T’au Empire – Datasheets
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Characters


Cadre Fireblade
(⌀25mm)
M
6"
T
3
Sv
4+
W
3
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Leader
FACTION: For the Greater Good
Volley Fire: While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
Crack Shot: Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.
UNIT COMPOSITION
  • 1 Cadre Fireblade
This model is equipped with: Fireblade pulse rifle; close combat weapon.
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CADRE FIREBLADE
FACTION KEYWORDS:


Commander Farsight
(⌀60mm)
M
10"
T
5
Sv
2+
W
8
Ld
6+
OC
2
INVULNERABLE SAVE
4+
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
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Way of the Short Blade: While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9", add 1 to the Wound roll.
Puretide's Teachings: Once per battle round, you can target this model’s unit with a Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
UNIT COMPOSITION
  • 1 Commander Farsight – EPIC HERO
This model is equipped with: high-intensity plasma rifle; Dawn Blade.
1 model
105
LEADER
INDEPENDENT POWER
If your army includes COMMANDER FARSIGHT, it cannot include any ETHEREAL units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT.
KEYWORDS: VEHICLE, WALKER, FLY, CHARACTER, EPIC HERO, BATTLESUIT, COMMANDER FARSIGHT
FACTION KEYWORDS:


Commander In Coldstar Battlesuit
(⌀60mm)
M
12"
T
5
Sv
3+
W
6
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model’s high-output burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Coldstar Commander: While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.
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.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Coldstar Battlesuit
This model is equipped with: high-output burst cannon; battlesuit fists.
1 model
110
LEADER
KEYWORDS: VEHICLE, WALKER, FLY, CHARACTER, BATTLESUIT, COMMANDER IN COLDSTAR BATTLESUIT
FACTION KEYWORDS:


Commander In Enforcer Battlesuit
(⌀60mm)
M
8"
T
5
Sv
2+
W
6
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model’s burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Enforcer Commander: While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 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.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Enforcer Battlesuit
This model is equipped with: burst cannon; battlesuit fists.
1 model
90
LEADER
KEYWORDS: VEHICLE, WALKER, FLY, CHARACTER, BATTLESUIT, COMMANDER IN ENFORCER BATTLESUIT
FACTION KEYWORDS:


Commander Shadowsun
(⌀50mm)
M
10"
T
4
Sv
3+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
5+
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
ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: For the Greater Good
Agile Combatant: This model is eligible to shoot in a turn in which it Fell Back.
Hero of the Empire (Aura): While a friendly unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Advanced Guardian Drone: Each time a ranged attack targets the bearer, subtract 1 from the Wound roll.
Command-link Drone (Aura): While a friendly unit is within 6" of the bearer, each time you select that unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Commander Shadowsun – EPIC HERO
This model is equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; battlesuit fists; advanced guardian drone; command-link drone.
1 model
100
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY, FLY, CHARACTER, EPIC HERO, BATTLESUIT, COMMANDER SHADOWSUN
FACTION KEYWORDS:


Darkstrider
(⌀32mm)
M
7"
T
3
Sv
4+
W
3
Ld
7+
OC
1
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
ABILITIES
CORE: Infiltrators, Leader, Scouts 7"
FACTION: For the Greater Good
Structural Analyser: While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
Jammer Array: Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.
UNIT COMPOSITION
  • 1 Darkstrider – EPIC HERO
This model is equipped with: Shade; close combat weapon.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, MARKERLIGHT, DARKSTRIDER
FACTION KEYWORDS:


Ethereal
(⌀25mm)
M
6"
T
3
Sv
5+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Honour stave
Honour stave
Melee
2
4+
5
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 hover drone.
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Leader
Failure Is Not an Option: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Coordinated Leadership: At the end of your Command phase, roll one D6: on a 4+, you gain 1CP.
WARGEAR ABILITIES
Hover Drone: The bearer can FLY and has a Move characteristic of 10".
UNIT COMPOSITION
  • 1 Ethereal
This model is equipped with: honour stave.
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, ETHEREAL
FACTION KEYWORDS:


Firesight Team
(⌀40mm)
M
6"
T
3
Sv
4+
W
4
Ld
7+
OC
3
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: For the Greater Good
Precise Targeting: While this model is a Guided unit, each time it makes an attack that targets its Spotted unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Firesight Marksman
This model is equipped with: longshot pulse rifles; pulse pistol; close combat weapons.

Designer’s Note: The Firesight Marksman model and sniper drone models are treated as a single model for all rules purposes. All distances are measured to and from the Farsight Marksman model. The sniper drone models do not count as models for any rules purposes.
1 model
70
KEYWORDS: INFANTRY, CHARACTER, MARKERLIGHT, FIRESIGHT TEAM
FACTION KEYWORDS:


Kroot Flesh Shaper
(⌀32mm)
M
7"
T
3
Sv
6+
W
3
Ld
7+
OC
1
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
ABILITIES
CORE: Infiltrators, Leader, Scouts 7", Stealth
Ritual Butchery: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Rites of Feasting: While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead.
UNIT COMPOSITION
  • 1 Kroot Flesh Shaper
This model is equipped with: Kroot scattergun; twin ritualistic blades.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, KROOT, SHAPER, FLESH SHAPER
FACTION KEYWORDS:


Kroot Lone-Spear
(⌀90 x 52mm)
M
12"
T
5
Sv
5+
W
6
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model’s Kroot long gun can be replaced with 1 blast javelin and 1 hunting javelin.

