid fire 1] | 30" | 1 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapons | |||||||
Close combat weapons | Melee | 2 | 5+ | 3 | 0 | 1 |
2 models | 80 |
4 models | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
Rail rifle [devastating wounds] | |||||||
Rail rifle [devastating wounds] | 30" | 1 | 4+ | 10 | -4 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 2 | 5+ | 4 | 0 | 1 |
1 model | 60 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Fusion cascade [melta 4] | |||||||
Fusion cascade [melta 4] | 12" | 1 | 4+ | 9 | -4 | D6 | |
Phased ion gun | |||||||
Phased ion gun | 30" | 4 | 4+ | 6 | -1 | 1 | |
Twin hazard burst cannon [twin-linked] | |||||||
Twin hazard burst cannon [twin-linked] | 24" | 4 | 4+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 3 | 5+ | 5 | 0 | 1 |
1 model | 55 |
2 models | 110 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Flechette pod | |||||||
Flechette pod | 12" | 5 | 4+ | 3 | 0 | 1 | |
Ionic discharge cannon – standard [blast] | |||||||
Ionic discharge cannon – standard [blast] | 18" | D6+1 | 4+ | 7 | -1 | 2 | |
Ionic discharge cannon – overcharge [blast, hazardous] | |||||||
Ionic discharge cannon – overcharge [blast, hazardous] | 18" | D6+1 | 4+ | 8 | -2 | 3 | |
Phased plasma-flamer [ignores cover, torrent] | |||||||
Phased plasma-flamer [ignores cover, torrent] | 12" | 10 | N/A | 6 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Battlesuit fists | |||||||
Battlesuit fists | Melee | 6 | 5+ | 6 | 0 | 2 |
1 model | 210 |
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.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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Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.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.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.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
The keyword is used in the following T’au Empire datasheets:
The INFANTRY keyword is used in the following T’au Empire datasheets:
The CHARACTER keyword is used in the following T’au Empire datasheets:
The GRENADES 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):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).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.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.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.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.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.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.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 TRANSPORT keyword is used in the following T’au Empire datasheets:
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.The KROOT keyword is used in the following T’au Empire datasheets:
The tactical philosophy known as the Kauyon allows for T’au commanders to draw the enemy into a deadly trap, springing it at the perfect moment to deliver a storm of fatal strikes against which none can escape.
From the third battle round onwards, all ranged weapons equipped by models from your army have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead while targeting their unit’s Spotted unit.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 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.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.
Hit roll. From the third battle round onwards, add 1 to the Wound roll as well.
model only. Each time the bearer makes a ranged attack, add 1 to theThe KROOT and SHAPER keywords are used in the following T’au Empire datasheets:
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.
KROOT SHAPER models). While the bearer is leading a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round onwards instead of from the third.
model only (excludingSome 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.Under their calm tutelage of this leader, warriors of the Fire caste maximise every shot they fire, creating a blizzard of deadly energy.
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.
model only (excludingThis holowave-emitter drone projects beams of so-called heavy light, forming convincing illusory images while simultaneously masking the true locations of its allies with advanced refraction fields.
Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
model only. After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can set those units up inThis warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.
KROOT SHAPER models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well.
model only (excludingA wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.
objective marker on the battlefield. While a friendly model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic.
model only. At the start of the first battle round, before the first turn begins, select oneSome 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’.This leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.
KROOT SHAPER models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in their Guided unit have the [sustained hits 1] ability while targeting their Spotted unit.
model only (excludingScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".This commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.
Scouts ability, you can select up to two friendly units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.
model only. At the start of the battle, before any moves are made using theThe FIRE WARRIOR keyword is used in the following T’au Empire datasheets:
A swarm of tiny experimental drones swarm about this warrior, analysing weaknesses in enemy wargear.
CADRE FIREBLADE model only. Once per turn, in your Shooting phase, when a friendly FIRE WARRIOR, PATHFINDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1.
The ETHEREAL 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 EPIC HERO keyword is used in the following T’au Empire datasheets:
The BATTLESUIT 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").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.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.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.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’.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.Famed battlesuit pilots are often more than willing to assist Earth caste scientists infield-testing the latest in experimental weapons technology.
BATTLESUIT model only. Each time the bearer is selected to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until those attacks are resolved, ranged weapons equipped by the bearer have the selected ability.
These thigh plates house deployment rails of high-explosive bomblets. As the pilot jets over the foe, the racks can be triggered to dispense a rain of death.
BATTLESUIT model only. The bearer has the Grenades keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
The ignition thrusters on selected battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off and sending the pilots streaking skywards.
BATTLESUIT model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves.
Commander Puretide was the most gifted T’au war leader of all time. Upon his death, his memories were stored in a neurochip. When implanted into the brain, the bearer can access much of this wisdom.
BATTLESUIT model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP.
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.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The MARKERLIGHT keyword is used in the following T’au Empire datasheets:
The ETHEREAL keyword is used in the following T’au Empire datasheets:
This tech-inlaid stave glows with the light of the T’au’va, inspiring nearby warriors to greater efforts.
ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FIRE WARRIOR or PATHFINDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn.
Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.The KROOT keyword is used in the following T’au Empire datasheets:
The SHAPER keyword is used in the following T’au Empire datasheets:
The KROOT and INFANTRY keywords are used in the following T’au Empire datasheets:
The Kroot naturally predate upon weakened foes, drawn by the scent of spilled blood and viscera.
Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.Though ill-suited to protracted warfare, the Kroot are experts at light, swift skirmishing. Here their fieldcraft and wiry natural agility help them to evade the hostile attentions of their foes.
KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.So stealthy and swift are Kroot on the hunt they are often able to pounce upon their victims before the foe is even aware of their peril.
Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army.This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.
KROOT model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer.
The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.
Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
This Shaper has defeated - and quite possibly devoured - such foes before. They are well able to advise their warriors on how to fight them.
At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll.
Subtly adapted through careful shaping, this warrior can use their pheromone dart-quills to mark prey that their raiding party then descend upon with predatory fury.
At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it.
Lance weapons are deadly on the charge.
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The MOUNTED keyword is used in the following T’au Empire datasheets:
This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.
KROOT TRAIL SHAPER model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability.
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.Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.
Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities.
GUARDIAN DRONE
The BATTLELINE keyword is used in the following T’au Empire datasheets:
The FIRE WARRIOR keyword is used in the following T’au Empire datasheets:
The TRANSPORT keyword is used in the following T’au Empire datasheets:
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.The FORTIFICATION keyword is used in the following T’au Empire datasheets:
The FORTIFICATION keyword is used in the following T’au Empire datasheets:
MISSILE DRONE
RANGED WEAPONS | RANGE | A | BS | S | AP | D |
Missile pod | ||||||
Missile pod | 30" | 2 | 5+ | 7 | -1 | 2 |
The CRISIS keyword is used in the following T’au Empire datasheets:
The KROOT and GRENADES keywords are used in the following T’au Empire datasheets:
The KROOT and CHARACTER keywords are used in the following T’au Empire datasheets:
The AIRCRAFT keyword is used in the following T’au Empire datasheets:
The TITANIC keyword is used in the following T’au Empire datasheets:
The TITANIC keyword is used in the following T’au Empire datasheets:
The TOWERING keyword is used in the following T’au Empire datasheets:
Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.
Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.