T’au Empire
 ]

The T’au Empire is a dynamic rising force in the galaxy, as yet unburdened by the bloody failures of a long history. United by their shared vision of the Greater Good, the T’au strive to bring enlightenment to other races, even if they must do so at the barrel of a gun.

Books

BookKindEditionVersionLast update
  T’au Empire
  T’au EmpireFaction Pack101.2April 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: T’au Empire

Q:If I am using the Kroot Hunting Pack Detachment, can I use a Kroot War Shaper’s War Leader ability to modify the CP cost of the Join the Hunt Stratagem, selecting as its target that War Shaper’s own Bodyguard unit that was just destroyed?
A:
No.
Q:Can I use an ETHEREAL’s Coordinated Leadership ability while it is embarked within a TRANSPORT?
A:
Yes.

Keywords

AIRCRAFT (7);
BATTLELINE (2);
BATTLESUIT (18);
BEASTS (1);
CHARACTER (18);
CRISIS (4);
DEDICATED TRANSPORT (1);
EPIC HERO (8);
ETHEREAL (3);
FIRE WARRIOR (2);
FLY (38);
FORTIFICATION (5);
FRAME (21);
GRENADES (9);
INFANTRY (17);
KROOT (11);
MARKERLIGHT (11);
MONSTER (1);
MOUNTED (4);
SHAPER (3);
SMOKE (1);
T’AU EMPIRE (63);
TITANIC (4);
TOWERING (2);
TRANSPORT (6);
VEHICLE (38);
WALKER (18)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

On the following pages you will find several T’AU EMPIRE Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the T’au Empire - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems in Core Rules.

Army Rules

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 T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.

Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.

Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

Kauyon

Detachment Rule

Patient Hunter

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.

During the third, fourth and fifth battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll.

Enhancements

  • Exemplar of the Kauyon 20 pts

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.

T’AU EMPIRE 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.

  • Precision of the Patient Hunter 15 pts

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.

T’AU EMPIRE 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.

  • Solid-image Projection Unit 30 pts

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.

T’AU EMPIRE model only. After both players have deployed their armies, select up to three T’AU EMPIRE 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.

  • Through Unity, Devastation 40 pts

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

T’AU EMPIRE 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 a Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit.


Stratagems

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 T’AU EMPIRE 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.
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 T’AU EMPIRE 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.
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 T’AU EMPIRE 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.
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 T’AU EMPIRE 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 T’AU EMPIRE 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 selected its charge target.

TARGET: One T’AU EMPIRE 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.

RESTRICTION: You cannot target a unit that is within Engagement Range of one or more enemy units.
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.

Mont’ka

Detachment Rule

Killing Blow

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 T’AU EMPIRE 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.

Enhancements

  • Coordinated Exploitation 40 pts

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.

T’AU EMPIRE 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 a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit.

  • Exemplar of the Mont’ka 10 pts

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.

T’AU EMPIRE 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

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.

T’AU EMPIRE 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 T’AU EMPIRE 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.

  • Strike Swiftly 25 pts

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

T’AU EMPIRE model only. In the Resolve Pre-battle Abilities step, you can select up to two friendly T’AU EMPIRE units within 6" of this model that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.


Stratagems

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 T’AU EMPIRE 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 T’AU EMPIRE 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 T’AU EMPIRE unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic Stratagem
Mont’ka doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.
WHEN: Start of your Shooting phase.

TARGET: Two T’AU EMPIRE 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.
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 T’AU EMPIRE 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.
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 T’AU EMPIRE 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 T’AU EMPIRE 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.
UNIQUE: Battlesuit

Retaliation Cadre

Detachment Rule

Bonded Heroes

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 T’AU EMPIRE 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 9", improve the Armour Penetration characteristic of that attack by 1 as well.

Enhancements

  • Internal Grenade Racks 20 pts

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.

T’AU EMPIRE BATTLESUIT model only. The bearer has the Explosives 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.

  • Prototype Weapon System 15 pts

Famed battlesuit pilots are often more than willing to assist Earth caste scientists infield-testing the latest in experimental weapons technology.

T’AU EMPIRE 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.

  • Puretide Engram Neurochip 25 pts

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.

T’AU EMPIRE BATTLESUIT model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP.

  • Starflare Ignition System 20 pts

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.

T’AU EMPIRE 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.


Stratagems

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 T’AU EMPIRE 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.
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 T’AU EMPIRE 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 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 T’AU EMPIRE 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 6" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
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 T’AU EMPIRE BATTLESUIT unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead.
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy Stratagem
Though now disgraced by association with O'Shovah, Sub-Commander Torchstar’s strike-and-fade tactics are still taught - albeit officially under other names - in many Fire caste academies.
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE 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 T’AU EMPIRE 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.
UNIQUE: Auxiliaries

Kroot Hunting Pack

Detachment Rule

Hunter’s Instincts

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

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.

KEYWORDS

If you select this Detachment, KROOT CARNIVORE units from your army have the Battleline keyword.

Enhancements

  • Borthrod Gland 15 pts

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.

  • Kroothawk Flock 10 pts

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.

  • Nomadic Hunter 20 pts

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.

  • Root-carved Weapons 10 pts

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.


Stratagems

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. You can only use this Stratagem once per battle.
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.
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 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.
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.
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 18".

Advanced Acquisition Cadre

T’AU INFILTRATION SPECIALISTS DEPLOY TO SEIZE A VITAL LOCATION AHEAD OF A MAJOR STRIKE

Detachment Rules

Expert Fieldcraft

Extensive additional training – including tuition by Trail Shapers – enables these warriors to fire and relocate seamlessly while remaining concealed.

In your Shooting phase, when a friendly PATHFINDER TEAM/STEALTH BATTLESUITS unit is selected to shoot, those ranged attacks do not prevent your unit from being hidden.

Enhancements

  • Negation EmittersUPGRADE pts

Modules of microcircuitry woven through battlesuit armour plating, these devices mask energy emissions, displace comms signals, and blind enemy sensors with particle scatter.

STEALTH BATTLESUITS unit only. This unit has -3" detection range.

  • Unmasking SuiteUPGRADE pts

This advanced AI targeting assistant features incredibly powerful active scanners that can locate and pinpoint even the most well‑hidden foes as though they stood revealed in broad daylight.

