It is the belief of the Ethereal Aun’Shar that he can best spread the light of the Greater Good by taking to the battlefields of the 41st Millennium and overseeing the destruction of those foes who simply cannot be enlightened through diplomatic negotiation. The Fire caste warriors who fight at his side venerate their leader and follow his commands without the slightest hesitation. They live to see his will done, and would die without regret to ensure his continued survival.
Book | Kind | Edition | Version | Last update |
Protectors of Aun’shar | ||||
Protectors of Aun’shar | Index | 10 | June 2023 |
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 enfilade the vulnerable enemies with murderous accuracy.
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.This hover drone has been specially commissioned for use by Ethereals who prefer to lead from the front. Designed by renowned Earth caste engineers, it incorporates a cutting-edge force field emitter that not only obfuscates the whereabouts of drone and rider, but also projects a defensive energy shield around those warriors who stand in the Ethereal’s defence.
The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE INFANTRY unit is within 6" of the bearer, improve the Save characteristic of models in that unit by 1 and those models have the Feel No Pain 5+ ability.An adaptation on the DS13 design, the DS15 sacrifices a certain amount of protective capability in favour of mounting a pulse-capacitance supercharger module. This potent device increases the ferocity of nearby T’au ranged weaponry, rendering already potent firearms truly terrifying.
The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.The martial philosophy of Kauyon is that of the patient hunter. By positioning T’au forces to incentivise the foe advancing aggressively upon them, its proponents lure their quarry into the kill box ready for the ambush that must surely follow.
From the second battle round onwards, at the end of your Command phase, you score 5VP if there are one or more T’AU EMPIRE units from your army (excluding Battle-shocked units) within your deployment zone.To all other T’au, the Ethereals are sacred beings whose safety is of paramount importance. No T’au would think twice about giving their life if it ensured the survival of an Ethereal, and it is the most grievous tragedy to permit such a singular being to fall.
At the end of the battle, you score 20VP if your ETHEREAL model is not destroyed.MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Honour stave | |||||||
Honour stave | Melee | 2 | 4+ | 5 | 0 | 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 |
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 missile system [indirect fire, twin-linked] | |||||||
Support turret missile system [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 |
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 |
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 | |
Twin fusion blaster [melta 2, twin-linked] | |||||||
Twin fusion blaster [melta 2, twin-linked] | 12" | 1 | 4+ | 9 | -4 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ghostkeel fists | |||||||
Ghostkeel fists | Melee | 3 | 5+ | 6 | 0 | 2 |
1 model | 160 |
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.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.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.The T’AU EMPIRE and INFANTRY keywords are used in the following Protectors of Aun’shar datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.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.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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The BATTLESUIT keyword is used in the following Protectors of Aun’shar datasheets:
The T’AU EMPIRE keyword is used in the following Protectors of Aun’shar datasheets:
The INFANTRY keyword is used in the following Protectors of Aun’shar datasheets:
The CHARACTER keyword is used in the following Protectors of Aun’shar datasheets:
The FLY keyword is used in the following Protectors of Aun’shar datasheets:
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.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 enfilade the vulnerable enemies with murderous accuracy.
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.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’.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.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.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.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’.The BATTLESUIT keyword is used in the following Protectors of Aun’shar datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").