ABILITIES
CORE: Lone Operative, Scouts 7", Stealth
Advanced Scouting: Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.
Fire and Fade: In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Kroot Lone-Spear
This model is equipped with: Kroot long gun; close combat weapon; Kalamandra’s bite.
1 model
90
KEYWORDS: MOUNTED, CHARACTER, KROOT, LONE-SPEAR
FACTION KEYWORDS:


Kroot Trail Shaper
(⌀32mm)
M
7"
T
3
Sv
6+
W
3
Ld
7+
OC
1
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
ABILITIES
CORE: Infiltrators, Leader, Scouts 7", Stealth
Trail Finding: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
Kroot Ambush: After both players have deployed their armies and determined who has the first turn, you can redeploy this model’s unit and one other friendly KROOT unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Kroot Trail Shaper
This model is equipped with: Kroot rifle; Shaper’s blade.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, KROOT, SHAPER, TRAIL SHAPER
FACTION KEYWORDS:


Kroot War Shaper
(⌀32mm)
M
7"
T
3
Sv
6+
W
3
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • This model’s dart-bow and tri-bade can be replaced with 1 bladestave and prey-hook.

ABILITIES
CORE: Leader, Scouts 7", Stealth
War Leader: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Root of Honour: Once per battle, at the start of any phase, you can select one friendly KROOT unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Kroot War Shaper
This model is equipped with: dart-bow and tri-blade; Kroot pistol; Shaper’s blade.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, KROOT, SHAPER, WAR SHAPER
FACTION KEYWORDS:


Aun’shi
(⌀25mm)
M
6"
T
3
Sv
6+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fidelity [sustained hits 1]
Fidelity [sustained hits 1]
Melee
6
3+
5
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
Inspirational Defiance: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Martial Warrior: Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks:
  • Direct Grace: Fidelity has the [PRECISION] ability.
  • Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability.
  • Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1].
UNIT COMPOSITION
  • 1 Aun’Shi – EPIC HERO
This model is equipped with: Fidelity.
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, ETHEREAL, AUN’SHI
FACTION KEYWORDS:


Aun’va
M
6"
T
3
Sv
5+
W
5
Ld
7+
OC
1
AUN’VA(⌀40mm)
INVULNERABLE SAVE
4+
6"
3
5+
2
7+
1
ETHEREAL GUARD(⌀25mm)
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
Duality Shield: Once per battle, each time an attack targets this unit, it can use this ability. If it does, until the end of the phase, models in this unit have a 2+ invulnerable save.
Paradox of Duality: Each time an attack targets this unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
Supreme Loyalty (Aura): While a friendly unit is within 6" of this unit, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.
UNIT COMPOSITION
  • 1 Aun’Va – EPIC HERO
  • 2 Ethereal Guards
Aun’Va is equipped with: close combat weapon.

Each Ethereal Guard is equipped with: supreme honour blade.
3 models
65
KEYWORDS – ALL MODELS: INFANTRYAUN’VA: CHARACTER, EPIC HERO, ETHEREAL, AUN’VA
FACTION KEYWORDS:


Commander In Crisis Battlesuit
(⌀50mm)
M
10"
T
5
Sv
3+
W
5
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model’s burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Crisis Commander: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit 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.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Crisis Battlesuit
This model is equipped with: burst cannon; battlesuit fists.
1 model
80
LEADER
KEYWORDS: VEHICLE, WALKER, FLY, CHARACTER, BATTLESUIT, COMMANDER IN CRISIS BATTLESUIT
FACTION KEYWORDS:


Longstrike
(⌀60mm flying base)
M
10"
T
10
Sv
3+
W
14
Ld
7+
OC
3
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s railgun can be replaced with 1 ion cannon.
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 twin smart missile systems
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Armour Hunter: Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array: Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving its attacks.
XV02 Pilot Battlesuit: In your Command phase, you can select one friendly HAMMERHEAD GUNSHIP unit within 12". Until the start of your next Command phase, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Longstrike – EPIC HERO
This model is equipped with: 2 twin pulse carbines; railgun; armoured hull.
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, CHARACTER, EPIC HERO, LONGSTRIKE
FACTION KEYWORDS:


Shas’o R’alai
(⌀65mm)
M
8"
T
6
Sv
3+
W
6
Ld
7+
OC
2
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Eclipse Field Generator: While this model is leading a unit, models in that unit have a 5+ invulnerable save.
Assassin: Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll.
WARGEAR ABILITIES
Blacklight Marker Drones: Twice per battle, when 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 Wound roll of 1.

Designer’s Note: Place two Blacklight Marker Drone tokens next to this model, removing one each time this ability has been used.
UNIT COMPOSITION
  • 1 Shas'o R'alai – EPIC HERO
This model is equipped with: experimental pulse submunitions rifle; battlesuit fists; blacklight marker drones.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: VEHICLE, WALKER, FLY, CHARACTER, MARKERLIGHT, EPIC HERO, BATTLESUIT, SHAS'O R'ALAI
FACTION KEYWORDS:

Battleline


Breacher Team
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • The Breacher Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:
    • 1 guardian drone (it cannot take duplicates of this piece of wargear)
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
FACTION: For the Greater Good
Breach and Clear: Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.
DS8 Support Turret: In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.
UNIT COMPOSITION
  • 1 Breacher Fire Warrior Shas’ui
  • 9 Breacher Fire Warriors
Every model is equipped with: pulse blaster; pulse pistol; close combat weapon.
10 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, MARKERLIGHT, FIRE WARRIOR, BREACHER TEAM
FACTION KEYWORDS:


Strike Team
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • The Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:
    • 1 guardian drone (it cannot take duplicates of this piece of wargear)
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Any number of Fire Warrior models can each have their pulse rifle replaced with 1 pulse carbine.