GHOSTKEEL BATTLESUIT/PATHFINDER TEAM/STEALTH BATTLESUITS unit only. When this unit is selected to shoot, you can select one enemy unit within 24" of this unit. That enemy unit has +9" detection range until this unit has shot.


Stratagems

MARKER BEACON
1CP
Advanced Acquisition Cadre Stratagem
These small devices emit tightbeam triangulation signals for follow‑up waves of incoming T’au forces, silently marking out strategically vital sites to be secured.
WHEN: End of your Movement phase.

TARGET: One friendly PATHFINDER TEAM/STEALTH BATTLESUITS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
MICRODRONE SUPPORT
1CP
Advanced Acquisition Cadre Stratagem
Deployed from overflights of heavier stealth‑capable carrier drones, these tiny machines provide versatile battlefield support for T’au stealth specialists, even in the midst of vicious firefights.
WHEN: Your Shooting phase, when a friendly PATHFINDER TEAM/ STEALTH BATTLESUITS unit starts an action.

TARGET: That PATHFINDER TEAM/STEALTH BATTLESUITS unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.
AUTOREACTIVE CAMOUFLAGE
1CP
Advanced Acquisition Cadre Stratagem
An experimental new form of portable electrocamouflage generators, these small devices interweave active energy shielding with passive sensor damping to further protect T’au soldiery in hiding.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly PATHFINDER TEAM/ STEALTH BATTLESUITS unit, if that friendly unit is hidden.

TARGET: That PATHFINDER TEAM/STEALTH BATTLESUITS unit.

EFFECT: Your unit has +1 Sv.
UNIQUE: Auxiliaries

Auxiliary Cadre

THIS CADRE OF ALIEN AUXILIARIES FIGHTS FOR THE FURTHERANCE OF THE GREATER GOOD

Detachment Rule

Integrated Command Structure

T’au officers given charge of auxiliary cadres receive additional training in optimised doctrinal and strategic alien amalgamation; this – coupled with specialised translation drones and endless integrated combat drills – allows them to get the best out of their alien subordinates.

Friendly KROOT/VESPID STINGWINGS units have the following ability:
Harnessed Alien Instincts: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked:

  • While a unit is prey-marked, that unit has +3" detection range

Friendly GHOSTKEEL BATTLESUIT/STEALTH BATTLESUITS units have the following ability:

Localised Stealth Projectors (Aura): When a friendly KROOT/VESPID STINGWINGS unit within 6" of this unit has shot, those attacks do not prevent that unit from being hidden.
This detachment has the AUXILIARIES tag and cannot be taken with another AUXILIARIES detachment.

Enhancements

  • Student of Kauyon 15 pts

This Shaper has not only studied the Code of Fire but has also adapted it to best suit their people’s skills.

KROOT SHAPER model only. In the Declare Battle Formations step, you can select up to three friendly KROOT CARNIVORES/FARSTALKERS units. Those units have Deep Strike.

  • Admired Leader 20 pts

Having proven themselves to their alien charges, this T’au has won their fierce loyalty and become an iconic folk hero to them.

T’AU EMPIRE model only (excluding KROOT models). In your Command phase, you can select one KROOT/VESPID STINGWINGS unit within 12" of this model. If you do, that unit has +1 Ld and OC until the start of your next Command phase.


Stratagems

EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
These experimental Earth caste weapon upgrades can only activate for short bursts at a time, but the extra stopping power they provide is formidable.
WHEN: Your Shooting phase or the Fight phase, when a friendly KROOT/VESPID STINGWINGS unit is selected to attack.

TARGET: That KROOT/VESPID STINGWINGS unit.

EFFECT: Your unit’s attacks have +1 AP.
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
There is much that the alien auxiliaries of the T’au empire can teach the Fire caste, not least through practical and deadly battlefield demonstrations.
WHEN: Your Movement phase, when a friendly KROOT/VESPID STINGWINGS unit is selected to make an advance move.

TARGET: That KROOT/VESPID STINGWINGS unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
Firing on coordinates provided by selfless alien auxiliaries, the T’au are able to scythe down their targets with pinpoint precision.
WHEN: Your Shooting phase, when a friendly T’AU EMPIRE unit (excluding KROOT/VESPID STINGWINGS units) is selected to shoot.

TARGET: That T’AU EMPIRE unit.

EFFECT: Your unit’s ranged attacks that target a unit within 9" of a friendly KROOT/VESPID STINGWINGS unit have [LETHAL HITS].
UNIQUE: Battlesuit

Experimental Prototype Cadre

ELITE CADRES ARE EQUIPPED WITH PROTOTYPE TECHNOLOGY, AND HONOURED TO TEST THEM IN BATTLE

Detachment Rule

Superior Craftsmanship

The applied science divisions of the Earth caste labour endlessly to provide front-line units with expertly crafted instruments of destruction.

Friendly BATTLESUIT CHARACTER units’ ranged attacks have +6" R.

This detachment has the RETALIATION tag and cannot be taken with another RETALIATION detachment.

Enhancements

  • Thermoneutronic Projector 20 pts

The thermoneutronic projector uses volatile gases siphoned from the coronae of neutron stars to expel a flame capable of searing through the armour plating of a battle tank.

BATTLESUIT model only. In the Declare Battle Formations step, select one of this model’s T’au Flamer weapons. That weapon’s attacks have:

  • +2 S
  • +1 AP and D.

  • Plasma Accelerator Rifle 10 pts

The plasma accelerator rifle blends pulse-induction technology with a high-yield plasma generator, rendering it highly effective against both infantry and light vehicles.

BATTLESUIT model only. In the Declare Battle Formations step, select one of this model’s Plasma Rifle weapons. That weapon’s attacks have:

  • +2 S
  • +1 A, AP and D.

  • Supernova Launcher 15 pts

Adapted from standard-issue fragmentation projectors, this weapon enables the bearer to fire explosive plasma charges on parabolic trajectories. These projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.

BATTLESUIT model only. In the Declare Battle Formations step, select one of this model’s Airbursting Fragmentation Projector weapons. That weapon’s attacks have:

  • +3 S
  • +1 AP and D.


