T’au Empire – Datasheets
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Infantry Epic Hero


Commander Shadowsun
(⌀50mm)
M
10"
T
4
SV
3+
W
6
LD
6+
OC
1
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flechette launcher
Flechette launcher
18"
5
2+
3
0
1
High-energy fusion blaster melta 2
High-energy fusion blaster melta 2
18"
1
2+
10
-4
D6
Light missile pod
Light missile pod
24"
2
2+
7
0
2
Pulse pistol pistol
Pulse pistol pistol
12"
1
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
4+
5
0
1
ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: For the Greater Good
Agile Combatant: This model is eligible to shoot in a turn in which it Fell Back.
Hero of the Empire (Aura): While a friendly T’AU EMPIRE unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Advanced Guardian Drone: Each time a ranged attack targets the bearer, subtract 1 from the Wound roll.
Command-link Drone (Aura): While a friendly T’AU EMPIRE unit is within 6" of the bearer, each time you select that unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Commander Shadowsun – EPIC HERO
This model is equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; battlesuit fists; advanced guardian drone; command-link drone.
YOUR UNIT COSTS
1 model
100
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY; FLY; CHARACTER; EPIC HERO; BATTLESUIT; COMMANDER SHADOWSUN
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
WALL OF MIRRORS
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes


Darkstrider
(⌀32mm)
M
7"
T
3
SV
4+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shade assault
Shade assault
18"
2
2+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
4+
3
0
1
ABILITIES
CORE: Infiltrators, Leader, Scouts 7"
FACTION: For the Greater Good
Structural Analyser: While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
Jammer Array: Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.
UNIT COMPOSITION
  • 1 Darkstrider – EPIC HERO
This model is equipped with: Shade; close combat weapon.
YOUR UNIT COSTS
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; MARKERLIGHT; DARKSTRIDER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision


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

ABILITIES
CORE: Leader
Inspirational Defiance: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Martial Warrior: Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks:
  • Direct Grace: Fidelity has the [PRECISION] ability.
  • Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability.
  • Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1].
UNIT COMPOSITION
  • 1 Aun’Shi – EPIC HERO
This model is equipped with: Fidelity.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; EPIC HERO; ETHEREAL; AUN’SHI
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision


Aun’va
M
6"
T
3
SV
5+
W
5
LD
7+
OC
1
AUN’VA(⌀40mm)
INSV
4+
6"
3
5+
2
7+
1
ETHEREAL GUARD(⌀25mm)
INSV
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
6+
2
0
1
Supreme honour blade
Supreme honour blade
Melee
3
3+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
Duality Shield: Once per battle, each time an attack targets this unit, it can use this ability. If it does, until the end of the phase, models in this unit have a 2+ invulnerable save.
Paradox of Duality: Each time an attack targets this unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
Supreme Loyalty (Aura): While a friendly T’AU EMPIRE unit is within 6" of this unit, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.
UNIT COMPOSITION
  • 1 Aun’Va – EPIC HERO
  • 2 Ethereal Guards
Aun’Va is equipped with: close combat weapon.

Each Ethereal Guard is equipped with: supreme honour blade.
YOUR UNIT COSTS
3 models
65
KEYWORDS – ALL MODELS: INFANTRYAUN’VA: CHARACTER; EPIC HERO; ETHEREAL; AUN’VA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision

Vehicle Epic Hero


Commander Farsight
(⌀60mm)
M
10"
T
5
SV
2+
W
8
LD
6+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
High-intensity plasma rifle
High-intensity plasma rifle
24"
2
2+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dawn Blade – strike
Dawn Blade – strike
Melee
4
2+
10
-2
3
Dawn Blade – sweep
Dawn Blade – sweep
Melee
8
2+
6
-1
1
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Way of the Short Blade: While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9", add 1 to the Wound roll.
Puretide's Teachings: Once per battle round, you can target this model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Commander Farsight – EPIC HERO
This model is equipped with: high-intensity plasma rifle; Dawn Blade.
YOUR UNIT COSTS
1 model
70
LEADER
INDEPENDENT POWER
If your army includes COMMANDER FARSIGHT, it cannot include any ETHEREAL units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT.
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; EPIC HERO; BATTLESUIT; COMMANDER FARSIGHT
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes


The Twin Lance
(⌀60mm)
M
10"
T
6
SV
2+
W
8
LD
6+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion eliminator melta 2
Fusion eliminator melta 2
18"
2
2+
10
-4
D6
Ion scattercannon – standard rapid fire 2
Ion scattercannon – standard rapid fire 2
18"
4
2+
7
-2
2
Ion scattercannon – overcharge hazardous rapid fire 2
Ion scattercannon – overcharge hazardous rapid fire 2
18"
4
2+
8
-3
3
Shardstorm burst system pistol
Shardstorm burst system pistol
18"
D6
2+
5
0
1
Twin pulse blaster assault twin-linked
Twin pulse blaster assault twin-linked
10"
2
5+
6
-1
1
XV pulse pistol rapid fire 2
XV pulse pistol rapid fire 2
12"
2
2+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fusion eliminator extra attacks
Fusion eliminator extra attacks
Melee
1
4+
10
-4
D6+2
Ion scattercannon extra attacks
Ion scattercannon extra attacks
Melee
3
4+
7
-2
2
XV pulse pistol
XV pulse pistol
Melee
4
3+
6
-1
2
WARGEAR OPTIONS
  • None.

ABILITIES
CORE: Deep Strike, Scouts 8"
FACTION: For the Greater Good
Exemplars of Mont’ka: Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
Neocapacitor Shields: At the start of your opponent’s Charge phase, you can select one visible enemy unit (excluding MONSTER and VEHICLE units) within 12" of this unit. That unit must take a Battle-shock test and, until the end of the turn, subtract 1 from Charge rolls made for that unit.
Retro-thrusters: At the end of the Fight phase, if this unit was eligible to fight this phase, this unit can either make a Normal move of up to 6" or a Fall Back move.
WARGEAR ABILITIES
MV15 Gun Drone: The bearer is equipped with 1 twin pulse blaster.
UNIT COMPOSITION
  • 1 Ri’Lantar – EPIC HERO
  • 1 Ri’Locai – EPIC HERO
Ri’Lantar is equipped with: 1 fusion eliminator; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone.

Ri’Locai is equipped with: 1 ion scattercannon; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone.
YOUR UNIT COSTS
2 models
220
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; EPIC HERO; BATTLESUIT; THE TWIN LANCE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes


Longstrike
(⌀60mm flying base)
M
10"
T
10
SV
3+
W
14
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator burst cannon
Accelerator burst cannon
18"
4
4+
6
-1
1
Ion cannon – standard blast
Ion cannon – standard blast
60"
D6+3
3+
7
-1
2
Ion cannon – overcharge blast hazardous
Ion cannon – overcharge blast hazardous
60"
D6+3
3+
8
-2
3
Railgun devastating wounds heavy
Railgun devastating wounds heavy
72"
1
3+
20
-5
D6+6
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin pulse carbine assault twin-linked
Twin pulse carbine assault twin-linked
20"
2
4+
5
0
1
Smart missile system indirect fire
Smart missile system indirect fire
30"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s railgun can be replaced with 1 ion cannon.
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 smart missile systems
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Armour Hunter: Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array: Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving its attacks.
XV02 Pilot Battlesuit: In your Command phase, you can select one friendly HAMMERHEAD GUNSHIP unit within 12". Until the start of your next Command phase, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Longstrike – EPIC HERO
This model is equipped with: 2 twin pulse carbines; railgun; armoured hull.
YOUR UNIT COSTS
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; FLY; FRAME; CHARACTER; EPIC HERO; LONGSTRIKE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Shas’o R’alai
(⌀65mm)
M
8"
T
6
SV
3+
W
6
LD
7+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Experimental pulse submunitions rifle – EMP anti-vehicle 3+ devastating wounds
Experimental pulse submunitions rifle – EMP anti-vehicle 3+ devastating wounds
24"
1
3+
1
0
3
Experimental pulse submunitions rifle – ionic blast
Experimental pulse submunitions rifle – ionic blast
24"
D6
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • None

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

Designer’s Note: Place two Blacklight Marker Drone tokens next to this model, removing one each time this ability has been used.
UNIT COMPOSITION
  • 1 Shas'o R'alai – EPIC HERO
This model is equipped with: experimental pulse submunitions rifle; battlesuit fists; blacklight marker drones.
YOUR UNIT COSTS
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; MARKERLIGHT; EPIC HERO; BATTLESUIT; SHAS'O R'ALAI
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes

Infantry Character


Cadre Fireblade
(⌀25mm)
M
6"
T
3
SV
4+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fireblade pulse rifle rapid fire 1
Fireblade pulse rifle rapid fire 1
30"
1
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
4+
3
0
1
WARGEAR OPTIONS
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Leader
FACTION: For the Greater Good
Volley Fire: While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
Crack Shot: Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.
UNIT COMPOSITION
  • 1 Cadre Fireblade
This model is equipped with: Fireblade pulse rifle; close combat weapon.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; GRENADES; CADRE FIREBLADE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Target Optimisation Microdrones


Ethereal
(⌀40mm)
M
6"
T
3
SV
5+
W
3
LD
6+
OC
1
INSV
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Honour stave
Honour stave
Melee
2
4+
5
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 hover drone.
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Leader
FACTION: For the Greater Good
Failure Is Not an Option: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Coordinated Leadership: At the end of your Command phase, roll one D6: on a 4+, you gain 1CP.
WARGEAR ABILITIES
Hover Drone: The bearer can FLY and has a Move characteristic of 10".
UNIT COMPOSITION
  • 1 Ethereal
This model is equipped with: honour stave.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; ETHEREAL
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Duty’s Echo


Firesight Team
(⌀40mm)
M
6"
T
3
SV
4+
W
4
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Longshot pulse rifles heavy precision
Longshot pulse rifles heavy precision
36"
3
4+
5
-1
2
Pulse pistol pistol
Pulse pistol pistol
12"
1
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapons
Close combat weapons
Melee
4
5+
3
0
1
WARGEAR OPTIONS
  • None

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

Designer’s Note: The Firesight Marksman model and sniper drone models are treated as a single model for all rules purposes. All distances are measured to and from the Farsight Marksman model. The sniper drone models do not count as models for any rules purposes.
YOUR UNIT COSTS
1 model
55
KEYWORDS: INFANTRY; CHARACTER; MARKERLIGHT; FIRESIGHT TEAM
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35


Kroot Flesh Shaper
(⌀32mm)
M
7"
T
3
SV
6+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kroot scattergun assault
Kroot scattergun assault
12"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Twin ritualistic blades twin-linked
Twin ritualistic blades twin-linked
Melee
4
2+
5
-1
1
ABILITIES
CORE: Infiltrators, Leader, Scouts 7", Stealth
Ritual Butchery: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Rites of Feasting: While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead.
UNIT COMPOSITION
  • 1 Kroot Flesh Shaper
This model is equipped with: Kroot scattergun; twin ritualistic blades.
YOUR UNIT COSTS
1 model
45
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; KROOT; SHAPER; FLESH SHAPER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers
ENHANCEMENTS
Precision of the Patient Hunter
15
Solid-image Projection Unit
20
Student of Kauyon
20
Strategic Conqueror
15
Strike Swiftly
35
Kroothawk Flock
10
Borthrod Gland
15
Experienced Leader
Quill Marker


Kroot Trail Shaper
(⌀32mm)
M
7"
T
3
SV
6+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kroot rifle rapid fire 1
Kroot rifle rapid fire 1
24"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Shaper’s blade
Shaper’s blade
Melee
4
2+
5
0
1
ABILITIES
CORE: Infiltrators, Leader, Scouts 7", Stealth
Trail Finding: In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6”.
Kroot Ambush: After both players have deployed their armies, you can redeploy this model’s unit and one other friendly KROOT unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Kroot Trail Shaper
This model is equipped with: Kroot rifle; Shaper’s blade.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; KROOT; SHAPER; TRAIL SHAPER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers
ENHANCEMENTS
Precision of the Patient Hunter
15
Solid-image Projection Unit
20
Student of Kauyon
20
Strategic Conqueror
15
Strike Swiftly
35
Kroothawk Flock
10
Nomadic Hunter
20
Experienced Leader
Quill Marker


Kroot War Shaper
(⌀32mm)
M
7"
T
3
SV
6+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dart-bow and tri-blade ANTI-INFANTRY 3+ ASSAULT HEAVY
Dart-bow and tri-blade ANTI-INFANTRY 3+ ASSAULT HEAVY
24"
D3+1
4+
4
0
2
Kroot pistol pistol
Kroot pistol pistol
12"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladestave and prey-hook lethal hits
Bladestave and prey-hook lethal hits
Melee
4
2+
5
-1
2
Shaper’s blade
Shaper’s blade
Melee
4
2+
5
0
1
WARGEAR OPTIONS
  • This model’s dart-bow and tri-bade can be replaced with 1 bladestave and prey-hook.