ABILITIES
FACTION: For the Greater Good
Suppression Volley: In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
DS8 Support Turret: In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.
UNIT COMPOSITION
  • 1 Fire Warrior Shas’ui
  • 9 Fire Warriors
Every model is equipped with: pulse pistol; pulse rifle; close combat weapon.
10 models
80
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, MARKERLIGHT, FIRE WARRIOR, STRIKE TEAM
FACTION KEYWORDS:

Dedicated Transports


Devilfish
(⌀60mm flying base)
M
12"
T
9
Sv
3+
W
13
Ld
7+
OC
2
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin pulse carbines can be replaced with 2 smart missile systems.
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Rapid Deployment: Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
UNIT COMPOSITION
  • 1 Devilfish
This model is equipped with: accelerator burst cannon; 2 twin pulse carbines; armoured hull.
1 model
85
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: VEHICLE, FLY, TRANSPORT, DEDICATED TRANSPORT, DEVILFISH
FACTION KEYWORDS:

Fortifications


Tidewall Droneport
(⌀Use model)
M
4"
T
8
Sv
3+
W
10
Ld
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Drone defenders [assault, twin-linked]
Drone defenders [assault, twin-linked]
20"
8
5+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Firing Deck 11
Droneport: Each time this FORTIFICATION is selected to shoot, its drone defender’s weapon will target and resolve attacks against every enemy unit that is an eligible target to this FORTIFICATION.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tidewall Droneport
This model is equipped with: drone defenders.
1 model
85
TRANSPORT
This model has a transport capacity of 11 INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: FORTIFICATION, VEHICLE, TRANSPORT, FLY, TIDEWALL DRONEPORT
FACTION KEYWORDS:


Tidewall Gunrig
(⌀Use model)
M
4"
T
8
Sv
3+
W
14
Ld
7+
OC
0
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Firing Deck 11
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tidewall Gunrig
This model is equipped with: supremacy railgun.
1 model
90
TRANSPORT
This model has a transport capacity of 11 INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: FORTIFICATION, VEHICLE, TRANSPORT, FLY, TIDEWALL GUNRIG
FACTION KEYWORDS:


Tidewall Shieldline
(⌀Use model)
M
4"
T
8
Sv
3+
W
10
Ld
7+
OC
0
INVULNERABLE SAVE
5+
WARGEAR OPTIONS
  • This model can be equipped with 1 Tidewall defence platform.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 20
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Tidewall Defence Platform: If equipped with a Tidewall defence platform, this FORTIFICATION has a Wounds characteristic of 15.
UNIT COMPOSITION
  • 1 Tidewall Shieldline
This model can be equipped with 1 Tidewall defence platform
1 model
85
Tidewall Defence Platform
+20
TRANSPORT
This model has a transport capacity of 11 INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models. If this model is equipped with a Tidewall defence platform, it has a transport capacity of 22 T’au Infantry models instead.
KEYWORDS: FORTIFICATION, VEHICLE, TRANSPORT, FLY, TIDEWALL SHIELDLINE
FACTION KEYWORDS:


Drone Sentry Turret
(⌀Use model)
M
-
T
8
Sv
4+
W
4
Ld
8+
OC
0
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
WARGEAR OPTIONS
  • This model’s twin plasma rifle can be replaced with one of the following:
    • 1 twin burst cannon
    • 1 twin fusion blaster
    • 1 twin missile pod

ABILITIES
Sentinel Protocols: Each time you select this FORTIFICATION for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Drone Sentry Turret
This model is equipped with: twin plasma rifle.
1 model
50
KEYWORDS: FORTIFICATION, VEHICLE, DRONE SENTRY TURRET
FACTION KEYWORDS:


Remote Sensor Tower
(⌀Use model)
M
-
T
8
Sv
4+
W
4
Ld
8+
OC
0
WARGEAR OPTIONS
  • None

ABILITIES
Orbital Comms Array (Aura): While a friendly unit is within 6" of this FORTIFICATION, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Remote Sensor Tower
This model is equipped with: nothing.
1 model
50
KEYWORDS: FORTIFICATION, REMOTE SENSOR TOWER
FACTION KEYWORDS:

Other


Broadside Battlesuits
(⌀60mm)
M
5"
T
6
Sv
2+
W
8
Ld
7+
OC
2
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Any number of models can each have their heavy rail rifle replaced with 1 high-yield missile pods.
  • Any number of models can each be equipped with up to two of the following, but cannot take duplicates:
    • 1 seeker missile
    • 1 twin plasma rifle*
    • 1 twin smart missile system*
    • 1 weapon support system
  • Any number of models can each be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 missile drone
    • 1 shield drone

* No model can be equipped with both a twin plasma rifle and twin smart missile system at the same time.
ABILITIES
FACTION: For the Greater Good
Advanced Armour: Models in this unit have the Feel No Pain 4+ ability against mortal wounds.
WARGEAR ABILITIES
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Broadside Shas’vre
  • 0-2 Broadside Shas’ui
Every model is equipped with: heavy rail rifle; crushing bulk.
1 model
110
2 models
220
3 models
330
KEYWORDS: VEHICLE, WALKER, BATTLESUIT, BROADSIDE
FACTION KEYWORDS:


Crisis Fireknife Battlesuits
(⌀50mm)
M
10"
T
5
Sv
3+
W
4
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models can each have their plasma rifle replaced with 1 missile pod.
  • Any number of models can each have their missile pod replaced with 1 plasma rifle.
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Fireknife: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is at its Starting Strength, you can re-roll the Hit roll instead.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Crisis Fireknife Shas’vre
  • 2 Crisis Fireknife Shas’ui
Every model is equipped with: plasma rifle; missile pod; battlesuit fists.
3 models
150
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, CRISIS, FIREKNIFE
FACTION KEYWORDS:


Crisis Starscythe Battlesuits
(⌀50mm)
M
10"
T
5
Sv
3+
W
4
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon replaced with 1 T’au flamer.
  • Any number of models can each have their T’au flamer replaced with 1 burst cannon.
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Starscythe: Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.
Battlesuit Support System: This unit is eligible to shoot in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Crisis Starscythe Shas’vre
  • 2 Crisis Starscythe Shas’ui
Every model is equipped with: burst cannon; T’au flamer; battlesuit fists.
3 models
130
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, CRISIS, STARSCYTHE
FACTION KEYWORDS:


Crisis Sunforge Battlesuits
(⌀50mm)
M
10"
T
5
Sv
3+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Sunforge: Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the Damage roll.
UNIT COMPOSITION
  • 1 Crisis Sunforge Shas’vre
  • 2 Crisis Sunforge Shas’ui
Every model is equipped with: 2 fusion blasters; battlesuit fists.
3 models
170
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, CRISIS, SUNFORGE
FACTION KEYWORDS:


Ghostkeel Battlesuit
(⌀105 x 70mm)
M
10"
T
8
Sv
2+
W
12
Ld
7+
OC
3
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
WARGEAR OPTIONS
  • This model’s fusion collider can be replaced with 1 cyclic ion raker.
  • This model’s twin T’au flamer can be replaced with one of the following:
    • 1 twin fusion blaster
    • 1 twin burst cannon
  • This model can be equipped with one battlesuit support system.

ABILITIES
CORE: Deadly Demise D3, Infiltrators, Lone Operative, Stealth
FACTION: For the Greater Good
Stealth Drones: Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0.

Designer’s Note: Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.
WARGEAR ABILITIES
Battlesuit Support System: The bearer is eligible to shoot in a turn in which it Fell Back but it loses the Smoke keyword.
UNIT COMPOSITION
  • 1 Ghostkeel Battlesuit
This model is equipped with: fusion collider; twin T’au flamer; Ghostkeel fists.
1 model
160
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, FLY, SMOKE, BATTLESUIT, GHOSTKEEL
FACTION KEYWORDS:


Hammerhead Gunship
(⌀60mm flying base)
M
10"
T
10
Sv
3+
W
14
Ld
7+
OC
3
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s railgun can be replaced with 1 ion cannon.
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 smart missile systems
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Armour Hunter: Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array: Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
UNIT COMPOSITION
  • 1 Hammerhead Gunship
This model is equipped with: 1 railgun; 2 twin pulse carbines; armoured hull.
1 model
130
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, HAMMERHEAD GUNSHIP
FACTION KEYWORDS:


Kroot Carnivores
(⌀28mm)
M
7"
T
3
Sv
6+
W
1
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • The Long-quill’s Kroot rifle can be replaced with 1 Kroot carbine.
  • For every 10 models in this unit, one Kroot Carnivore’s Kroot rifle can be replaced with 1 Tanglebomb launcher.

ABILITIES
CORE: Scouts 7", Stealth
Fieldcraft: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
UNIT COMPOSITION
  • 1 Long-quill
  • 9-19 Kroot Carnivores
The Lang-quill is equipped with: Kroot pistol; Kroot rifle; close combat weapon.

Every Kroot Carnivore is equipped with: Kroot rifle; close combat weapon.
10 models
75
20 models
150
BODYGUARD
If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.
KEYWORDS: INFANTRY, GRENADES, KROOT, CARNIVORES
FACTION KEYWORDS:


Kroot Farstalkers
M
7"
T
3
Sv
6+
W
1
Ld
7+
OC
1
FARSTALKERS & KILL-BROKER(⌀28mm)
12"
3
6+
1
7+
0
KROOT HOUNDS(⌀25mm)
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
WARGEAR OPTIONS
  • The Kroot Kill-broker’s Farstalker firearm can be replaced with 1 T’au-tech rifle.
  • 1 Kroot Farstalker’s Farstalker firearm can be replaced with one of the following:
    • 1 Dvorgite skinner
    • 1 Londaxi tribalest
  • 1 Kroot Farstalker equipped with a Farstalker firearm can be equipped with 1 Pech’ra.

ABILITIES
CORE: Infiltrators, Stealth
Bounty Hunters: At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.
WARGEAR ABILITIES
Pech’ra: Ranged weapons equipped by the bearer’s unit have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Kroot Kill-broker
  • 9 Kroot Farstalkers
  • 2 Kroot Hounds
The Kroot Kill-broker is equipped with: Farstalker firearm; Kroot pistol; ritual blade.

Every Kroot Farstalker is equipped with: Farstalker firearm; Kroot pistol; close combat weapon.

Every Kroot Hound is equipped with: ripping fangs.
12 models
85
KEYWORDS: INFANTRY, KROOT, GRENADES, FARSTALKERS
FACTION KEYWORDS:


Kroot Hounds
(⌀25mm)
M
12"
T
3
Sv
6+
W
1
Ld
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ripping fangs
Ripping fangs
Melee
3
3+
3
0
1
ABILITIES
CORE: Scouts 7", Stealth
Loping Pounce: At the start of your Command phase, if this unit is within 6" of one or more friendly KROOT INFANTRY units, then until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
Hunting Hounds: While this unit is within 12" of one or more friendly KROOT CHARACTER models, the Objective Control characteristic of models in this unit is 1.
UNIT COMPOSITION
  • 5-10 Kroot Hounds
Every model is equipped with: ripping fangs.
5 models
40
10 models
80
KEYWORDS: BEASTS, KROOT, HOUNDS
FACTION KEYWORDS:


Krootox Rampagers
(⌀50mm)
M
7"
T
6
Sv
5+
W
5
Ld
7+
OC
2
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
ABILITIES
CORE: Scouts 7"
Kroot Linebreakers: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. If one or more enemy models are destroyed as a result of these mortal wounds, that enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 3-6 Krootox Rampagers
Every model is equipped with: Kroot pistol and hunting javelins; hunting blades; Rampager fists.
3 models
110
6 models
220
KEYWORDS: MOUNTED, GRENADES, KROOT, KROOTOX RAMPAGERS
FACTION KEYWORDS:


Krootox Riders
(⌀40mm)
M
7"
T
6
Sv
5+
W
5
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models can each have their repeater cannon replaced with 1 tanglecannon.