Stratagems

EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
From hardened warheads and amplified ion capacitors, to hyperaccelerated pulse fields and refined fusion cores, the T’au are forever innovating improvements to improve the lethality of their ammunition.
WHEN: Your Shooting phase, when a friendly BATTLESUIT CHARACTER unit is selected to shoot.

TARGET: That BATTLESUIT CHARACTER unit.

EFFECT: Your unit’s ranged attacks have:
  • +1 S.
  • OR: +1 S, AP and [HAZARDOUS].

Drones

If you have upgraded a model to have a drone, place a Drone token next to your model as a reminder. These do not count as models for any rules purposes.

GUARDIAN DRONE

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

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.

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

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to T’AU EMPIRE units.

This section contains the following rules:

EXPANDING THE EMPIRE
The rules presented on the following pages enable you to take over different types of planet by diplomatic or military means in order to assimilate entire star systems into the burgeoning T’au Empire.

AGENDAS
T’AU EMPIRE armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
T’AU EMPIRE armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, T’AU EMPIRE units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, T’AU EMPIRE CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Expanding The Empire

If your Crusade force includes any T’AU EMPIRE units, it can embark upon the task of expanding the burgeoning T’au Empire, bringing new star systems into the fold for the betterment of all concerned. Your Crusade force can only work on assimilating one star system at a time. If at any point your Crusade force finds itself without an active star system to assimilate, you can generate one as described below.

Planets

Each planet has the following characteristics:

Diplomat Power and Military Power: Over the course of your Crusade games you will bring each of these planets into the fold, either through the efforts of the Water castes diplomats or the force of will of the Fire caste’s warriors as you see fit. The difficulty of achieving these tasks will be determined by a planet’s Diplomat Power and Military Power respectively. Your Crusade force will use Agendas to build up Diplomat points and Military points through your games, which can be used to assimilate planets into your growing empire. Each time you generate a new star system, both your Diplomat and Military points are reset to 0.

Military Success
Each time you win a battle, your Crusade force gains 1 Military point.


Assimilation Abilities: You will encounter many different types of planet over the course of your journey, so vast and diverse is the galaxy, and each will have Assimilation Abilities that trigger when you take over that planet. These can either help or hinder your progress in that star system, so plan your strategy carefully.

Supply Line Effect: Once a star system has been fully brought in line with the teachings of the Ethereals, it is possible to incorporate it into your force’s supply lines in order to aid you in future conquests. To do so, you can select one planet from the assimilated star system and use the Set Up Supply Lines Requisition to gain the benefits of its Supply Line Effect.

In addition to the above, each system has one Core World. This will be the first planet that you generate, and you cannot attempt to take it over by any means, until all other planets within the system have been brought into the fold first.

Generating a New Star System

To generate a new star system, follow the three steps below. More detail on each of these steps can be found on the pages ahead.
1. DETERMINE THE TEMPERAMENT OF THE SYSTEM’S INHABITANTS
2. DETERMINE THE NUMBER OF PLANETS
3. DETERMINE EACH PLANET’S TYPE
You can photocopy the blank Crusade tracker card to record the details of the star system you are assimilating.

Determine The Temperament Of The System’s Inhabitants


The T’au have encountered many different species and cultures in their journey across the stars, and incorporating each of them into the unifying power of the Greater Good always poses unique challenges to both the diplomats of the Water caste and the warriors of the Fire caste. When generating a new star system you must first determine the temperament of its inhabitants by rolling one D6 and consulting the table below.

Inhabitants’ Temperament
D6
Warlike

The inhabitants of this system possess an aggressive temperament.

Add 1 to the Military Power of each planet in this star system.
Prideful

The denizens of this system will not be easily cowed.

You cannot use the Show of Force Requisition while assimilating this star system.
Ideologues

The inhabitants of this system must be reconciled with the T’au'va to secure their allegiance.

Add 1 to the Diplomat Power of each planet in this star system.
Trade Contacts

The Empire already has a foothold in this system thanks to reciprocal trade contracts with local merchants.

Select one planet and halve its Diplomat Power (rounding up).
Corrupt And Decadent

It will be hard to convince such hedonistic beings of the benefits of the Greater Good.

Add 2 to the Diplomat Power of this star system’s Core World.
Dictatorship

This system lies firmly in the grip of a tyrannical regime.

Add 2 to the Military Power of this star system’s Core World.

Determine The Number Of Planets


Select the number of planets for the system: 4, 6, or 8.

Determine Each Planet’s Type


For each of the planets in your current star system, you must determine which type of planet it is. To do so, first roll one D6: on a 1-4, you will use the Common Planets table; on a 5-6, you will use the High-value Planets table. Then roll a second D6 and consult the table you are using: that second result determines the planet’s type.




Shrine World

This world is pivotal to the faith of the local populace, be it a site of pilgrimage or of religious governance. Its conquest may shake the faith of some foes but will likely stoke the fervour and fury of others.

Diplomat Power: 5

Military Power: 2


Assimilation Abilities
Shaken Faith: Select up to three planets; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).

Stir the Flames: Add 1 to the Military Power of all planets.

Supply Line Effect
Collapse of Faith: While assimilating your Crusade force’s next star system, each time you perform a diplomatic takeover, you gain 1 Requisition point.

Civilian World

Worlds such as this boast large population centres, but are typically less well-defended than more strategically valuable worlds. Conquering this planet will cut off a stream of recruits for local military forces but will also spur neighbouring planets to accelerate their own martial preparations, fearing they may be invaded next.

Diplomat Power: 3

Military Power: 2


Assimilation Abilities
Threat of Invasion: Add 1 to the Military Power of other Civilian World planets.

Recruitment Down: Subtract 1 from the Military Power of Fleet Installation and Military Base planets (to a minimum of 1).

Supply Line Effect
A Mingling of Cultures: Select up to three units from your Order of Battle with the Battle-ready or Blooded ranks. Each of those units gains 5XP.

Mining World

Made rich by its mineral deposits and the labour of countless unlucky souls, this world - and the military forces who guard and oversee excavations - have become lazy and easily corrupted. Conquering this planet will effectively starve the enemy war machine across the wider system.

Diplomat Power: 3

Military Power: 4


Assimilation Abilities
Harvest Resources: Your Crusade force gains D3 Requisition points.

Starve the War Machines: Select up to two planets; subtract 1 from the Military Power of each of those planets (to a minimum of 1).

Supply Line Effect
Spoils of War: Your Crusade force gains D3+1 Requisition points.

Military Base

The fall of such a pivotal military strongpoint would weaken local defences enormously. Of course, overcoming this worlds conventional fortifications may prove extremely challenging. Other, subtler methods of conquest may prove more efficacious.

Diplomat Power: 4

Military Power: 6


Assimilation Abilities
Force to the Table: Subtract 1 from the Diplomat Power of each other planet (to a minimum of 1).

Military Supplies: You can use the Fresh Recruits Requisition once without spending any Requisition points.

Supply Line Effect
Repurposed Infrastructure: Increase your Crusade forces Supply Limit by 400 points.

Fleet Installation

A powerful and valuable voidborne stronghold, this location acts as not only a centre for military might in the system but also a nexus for intelligence gathering and contingency planning. Its conquest would hurt the enemy both strategically and tactically, and likely produce a rich bounty of valuable information.

Diplomat Power: 4

Military Power: 6


Assimilation Abilities
Invasion Plans: Select one planet; halve the Military Power of that planet (rounding up).

Orbital Dominance: You can use the Rearm and Resupply Requisition once without spending any Requisition points.

Supply Line Effect
Fleet Intel: After you generate your Crusade force’s next star system, subtract 1 from the Military Power of all planets in that system (to a minimum of 1).

Agri World

It is a truism that lines of supply win or lose wars. Capturing this breadbasket world will threaten enemy planets throughout the system with potential starvation, while also ensuring the invaders’ supplies are replenished and their warriors fed.

Diplomat Power: 2

Military Power: 2


Assimilation Abilities
Empty Bellies: Select up to one Civilian World and up to one Military Base or Fleet Installation; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).

Full Stomachs: You can use the Repair and Recuperate Requisition once for a cost of up to 2RP less than usual (to a minimum of 0).

Supply Line Effect
Rest and Recuperation: Select up to two units from your Order of Battle; remove one Battle Scar from each of those units.

Political Centre

From this well-defended world do the local rulers govern their system-wide empire. The conquest of such a planet will have huge ramifications, undermining the positions of local rulers on neighbouring worlds while bolstering the morale of the invaders as they see the heart of the enemy power structure laid low.

Diplomat Power: 6

Military Power: 3


Assimilation Abilities
Sell-outs: Select one planet; halve the Diplomat Power of that planet (rounding up).

Belief in the Cause: You can use the Renowned Heroes Requisition once without spending any Requisition points.

Supply Line Effect
Diplomatic Contacts: After you generate your Crusade force’s next star system, subtract 1 from the Diplomat Power of all planets in that system (to a minimum of 1).

Traders’ Hub

Worlds such as this are no easy prize. Success in trade requires finely honed negotiating skill, while the combination of private contractors and heavy military investment ensures impressive defensive forces are always on station. Should such a well-protected world fall, however, the shock waves will ripple through the rest of the system to great effect.

Diplomat Power: 4

Military Power: 4


Assimilation Abilities
Indirect Influence: Select one planet; switch the Diplomat Power and Military Power of that planet.

Supply Line Effect
Trade Networks: After you generate your Crusade force’s next star system, your Crusade force gains 2D3 Diplomat points and D3 Military points.

Research World

Whether it is an industrial manufacturing centre or an enclave of high-minded scientific experimentation, the technological advancements this world will yield to its conquerors are more than worth the military expenditure required to seize them.

Diplomat Power: 4

Military Power: 3


Assimilation Abilities
Review Research: Your Crusade force gains 2D3 Requisition points.

Supply Line Effect
Scientific Integration: You can use the Renowned Heroes and Prototype System Requisitions once each without spending any Requisition points.

Taking Over a Planet

Each time you win a battle, you can choose for your Crusade force to take over one of the unconquered planets in the star system you are assimilating. If yot do, select one of those planets and decide whether you want to perform a diplomatic takeover or a military takeover.

Diplomatic Takeover

There are times when words may prove a greater weapon than any quantity of bombs or bullets. A world overthrown through diplomatic means enters the fold willingly and unmarred by the devastation of war, sending the message to all that meek compliance may spare the defenders many horrors.

If your Crusade force has a number of Diplomat points equal to or higher than that planet’s Diplomat Power, subtract that planet’s Diplomat Power from your Crusade force’s Diplomat points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over.

Military Takeover

Those who will not accept the message of the T’au’va, and who cannot see the benefits of willing assimilation into the T’au Empire, must be rendered compliant through military force. They will still fall, of course, as battlesuit teams drop from the heavens with guns blazing and Hunter Cadres sweep unstoppably from one battlefront to the next. Regrettably, however, such conflicts may reduce the world’s infrastructure to ruins before they are done.

If your Crusade force has a number of Military points equal to or higher than that planet’s Military Power, subtract that planet’s Military Power from your Crusade force’s Military points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over. Each time you perform a military takeover, roll one D6: on a 1-3, that planet has been razed by the conflict and cannot be selected for the Set Up Supply Lines Requisition. Make a note of this on your Crusade tracker card.

SET UP SUPPLY LINES1RP/2RP

The T’au make little distinction between void fleets intended for military conquest and those set up for rapid colonisation. When an enemy world is brought to heel, therefore, all the necessary Earth, Air and Water caste assets are already on hand to establish new supply lines.

Purchase this Requisition after your Crusade force takes over the Core World in your active star system. Select one of the planets in your active star system to incorporate into your supply lines. The Supply Line Effect of that planet takes effect.

If you selected a Core World for this Requisition, this Requisition costs 1RP; otherwise, it costs 2RP.

After purchasing this Requisition, generate a new active star system for your Crusade force.

Agendas

If your Crusade army includes any T’AU EMPIRE units, you can select Agendas from those presented here.

SECRET MEETING

Some amongst the enemy’s command structure are more open to the message of the Ethereals than others. Such contacts must be encouraged and exploited.