ABILITIES
CORE: Scouts 7"
Kroot Packmates: Once per turn, in your opponent’s Shooting phase, when a friendly KROOT INFANTRY unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that unit with this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
UNIT COMPOSITION
  • 1-3 Krootox Riders
Every model is equipped with: repeater cannon; close combat weapon; Krootox fists.
1 model
35
2 models
70
3 models
105
KEYWORDS: MOUNTED, GRENADES, KROOT, KROOTOX RIDERS
FACTION KEYWORDS:


Pathfinder Team
(⌀25mm)
M
7"
T
3
Sv
4+
W
1
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • The Pathfinder Shas’ui can be equipped with one of the following:
    • 1 grav-inhibitor drone
    • 1 pulse accelerator drone
    • 1 recon drone
  • 1 model in this unit can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Up to 3 Pathfinders can each have their pulse carbine replaced with one of the following:
    • 1 ion rifle
    • 1 rail rifle
  • 1 model in this unit equipped with a pulse carbine can be equipped with 1 semi-automatic grenade launcher. That model’s pulse carbine cannot be replaced.

ABILITIES
CORE: Scouts 7"
FACTION: For the Greater Good
Target Uploaded: Once per turn, when using the Greater Good ability, you can select this unit to be an Observer unit for a second time. When doing so, you can change which enemy unit is this unit’s Spotted unit.
WARGEAR ABILITIES
Grav-inhibitor Drone: Subtract 2 from Charge rolls made for any enemy unit that declares a charge against the bearer’s unit (this is not cumulative with any other reductions to that Charge roll).
Pulse Accelerator Drone: Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit.
Recon Drone: The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.
UNIT COMPOSITION
  • 1 Pathfinder Shas’ui
  • 9 Pathfinders
Every model is equipped with: pulse carbine; pulse pistol; close combat weapon.
10 models
90
KEYWORDS: INFANTRY, GRENADES, MARKERLIGHT, PATHFINDER TEAM
FACTION KEYWORDS:


Piranhas
(⌀60mm flying base)
M
14"
T
7
Sv
4+
W
7
Ld
7+
OC
2
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Any number of models can each have their Piranha burst cannon can be replaced with 1 Piranha fusion blaster.
  • Any number of models can each be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: For the Greater Good
Drone Harassment Tactics: At the end of your Movement phase, select one enemy unit within 12" of this unit; that enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1-3 Piranhas
Every model is equipped with: Piranha burst cannon; 2 twin pulse carbines; armoured hull.
1 model
55
2 models
110
3 models
165
KEYWORDS: VEHICLE, FLY, PIRANHA
FACTION KEYWORDS:


Razorshark Strike Fighter
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
12
Ld
7+
OC
0
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s accelerator burst cannon can be replaced with 1 missile pod.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Ground Strike Fighter: Each time this model makes a ranged attack that targets an enemy unit that cannot FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Razorshark Strike Fighter
This model is equipped with: accelerator burst cannon; quad ion turret; 2 seeker missiles; armoured hull.
1 model
170
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RAZORSHARK STRIKE FIGHTER
FACTION KEYWORDS:


Riptide Battlesuit
(⌀120 x 92mm)
M
10"
T
9
Sv
2+
W
14
Ld
7+
OC
4
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s heavy burst cannon can be replaced with 1 ion accelerator.
  • This model’s twin plasma rifles can be replaced with one of the following:
    • 1 twin fusion blaster
    • 1 twin smart missile system
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: The bearer is eligible to shoot in a turn in which it Fell Back.
Nova Charge: Once per battle, in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Riptide Battlesuit
This model is equipped with: heavy burst cannon; twin plasma rifle; Riptide fists.
1 model
180
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, RIPTIDE
FACTION KEYWORDS:


Sky Ray Gunship
(⌀60mm flying base)
M
10"
T
10
Sv
3+
W
14
Ld
7+
OC
3
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
WARGEAR OPTIONS
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 smart missile systems

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Velocity Tracker: Each time this model makes a ranged attack that targets a unit that can FLY, you can re-roll the Hit roll.
Targeting Array: Each time this unit is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
UNIT COMPOSITION
  • 1 Sky Ray Gunship
This model is equipped with: 1 seeker missile rack; 2 twin pulse carbines; armoured hull.
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, MARKERLIGHT, SKY RAY GUNSHIP
FACTION KEYWORDS:


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:


Stormsurge
(⌀170 x 109mm)
M
8"
T
11
Sv
2+
W
20
Ld
7+
OC
6
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s pulse driver cannon can be replaced with 1 pulse blast cannon.
  • This model’s twin T’au flamer can be replaced with one of the following:
    • 1 twin airbursting fragmentation projector
    • 1 twin burst cannon

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Heavy Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
Titan-killer: Each time this model makes a ranged attack that targets a TITANIC or TOWERING unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Stormsurge
This model is equipped with: cluster rocket system; destroyer missiles; pulse driver cannon; 2 twin smart missile system; twin T’au flamer; thunderous footfalls.
1 model
400
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, TITANIC, TOWERING, STORMSURGE
FACTION KEYWORDS:


Sun Shark Bomber
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
7+
OC
0
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s missile pod can be replaced with 1 twin missile pod.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Pulse Bombs: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Sun Shark Bomber
This model is equipped with: missile pod; 2 seeker missiles; 2 twin ion rifles; armoured hull.
1 model
160
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, SUN SHARK BOMBER
FACTION KEYWORDS:


Vespid Stingwings
(⌀25mm)
M
12"
T
4
Sv
4+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neutron blaster [assault]
Neutron blaster [assault]
18"
2
4+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Stingwing claws
Stingwing claws
Melee
1
4+
4
-1
1
ABILITIES
CORE: Deep Strike
Airborne Agility: At the end of your Movement phase, if this unit is not within Engagement Range of any enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
UNIT COMPOSITION
  • 1 Vespid Strain Leader
  • 4 Vespid Stingwings
Every model is equipped with: neutron blaster; stingwing claws.
5 models
65
KEYWORDS: INFANTRY, FLY, VESPID STINGWINGS
FACTION KEYWORDS:


AX-1-0 Tiger Shark
(⌀160mm)
M
20+"
T
11
Sv
3+
W
18
Ld
7+
OC
0
INVULNERABLE SAVE
5+
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with up to 6 seeker missiles.
  • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Titan Hunter: This model’s twin heavy rail cannon and seeker missiles have the [ANTI-TITANIC 3+] ability while targeting a unit within half range.
UNIT COMPOSITION
  • 1 AX-1-0 Tiger Shark
This model is equipped with: 2 burst cannons; 2 missile pods; twin heavy rail cannon; armoured hull.
1 model
315
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, AX-1-0 TIGER SHARK
FACTION KEYWORDS:


Manta
(⌀Use model)
M
20+"
T
14
Sv
2+
W
60
Ld
7+
OC
0
INVULNERABLE SAVE
5+
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 3D6, Hover
FACTION: For the Greater Good
Aggressive Deployment: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
Air Caste Colossus: Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
UNIT COMPOSITION
  • 1 Manta
This model is equipped with: 2 heavy rail cannons; 6 ion cannons; 2 long-barrelled burst cannon arrays; 2 missile pods; 10 seeker missiles; armoured hull.
1 model
2100
DAMAGED: 1-20 WOUNDS REMAINING
While this model has 1-20 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of all of the following:
  • 200 INFANTRY or TACTICAL DRONE models
  • 4 DEVILFISH, SKY RAY GUNSHIP or HAMMERHEAD models
  • 8 BATTLESUIT models with a Wounds characteristic of 9 or less
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TITANIC, TRANSPORT, MARKERLIGHT, MANTA
FACTION KEYWORDS:


Ta’unar Supremacy Armour
(⌀160mm)
M
8"
T
13
Sv
2+
W
30
Ld
7+
OC
10
INVULNERABLE SAVE
5+
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
WARGEAR OPTIONS
  • This model’s tri-axis ion cannon can be replaced with 1 fusion eradicator.
  • This model’s fusion eradicator can be replaced with 1 tri-axis ion cannon.
  • This model’s 3 pulse ordnance drivers can be replaced with one of the following:
    • 2 nexus missile launchers
    • 1 heavy rail cannon array and 1 fragmentation cluster shell launcher

ABILITIES
CORE: Deadly Demise D6+3
FACTION: For the Greater Good
Coordinated Strike: While this model is a Guided unit, each time it makes an attack that targets its Spotted unit, re-roll a Hit roll of 1.
Super-heavy Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Ta’unar Supremacy Armour
This model is equipped with: 4 burst cannons; fusion eradicator; 3 pulse ordnance drivers; 4 smart missile systems; tri-axis ion cannon; crushing feet.
1 model
790
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, TITANIC, TOWERING, TA’UNAR SUPREMACY ARMOUR
FACTION KEYWORDS:


Tiger Shark
(⌀160mm)
M
20+"
T
11
Sv
3+
W
18
Ld
7+
OC
0
INVULNERABLE SAVE
5+
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.
  • This model’s 2 ion cannons can be replaced with one of the following:
    • 2 swiftstrike burst cannons
    • 2 swiftstrike railguns
  • This model can be equipped with up to 6 seeker missiles.
  • This model’s transport bay can be replaced with 2 skyspear missile racks.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Strafing Run: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks that cannot FLY. That enemy unit must take a Battle-shock test.
WARGEAR ABILITIES
Transport Bay: The bearer has the TRANSPORT keyword and has a transport capacity of 12 TACTICAL DRONES models.
UNIT COMPOSITION
  • 1 Tiger Shark
This model is equipped with: 2 burst cannons; 2 ion cannons; 2 missile pods; armoured hull; transport bay.
1 model
275
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TIGER SHARK
FACTION KEYWORDS:


Barracuda
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
14
Ld
7+
OC
0
INVULNERABLE SAVE
5+
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 long-barrelled burst cannons can be replaced with 2 cyclic ion blasters.
  • This model’s swiftstrike burst cannon can be replaced with one of the following:
    • 1 ion cannon
    • 1 swiftstrike railgun
  • This model can be equipped with up to 4 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Agile Dogfighter: Each time an attack targets this model, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Barracuda
This model is equipped with: 2 long-barrelled burst cannons; swiftstrike burst cannon; 2 missile pods; armoured hull.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, BARRACUDA
FACTION KEYWORDS:


Crisis Battlesuits
(⌀50mm)
M
10"
T
5
Sv
3+
W
4
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • Any number of models can be equipped with up to two of the following, and can take duplicate
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Any number of models can each be equipped with up to three of the following, and can take duplicates**:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* Each model cannot have duplicates of these pieces of wargear.
** Each model cannot be equipped with more than 3 ranged weapons.
ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Turbo-jets: Each time this 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 this unit.
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.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Crisis Shas’vre
  • 2-5 Crisis Shas’ui
Every model is equipped with: burst cannon; battlesuit fists.
3 models
200
6 models
400
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, CRISIS
FACTION KEYWORDS:


Great Knarloc
(⌀65mm)
M
9"
T
8
Sv
4+
W
10
Ld
7+
OC
3
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
Hooked: Each time the bearer makes an attack with this weapon that targets a MONSTER or VEHICLE unit, if a hit is scored, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 Kroot bolt thrower and 1 Kroot rifle
    • 1 twin Kroot gun
    • 1 baggage harness

ABILITIES
CORE: Scouts 7"
Loping Stride: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
WARGEAR ABILITIES
Baggage Harness (Aura): While a friendly KROOT unit is within 3" of the bearer, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Great Knarloc
This model is equipped with: Great Knarloc beak and talons.
1 model
100
KEYWORDS: MONSTER, KROOT, GREAT KNARLOC
FACTION KEYWORDS:


Heavy Gun Drones
(⌀32mm flying base)
M
8"
T
5
Sv
4+
W
2
Ld
8+
OC
0
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
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon and markerlight replaced with 1 twin burst cannon.