After both players have finished deploying, select one ETHEREAL model from your Crusade army. That model gains the following ability:

Secret Meeting: At the end of your Movement phase, if this model is not Battle-shocked, is eligible to shoot and is within 3" of the centre of the battlefield, it can use this ability. If it does, until the start of your next Command phase, this model cannot shoot or declare a charge. At the start of your next Command phase, this model gains 3XP and your Crusade force gains D3 Diplomat points. Each time this ability is used during the first three battle rounds, your Crusade force gains 3 Diplomat points instead of D3.
PROTECT THE LEADERSHIP

Whether they be defecting enemy officers or T’au diplomats or scientists who have been caught woefully out of position, these individuals must be secured swiftly.

After both players have finished deploying, you must place two Dignitary markers anywhere on the battlefield but not within 9" of each other, not within 9" of any models from your army, and not within 9" of your deployment zone. These represent high-ranking political figures, and can be controlled by either player as if they were objective markers, but do not count as objective markers for any other rules purposes.

Each Dignitary marker begins the battle with 3 Life points. At the end of your turn, each of your Dignitary markers that is not controlled by you loses 1 Life point. If a Dignitary markers Life points reach 0, it is destroyed and removed from the battlefield.

At the end of the battle, for each of your Dignitary markers still on the battlefield, your Crusade force gains 2 Diplomat points. If both of your Dignitary markers remain on the battlefield, you can also select one additional unit to be Marked for Greatness.
HIT THEIR SUPPLY LINES

An enemy without the food, munitions or fuel to keep fighting is one more swiftly brought to heel.

At the start of your Shooting phase, you can select one or more T’AU EMPIRE INFANTRY units from your Crusade army that are not Battle-shocked and are eligible to shoot. Until the end of the turn, each unit you selected is tasked with damaging supply lines and is not eligible to shoot or declare a charge.

At the end of the turn, if that unit is within range of an objective marker you control that has not been damaged by your army, that objective marker is said to be damaged by your army and that unit gains 1XP.

At the end of the battle, if at least half of the objective markers on the battlefield have been damaged by your army, your Crusade force gains D3 Military points. If all of the objective markers on the battlefield have been damaged by your army, your Crusade force gains 3 Military points instead.
OUTFLANK AND ENCIRCLE

T’au strategic doctrine places little emphasis on stolid territorial conquest, instead emphasising the outmanouevring and neutralisation of the foe.

At the end of the battle, if there are more units from your Crusade army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army; each of those units gains 2XP, or 3XP instead if that unit is a KROOT unit.
TEACHINGS OF WAR

It is incumbent upon T’au Commanders to embody at all times the teachings of the Code of Fire.

At the start of the battle, select one of the following to apply during the battle:
  • Aggressive Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the first battle round, that unit from your Crusade army gains 1XP.
  • Patient Tactical Philosophy: Each time a unit from your Crusade army destroys an enemy unit in the fifth battle round, that unit from your Crusade army gains 1XP.

Requisitions

If your Crusade army includes any T’AU EMPIRE units, you can spend Requisition points (RPs) on any of the following Requisitions.

SHOW OF FORCE1RP

Should local defenders begin to waver, and an opportunity be spotted to shatter their morale without further bloodshed, then the Air and Fire castes will gladly engage in the necessary theatrics. Sometimes all it takes is a little posturing and implied threat to see the hostile forces stand down and peace talks begin in earnest.

Purchase this Requisition after a battle you won. If your Crusade force has 2 or more Military points, your Crusade force loses 2 Military points and gains 2 Diplomat points.
TOTEMIC INFUSIONS1RP

Shapers understand the ways in which their followers view their abilities and gladly employ a little psychosomatic pantomime if it bolsters the might and courage of the Kroot. Ritual infusions made from the choice sweetmeats, trophy-organs and harvested glands of powerful foes serve as a wonderful tonic.

Purchase this Requisition after a battle you won, if your Crusade army included one or more KROOT TRAIL SHAPER, FLESH SHAPER or WAR SHAPER models. If one of those SHAPER models destroyed your opponents WARLORD with a melee attack during the battle, that SHAPER model gains the Battle Honour from the list below that corresponds with a keyword that enemy WARLORD had (if no keyword applies, that unit gains the ‘Other’ effect). A model may only have one of these Battle Honours at a time; using this Requisition on a model that already has one will replace that Battle Honour.
  • IMPERIUM: While that SHAPER model is leading a unit, re-roll Battle-shock tests taken for that unit.
  • AELDARI: While that SHAPER model is leading a unit, add 2" to that unit’s Move characteristic.
  • ORKS: While that SHAPER model is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by that unit.
  • LEAGUES OF VOTANN: While that SHAPER modelis leading a unit, add 1 to the Toughness characteristic of models in that unit.
  • OTHER: While that SHAPER model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
THE HERO’S MANTLE2RP

Although each mark and pattern of battlesuit is different, there are many similarities in their standardised design. Certainly it is not uncommon for battlesuit pilots to switch from one type of battlesuit to another between - or even during - conflicts.

Purchase this Requisition at any time. Select one CRISIS or BROADSIDE unit from your Order of Battle. Remove that unit from your Order of Battle and replace it with one CRISIS, GHOSTKEEL or RIPTIDE unit. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade forces Supply Limit. The new unit starts with the same XP, Battle Honours, Battle Scars and Crusade points as the unit it replaced.
PROTOTYPE SYSTEM1RP

It is considered no small privilege to field test one of the Earth castes many powerful experimental weapon systems or other pieces of military hardware. Some T’au Commanders will selflessly request the honour through a desire to further the Greater Good. Others humbly accept such a vital responsibility when they are chosen for it as a reward for their military achievements.

Purchase this Requisition when you add a BATTLESUIT unit to your Order of Battle. That unit gains 6XP (and therefore gains the Blooded rank). Select one Battle Trait for that unit from the BATTLESUIT Units table (see below).

Battle Traits

When a T’AU EMPIRE unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

BATTLESUIT UNITS
D6
SENTRY Al

Onboard Al sweep the battlesuit’s peripheral threat zones, allowing pilots more warning of hostile attackers while securing tactical assets.

While this unit is Battle-shocked, change the Objective Control characteristic of models in this unit to 1, instead of 0.
WARDEN DRONES

A strong bond of loyalty has developed between the simple drone Als and their pilot masters, such that they seek to protect the T’au at all costs.

Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
REACTIVE THRUST SYSTEM

Angled micro-thrusts integrated into battlesuits plating allows their pilots to trigger a sudden burst of speed for interdiction assaults.

Once per battle, you can target this unit with the Heroic Intervention Stratagem for 0CP.
INTEGRATED TARGETING Al

Advanced Al subroutines assist in rapidly selecting priority incoming targets and calculating responsive fire-solutions to eliminate them.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
ELECTROCHAFF BACKUPS

These miniature spread-launchers dispense clouds of electromagnetic interference and interdiction micro-munitions that foul long range enemy targeting and fire patterns.

Each time a ranged attack targets this unit, unless the attacking model is within 18", subtract 1 from the Hit roll.
LEAPING FLAME

It is no easy task to master the most advanced tenets of the Code of Fire, but those battlesuit pilots who do so can assail their enemies like a raging wildfire.

Each time this unit Advances, until the start of your next Movement phase, this unit has the Stealth ability.

ETHEREAL MODELS
D6
ESTEEMED LEADER

The renown of this Ethereal is such that their mere presence upon the battlefield inspires the T’au to even greater efforts.

When rolling for this model’s Coordinated Leadership ability, add 1 to the result.
THE HEALER’S HANDS

Not merely through words do the Ethereal caste soothe and sustain their people. Some are also learned in almost supernatural healing arts.

At the end of the battle, if this model was part of your Crusade army and was not destroyed during the battle, you can ignore one failed Out of Action test taken for a T’AU EMPIRE unit; that test is treated as having been passed instead.
HERALDS OF THE T’AU’VA

In the wake of conquest, this Ethereal is practised in providing the inspirational addresses needed to heal societal breaches.

At the end of the battle, if this model was part of your Crusade army and was not destroyed during the battle, roll one D6: on a 5+, your Crusade force gains 1 Diplomat point.

MERCILESS MARKSMEN

These warriors have fought the enemies of the Empire long enough for their idealism to be tainted with genuine hatred.

Ranged weapons equipped by models in this unit (excluding support turrets) have the [LETHAL HITS] ability.
QUICK SHOTS

Excellent reactions, icy calm and a steady aim ensure that charging down the gunsights of this team is no easy proposition.

Once per battle round, you can target this unit with the Fire Overwatch Stratagem for 0CP.
PRACTISED AIM

It has become second nature for this team to single out and exploit the weak spots on even the toughest targets.

Add 1 to the Ballistic Skill characteristic of ranged weapons equipped by models in this unit.

KROOT UNITS
D6
TAKERS OF HEADS

Kroot understand on an instinctive level that to eliminate those who lead their prey in war renders those who followed them more vulnerable. Some - be they master predators or veteran bounty hunters - make a study of this skill.

Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
PREY SLAYERS

These Kroot specialise in singling out particular quarry and stalking them to the exclusion of all else. Whether at the behest of their Shapers or in service to a mercenary contract, they strive to ensure their victims do not escape the battlefield alive.

At the start of the battle, select one unit from your opponent’s army. Until the end of the battle, each time this KROOT unit makes an attack that targets that enemy unit, you can re-roll the Hit roll.
TECHNOLOGICAL TROPHIES

Accumulated through mercenary contracts and as rewards from grateful T’au, these Kroot bear sufficient examples of high-tech weaponry that they can bring down even the largest battlefield targets with surprising swiftness.

Each time this unit declares a charge, if you select a MONSTER or VEHICLE unit as a target of that charge, until the end of the turn, melee weapons equipped by models in this unit have the [LANCE] ability.

Crusade Relics

When a T’AU EMPIRE CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

SEISMIC DESTABILISER

Designed to undermine fortified positions and drive enemy soldiers from cover, the seismic destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spiders web of fractures, and any garrisoned troops must evacuate or risk being buried.

At the start of your Shooting phase, select one enemy unit within 12" of the bearer that is not fully visible to the bearer due to intervening terrain or because it is within a terrain feature. Roll one D6, adding 2 to the result if the unit is on or within a ruins terrain feature: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
SERENITY

This staff of office is said to have been carved through the erosion of flowing water over a thousand years. The touch of an Ethereal seems to awaken something within the stave, sending ripples of enlightened calm rolling outward to bring peace to all nearby T’au.

ETHEREAL model only. The bearer gains the following ability:

Serenity (Aura): While a friendly T’AU EMPIRE unit is within 6" of this model, add 1 to that unit’s Leadership characteristic.
KREP’CHAK

Loosely translated, this ancient root carved weapon is known as the Hungering One. None on Pech has ever been able to identify the strange material from which the weapon is formed, nor explain how it seems able at times to shift between the shape of one traditional Kroot weapon and another as the needs of the hunt dictate. What is certain, is that once Krep’chak has tasted the blood of fallen foes its wrath becomes greater than ever.

Once per battle, when the bearer’s unit destroys an enemy unit, select one melee weapon equipped by the bearer (excluding Extra Attacks weapons). Until the end of the battle, add 1 to the Attacks, Strength, and Armour Penetration characteristics of that weapon.

Antiquity Relics

ONAGER GAUNTLET

Onager gauntlets were developed during the Damocles Crusade to counter the tanks of the Imperium. Armed with such a weapon, a warrior could punch through inches-thick armour. Though the technology proved successful, the casualty rate amongst bearers was high, and of the twelve prototypes, only one remains.

BATTLESUIT model only. The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Onager gauntlet DEVASTATING WOUNDS
Onager gauntlet DEVASTATING WOUNDS
Melee
4
3+
14
-3
3
THE BE'GEL HUNTER’S PLATE

Rumour has it this armour-cladding incorporates plates salvaged from one of Commander Puretide’s own battlesuits, piloted by the martial savant during his wars against the Orks during the Second Sphere Expansion. It emphasises protective fortitude, rerouting gravitic micro-buffering and ionised counter-surges in response to incoming impacts. The result is personal protective plating that adapts and reacts to the enemy’s attacks with impressive speed.