ABILITIES
Drone Escort: Once per turn, in your opponent’s Shooting phase, when a friendly unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, the unit using this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
WARGEAR ABILITIES
Markerlight: The bearer has the MARKERLIGHT keyword.
UNIT COMPOSITION
  • 2 Heavy Gun Drones
Every model is equipped with: burst cannon; markerlight; close combat weapon.
2 models
45
KEYWORDS: VEHICLE, FLY, HEAVY GUN DRONES
FACTION KEYWORDS:


Knarloc Riders
(⌀65mm)
M
7"
T
5
Sv
5+
W
4
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Scouts 7", Stealth
Thunderous Pounce: Each time this unit ends a Charge move, until the end of the turn, Knarloc beak and talons equipped by models in this unit have the [LANCE] ability.
UNIT COMPOSITION
  • 3 Knarloc Riders
Every model is equipped with: Kroot rifle; Knarloc beak and talons.
3 models
110
KEYWORDS: MOUNTED, KROOT, KNARLOC RIDERS
FACTION KEYWORDS:


Orca Dropship
(⌀Use model)
M
20+"
T
12
Sv
3+
W
28
Ld
7+
OC
0
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: For the Greater Good
Jet Pack Insertion: At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it, provided every model in each of those disembarking units has the Deep Strike ability.
UNIT COMPOSITION
  • 1 Orca Dropship
This model is equipped with: 2 long-barrelled burst cannons; missile pod; armoured hull.
1 model
275
DAMAGED: 1-9 WOUNDS REMAINING
While this model has 1-9 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 48 INFANTRY models. This model can also transport up to 6 BATTLESUIT models (these models take up the space of a number of models equal to their Wounds characteristic, e.g. a Battlesuit with a Wounds characteristic of 8 would take up the space of 8 models). This model cannot transport KROOT or VESPID STINGWINGS models.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TITANIC, TRANSPORT, ORCA DROPSHIP
FACTION KEYWORDS:


R’varna Battlesuit
(⌀120 x 92mm)
M
8"
T
10
Sv
2+
W
15
Ld
7+
OC
4
INVULNERABLE SAVE
5+
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
WARGEAR OPTIONS
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: This model is eligible to shoot in a turn in which it Fell Back.
Nova Shielding: Once per battle, when this model is selected as the target of a ranged attack, it can use this ability. If it does, until the end of the phase, each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.
Weapon Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 R’varna Battlesuit
This model is equipped with: 2 pulse submunitions cannons; battlesuit fists.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, R’VARNA
FACTION KEYWORDS:


Remora Stealth Drones
(⌀60mm flying base)
M
16"
T
6
Sv
3+
W
5
Ld
7+
OC
0
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
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Stealth
FACTION: For the Greater Good
Aerial Disengagement: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
UNIT COMPOSITION
  • 2 Remora Stealth Drones
Every model is equipped with: twin long-barrelled burst cannons; 2 Remora seeker missiles; close combat weapon.
2 models
160
KEYWORDS: VEHICLE, FLY, MARKERLIGHT, REMORA STEALTH DRONES
FACTION KEYWORDS:


Tactical Drones
(⌀32mm flying base)
M
8"
T
3
Sv
4+
W
1
Ld
7+
OC
0
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
UNIT COMPOSITION
  • 4-12 Tactical Drones
Every model is equipped with: twin pulse carbine; close combat weapon.
4 models
70
8 models
140
12 models
210
KEYWORDS: DRONE, FLY, TACTICAL DRONES
FACTION KEYWORDS:


Tetras
(⌀60mm flying base)
M
14"
T
7
Sv
4+
W
7
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Infiltrators
FACTION: For the Greater Good
High-intensity Markerlights: Each time this unit is an Observer unit, until the end of the phase, each time a model in its Guided unit makes an attack that targets their Spotted unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 2-4 Tetras
Every model is equipped with: 2 pulse rifles; close combat weapons.
2 models
80
4 models
160
KEYWORDS: VEHICLE, FLY, MARKERLIGHT, TETRAS
FACTION KEYWORDS:


Tx42 Piranha
(⌀60mm flying base)
M
14"
T
7
Sv
4+
W
7
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • This model’s 2 plasma rifles can be replaced with one of the following:
    • 2 fusion blasters
    • 2 missile pods
    • 2 rail rifles

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: For the Greater Good
Outflank: When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply).
UNIT COMPOSITION
  • 1 TX42 Piranha
This model is equipped with: 2 plasma rifles; armoured hull.
1 model
60
KEYWORDS: VEHICLE, FLY, TX42 PIRANHA
FACTION KEYWORDS:


Xv9 Hazard Battlesuits
(⌀60mm)
M
8"
T
6
Sv
3+
W
4
Ld
7+
OC
2
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
WARGEAR OPTIONS
  • Any number of models can each have their fusion cascade replaced with one of the following:
    • 1 phased ion gun
    • 1 twin hazard burst cannon
  • Any number of models can each have their twin hazard burst cannon replaced with one of the following:
    • 1 fusion cascade
    • 1 phased ion gun
  • Any number of models can each be equipped with one of the following:
    • 1 battlesuit support system
    • 1 shield generator
    • 1 weapon support system
  • Any number of models can each be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Photon Casters: In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more of those attacks, until the end of your opponent’s next turn, that enemy unit is stunned. While a unit is stunned, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit.
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.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1-2 XV9 Hazard Battlesuits
Every model is equipped with: fusion cascade; twin hazard burst cannon; battlesuit fists.
1 model
55
2 models
110
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, XV9 HAZARD
FACTION KEYWORDS:


Y’vahra Battlesuit
(⌀120 x 92mm)
M
10"
T
9
Sv
2+
W
15
Ld
7+
OC
4
INVULNERABLE SAVE
5+
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
WARGEAR OPTIONS
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: This model is eligible to shoot in a turn in which it Fell Back.
Nova Burst: Once per battle, before this model makes a Normal, Advance or Fall Back move, it can use this ability. If it does, until the end of the phase, it has a Move characteristic of 18".
Weapon Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Y’vahra Battlesuit
This model is equipped with: flechette pod; ionic discharge cannon; phased plasma-flamer; battlesuit fists.
1 model
210
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, FLY, BATTLESUIT, Y’VAHRA
FACTION KEYWORDS:
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.