BATTLESUIT model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

Legendary Relics

THE TIDECRYSTAL

Held in an armoured pendant, this crystal engram chip contains override codes for the T’au tactical net. These are coupled with priority strategic protocols mapped from Commander Puretide’s own mental engram and can change the face of a battle.

Once per battle, at the start of your Command phase, if the bearer is on the battlefield, you can do one of the following:
  • Select one objective marker you do not control. Until the start of your next Command phase, each time a T’AU EMPIRE unit from your Crusade army makes a ranged attack that targets a unit within range of that objective marker, that T’AU EMPIRE unit is considered to be a Guided unit and that target unit is considered to be that T’AU EMPIRE unit’s Spotted unit.
  • Select one objective marker you control. Until the start of your next Command phase, each time an enemy unit makes an attack that targets a T’AU EMPIRE unit from your Crusade army that is within range of that objective marker, subtract 1 from the Wound roll.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Devotee Of The T’au’va

Through the measured and determined application of means both martial and diplomatic, you have proven your dedication to the advancement of the Greater Good. Entire worlds that once languished in darkness and ignorance now bathe in the enlightenment that you bring. By your efforts a new outpost of the T’au Empire has been established, one that can be used as the jumping off point for further altruistic conquests. As for you, your star is rising. The Ethereals know your name now. They watch with interest. See that you do not disappoint them....

  • You have taken over four or more planets and used the Set Up Supply Lines Requisition once.
  • You have won two or more battles.


Champion Of The T’au’va

Your reputation grows with every fresh conquest. Your likeness is used in repeating inspirational broadcasts across swathes of the T’au Empire, while famed diplomats, engineers, pilots and military commanders petition to join your expeditionary forces. Though personal glory is of little interest to such a dedicated servant of the Greater Good, the knowledge that you have brought entire planetary systems into the light of the Empire inspires you to yet greater deeds.

  • You have taken over twelve or more planets.
  • You have won six or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Heroic rank.


Hero Of The T’au’va

Elumble though you remain, it is stirring to hear some whisper that you are an echo of Commander Puretide’s genius. Your battle strategies have become required study in Fire caste academies across the T’au Empire, while the masterful methods of your Water caste diplomats serve as an example to all of their peers. An entire sept has been established from the worlds you have liberated, a new stronghold of the T’au’va that will stand eternal as testament to your achievements!

  • You have taken over twenty or more planets.
  • You have won ten or more battles.
  • At least one CHARACTER unit from your Order of Battle has reached the Legendary rank.


Crusade tracker card

Download Crusade tracker card:

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Starfire Cadre

When mobilised en masse for shipboard warfare, the interconnected teams of a Starfire Cadre are swiftly moved into position by Air caste assets before commencing aggressive sweep-and-clear operations.

Mustering a Boarding Patrol

You can include up to two of the following unit (duplicate are not allowed):
You can include up to three of each of the following units:
You can include up to one of each of the following unit:
You can include up to one of the following unit :

Forming Boarding Squads

  • FIRE WARRIOR units that do not contain a Fire Warrior Shas’ui or Breacher Fire Warrior Shas’ui model after you have formed Boarding Squads lose the MARKERLIGHT keyword.

Rules Adaptations


Army Rule

Void Combat Discipline

Highly drilled and bonded Fire caste teams and guerrilla Kroot excel amidst the confines and open sight lines of shipboard conflict, filling corridors with blistering hails of inescapable fire.

Units from your army with the For the Greater Good ability lose that ability and T’AU EMPIRE units from your army gain this one.

Each time a model in this unit makes a ranged attack, it can ignore other model in this unit for the purpose of determining visibility. In addition, this unit is eligible to perform the Set Overwatch Tactical Manoeuvre in a turn in which it Advanced or Fell Back.

Detachment Rule

Markerlight Precision

The inescapable data-beams of markerlights stab out through the venting steam and boiling smoke of the boarding action, questing to paint enemy targets and direct Tan firepower against them.

Each time a T’AU EMPIRE unit from your army (excluding KROOT units) is selected to shoot, ranged weapons equipped by models in your unit have their Ballistic Skill characteristic improved by 1 and have the [SUSTAINED HITS 1] ability while targeting an enemy unit that is visible to one or more friendly MARKERLIGHT units that are not within Engagement Range of one or more enemy models.

Enhancements

Target Optimisation Microdrones

A swarm of tiny experimental drones swarm about this warrior, analysing weaknesses in enemy wargear.

CADRE FIREBLADE model only. Once per turn, in your Shooting phase, when a friendly FIRE WARRIOR, PATHFINDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1.

Duty’s Echo

This tech-inlaid stave glows with the light of the T’au’va, inspiring nearby warriors to greater efforts.

ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FIRE WARRIOR or PATHFINDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn.

Stratagems

FIRING LINE
1CP
Starfire Cadre – Strategic Ploy Stratagem
Should the foe break through one line of Fire caste defence, the next is ready to push them back from vital sites aboard the contested ship.
WHEN: Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army.

TARGET: One FIRE WARRIOR or PATHFINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit.

EFFECT: Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit.
RETREATING FIRE
1CP
Starfire Cadre – Strategic Ploy Stratagem
Collapsing lines of infantry provide a defence in depth through the shipboard confines, allowing the enemy to overextend even as retreating T'au continue to pour fire into them.
WHEN: Your Shooting phase.

TARGET: One FIRE WARRIOR or PATHFINDER TEAM unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
RESPONSIVE VOLLEY
1CP
Starfire Cadre – Battle Tactic Stratagem
Should enemy forces be suddenly revealed during such close-confines combat, Fire caste soldiery are trained to loose immediate, punishing firepower.
WHEN: Your Movement phase, just after a FIRE WARRIOR or PATHFINDER TEAM unit from your army opens a Hatchway.

TARGET: That FIRE WARRIOR or PATHFINDER TEAM unit.

EFFECT: Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
PULSE BARRAGE
1CP
Starfire Cadre – Battle Tactic Stratagem
The tight confines of voidship warfare funnel the enemy right into the waiting T'au guns.
WHEN: Your opponent’s Movement or Charge phase.