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.
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.
Rapid Fire

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’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

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

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.

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.

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

Characters
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
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.
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.

TARGET: That unit 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.

  • 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
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: A unit from your army that must take a Battle-shock test.

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.
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.

  • 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.
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.
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.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.
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.
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
2CP
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.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.

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

Dedicated Transports
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.
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.
PHOTON GRENADES
1CP
Kauyon – Wargear Stratagem
Hurling a volley of photon grenades, the T’au leave their enemies dazzled and disorientated, unable to close the distance into combat at a crucial moment.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One GRENADES unit from your army that was selected as one of the targets of that charge.

EFFECT: That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
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.
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.
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.
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic Stratagem
The most aggressive Fire caste warriors sometimes spring from moving transports, roll with the impact of landing, and come up with weapons already blazing.
WHEN: Your Shooting phase.

TARGET: One INFANTRY unit from your army that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.
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.
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.
  • Precision of the Patient Hunter
    15 pts
Kauyon Detachment

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.

model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as well.

The KROOT and SHAPER keywords are used in the following T’au Empire datasheets:

  • Exemplar of the Kauyon
    20 pts
Kauyon Detachment

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.

model only (excluding 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.

Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
  • Through Unity, Devastation
    25 pts
Kauyon Detachment

Under their calm tutelage of this leader, warriors of the Fire caste maximise every shot they fire, creating a blizzard of deadly energy.

model only (excluding KROOT SHAPER models). While this model is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in their Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit.

  • Solid-image Projection Unit
    30 pts
Kauyon Detachment

This 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.

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 in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Exemplar of the Mont’ka
    10 pts
Mont’ka Detachment

This 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.

model only (excluding 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.

  • Strategic Conqueror
    15 pts
Mont’ka Detachment

A 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.

model only. At the start of the first battle round, before the first turn begins, select one 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.

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.
  • Coordinated Exploitation
    20 pts
Mont’ka Detachment

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.

model only (excluding 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.

SCOUTS

Scouts 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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
  • Strike Swiftly
    25 pts
Mont’ka Detachment

This commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.

model only. At the start of the battle, before any moves are made using the 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.

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

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

TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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.
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.
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.
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.
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.
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).
Indirect Fire

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.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
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.
Torrent

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.
  • Prototype Weapon System
    15 pts
Retaliation Cadre Detachment

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.

  • Internal Grenade Racks
    20 pts
Retaliation Cadre Detachment

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.

  • Starflare Ignition System
    20 pts
Retaliation Cadre Detachment

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.

  • Puretide Engram Neurochip
    25 pts
Retaliation Cadre Detachment

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. Once per turn, you can target the bearer s unit with a Stratagem even if you have already targeted a different unit with that Stratagem this phase.

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.
LONE OPERATIVE

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".
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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
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.

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

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

Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

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:

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic Stratagem
When a Kroot Hunting Pack closes in on its prey, there are often other hunters waiting to join in the fray and take their share of any spoils.
WHEN: Any phase.

TARGET: One KROOT INFANTRY or KROOT HOUNDS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units.
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
Kroot see no value in stand-up fights, caring little for honour or glory. They hit and fade, frustrating their foes and bleeding them by degrees until - weakened and out of position - they are rendered vulnerable.
WHEN: Your Movement phase, just after a KROOT unit from your army Falls Back.

TARGET: That KROOT unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic Stratagem
The Kroot have long perfected the art of ambush hunting, their packs working in deadly concert.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
The Kroot are experts in camouflage and concealment, able to utilise cover in ways most foes would never consider and - to their great misfortune - do not anticipate.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One KROOT 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
The psychological impact of witnessing one's comrades being dismembered and devoured by gore-splattered Kroot cannot be overstated.
WHEN: Fight phase.

TARGET: One KROOT unit from your army that destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
Hunter’s Instincts
Kroot Hunting Pack Detachment

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.
Skirmish Fighters
Kroot Hunting Pack Detachment

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.
  • Kroothawk Flock
    10 pts
Kroot Hunting Pack Detachment

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.

  • Borthrod Gland
    15 pts
Kroot Hunting Pack Detachment

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.

Lance

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.
Extra Attacks

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 such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

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

  • Nomadic Hunter
    20 pts
Kroot Hunting Pack Detachment

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.

Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
  • Root-carved Weapons
    10 pts
Kroot Hunting Pack Detachment

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.

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

GUARDIAN DRONE

Each time a model makes a ranged attack that targets the bearer’s unit, subtract 1 from the Wound roll.

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:

Dedicated Transports
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

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

The bearer is equipped with the following ranged weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Missile pod
Missile pod
30"
2
5+
7
-1
2

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

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.

The KROOT and GRENADES keywords are used in the following T’au Empire datasheets:

EMP GRENADES
1CP
Kroot Hunting Pack – Wargear Stratagem
Furnished by T’au allies or returning Farstalkers, these electromagnetic grenades wreak havoc with the animuses of armoured fighting vehicles.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight.

TARGET: One KROOT GRENADES unit from your army within 8" of that enemy VEHICLE unit.

EFFECT: Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy Vehicle unit’s weapons by 1.

The KROOT and CHARACTER keywords are 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:

HOVER

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.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

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