TARGET: One FIRE WARRIOR or PATHFINDER TEAM unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Kroot Raiding Party

The Kroot are frighteningly effective combatants amidst the cramped conditions of a boarding action. Spilling from the Warspheres in fast-moving raiding parties, they hunt their victims deck by deck and leave carnage in their wake.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
For each KROOT CARNIVORES unit you include, you can include up to one of each the following units:

Forming Boarding Squads


Rules Adaptations

  • KROOT CARNIVORES units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • Each time you set up a KROOT CARNIVORES unit in an Entry Zone, you can also set up a KROOT HOUNDS unit and/or a KROOTOX RIDERS unit in that same Entry Zone.
  • If a KROOT CARNIVORES or KROOT FARSTALKERS unit from your army destroys an enemy unit while receiving the benefits of the KROOT FLESH SHAPER’S Rites of Feasting ability, the Feel No Pain 5+ ability they gain stays in effect, even after they stop receiving the benefit of that ability.
  • The KROOT CARNIVORES unit loses the Fieldcraft ability.
  • The KROOT HOUNDS unit loses the Loping Pounce ability.
  • The KROOTOX RIDERS unit loses the Kroot Packmates ability.

Army Rule

Void Combat Discipline

Highly drilled and bonded Fire caste teams and guerrilla Kroot excel amidst the confines and open sight lines of shipboard conflict, filling corridors with blistering hails of inescapable fire.

Units from your army with the For the Greater Good ability lose that ability and T’AU EMPIRE units from your army gain this one.

Each time a model in this unit makes a ranged attack, it can ignore other model in this unit for the purpose of determining visibility. In addition, this unit is eligible to perform the Set Overwatch Tactical Manoeuvre in a turn in which it Advanced or Fell Back.

Detachment Rule

Guerrilla Ambushers

So stealthy and swift are Kroot on the hunt they are often able to pounce upon their victims before the foe is even aware of their peril.

Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army.

Enhancements

Experienced Leader

This Shaper has defeated - and quite possibly devoured - such foes before. They are well able to advise their warriors on how to fight them.

At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll.

Quill Marker

Subtly adapted through careful shaping, this warrior can use their pheromone dart-quills to mark prey that their raiding party then descend upon with predatory fury.

At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it.

Stratagems

BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic Stratagem
Expecting close-quarters carnage, these Kroot have adapted the blades on their weapons to slice through even thick armour.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy Stratagem
Once they spring their ambush these Kroot move fast, hacking through one band of foes and pouncing on the next before the enemy can regain their footing.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move.
BRUTE FORCE
1CP
Kroot Raiding Party – Strategic Ploy Stratagem
Where cunning will not suffice, the brutal strength of Krootox sees hatchways and bulkheads smashed to pieces, filling the corridors beyond with whickering shrapnel.
WHEN: Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway.

TARGET: That KROOTOX RIDERS unit.

EFFECT: Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear Stratagem
Sent spinning in to entangle their targets, these weapons leave their victims easy prey for the screeching Kroot.
WHEN: Your Shooting phase.

TARGET: One KROOT unit from your army.

EFFECT: Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it.

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

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
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. You can only use this Stratagem once per battle.

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

01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield

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

Dedicated Transports

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

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

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

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

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

Dedicated Transports

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

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

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

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

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

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

Characters

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

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

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

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

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

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

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

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

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

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

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

Dedicated Transports
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
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 T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.

Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.

Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

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

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.

During the third, fourth and fifth battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).

The T’AU EMPIRE and INFANTRY keywords are used in the following T’au Empire datasheets:

18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

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

Characters
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
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 T’AU EMPIRE 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.
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

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

13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.

The BATTLESUIT and CHARACTER keywords are used in the following T’au Empire datasheets:

[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[TWIN-LINKED]24.38

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

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
SET UP SUPPLY LINES1RP/2RP

The T’au make little distinction between void fleets intended for military conquest and those set up for rapid colonisation. When an enemy world is brought to heel, therefore, all the necessary Earth, Air and Water caste assets are already on hand to establish new supply lines.

Purchase this Requisition after your Crusade force takes over the Core World in your active star system. Select one of the planets in your active star system to incorporate into your supply lines. The Supply Line Effect of that planet takes effect.

If you selected a Core World for this Requisition, this Requisition costs 1RP; otherwise, it costs 2RP.

After purchasing this Requisition, generate a new active star system for your Crusade force.
SHOW OF FORCE1RP

Should local defenders begin to waver, and an opportunity be spotted to shatter their morale without further bloodshed, then the Air and Fire castes will gladly engage in the necessary theatrics. Sometimes all it takes is a little posturing and implied threat to see the hostile forces stand down and peace talks begin in earnest.

Purchase this Requisition after a battle you won. If your Crusade force has 2 or more Military points, your Crusade force loses 2 Military points and gains 2 Diplomat points.
FRESH RECRUITS1-4RP

As wars grind on into deadlier phases, vital missions require larger numbers of troops. Embedding warriors into experienced formations is an intensive and costly exercise, but the victories that result speak for themselves.

Purchase this Requisition at any time. Select one unit from your Order of Battle. You can add additional models to that unit, up to the maximum listed on its datasheet. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for every 2 Battle Honours the unit has, rounding up (to a maximum of 4RP).

Example: If this Requisition was used to add additional models to a unit with three Battle Honours, it would cost 3RP.
REARM AND RESUPPLY1RP

The changing nature of the war zone and the demands from high command necessitate the opening of arms caches and wargear vaults to ensure your warriors face the enemy with the most effective killing tools.

Purchase this Requisition before a battle. Select one unit from your Order of Battle. You can change any wargear options models in that unit are equipped with as described on that unit’s datasheet. If you replace a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or any Weapon Modifications are lost. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.
REPAIR AND RECUPERATE1-5RP

Amid gore-streaked medicae facilities and clamorous forge-shrines, the damage worked by the foe upon warriors and war engines is undone before they are discharged to seek vengeance.

Purchase this Requisition after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (for each Battle Scar removed, that unit’s Crusade points total will increase by 1).

This Requisition costs 1RP plus 1 additional RP for each Battle Honour that unit has (to a maximum of 5RP).

Example: If this Requisition was used to remove a Battle Scar from a unit with three Battle Honours, it would cost 4RP.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

The CRISIS and BATTLESUIT keywords are used in the following T’au Empire datasheets:

CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026