ABILITIES
CORE: Infiltrators, Leader, Scouts 7", Stealth
War Leader: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Root of Honour: Once per battle, at the start of any phase, you can select one friendly KROOT unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Kroot War Shaper
This model is equipped with: dart-bow and tri-blade; Kroot pistol; Shaper’s blade.
YOUR UNIT COSTS
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; KROOT; SHAPER; WAR SHAPER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers
ENHANCEMENTS
Precision of the Patient Hunter
15
Solid-image Projection Unit
20
Student of Kauyon
20
Strategic Conqueror
15
Strike Swiftly
35
Kroothawk Flock
10
Root-carved Weapons
10
Experienced Leader
Quill Marker

Mounted Character


Kroot Lone-Spear
(⌀90 x 52mm)
M
12"
T
5
SV
5+
W
6
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast javelin assault blast
Blast javelin assault blast
18"
D6
4+
10
-2
2
Kroot long gun heavy precision
Kroot long gun heavy precision
36"
1
3+
6
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Hunting javelin lance
Hunting javelin lance
Melee
3
3+
4
-1
1
Kalamandra’s bite extra attacks
Kalamandra’s bite extra attacks
Melee
4
4+
5
-1
1
WARGEAR OPTIONS
  • This model’s Kroot long gun can be replaced with 1 blast javelin and 1 hunting javelin.

ABILITIES
CORE: Lone Operative, Scouts 7", Stealth
Advanced Scouting: Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.
Fire and Fade: In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Kroot Lone-Spear
This model is equipped with: Kroot long gun; close combat weapon; Kalamandra’s bite.
YOUR UNIT COSTS
1 model
80
KEYWORDS: MOUNTED; CHARACTER; KROOT; LONE-SPEAR
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Kroothawk Flock
10

Vehicle Character


Commander In Coldstar Battlesuit
(⌀60mm)
M
12"
T
5
SV
3+
W
6
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Airbursting fragmentation projector blast indirect fire
Airbursting fragmentation projector blast indirect fire
24"
D6
3+
3
0
1
Burst cannon
Burst cannon
18"
4
3+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
3+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
3+
8
-2
2
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
3+
9
-4
D6
High-output burst cannon
High-output burst cannon
18"
8
3+
5
0
1
Missile pod
Missile pod
30"
2
3+
7
-1
2
Plasma rifle
Plasma rifle
18"
1
3+
8
-3
3
T’au flamer ignores cover torrent
T’au flamer ignores cover torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • This model’s high-output burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Coldstar Commander: While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Coldstar Battlesuit
This model is equipped with: high-output burst cannon; battlesuit fists.
YOUR UNIT COSTS
1 model
95
LEADER
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; BATTLESUIT; COMMANDER IN COLDSTAR BATTLESUIT
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Supernova Launcher
15
Thermoneutronic Projector
15
Plasma Accelerator Rifle
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Prototype Weapon System
15
Puretide Engram Neurochip
15
Internal Grenade Racks
20
Starflare Ignition System
20


Commander In Enforcer Battlesuit
(⌀60mm)
M
8"
T
5
SV
2+
W
6
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Airbursting fragmentation projector blast indirect fire
Airbursting fragmentation projector blast indirect fire
24"
D6
3+
3
0
1
Burst cannon
Burst cannon
18"
4
3+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
3+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
3+
8
-2
2
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
3+
9
-4
D6
Missile pod
Missile pod
30"
2
3+
7
-1
2
Plasma rifle
Plasma rifle
18"
1
3+
8
-3
3
T’au flamer ignores cover torrent
T’au flamer ignores cover torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • This model’s burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster*
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Enforcer Commander: While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Enforcer Battlesuit
This model is equipped with: burst cannon; battlesuit fists.
YOUR UNIT COSTS
1 model
80
LEADER
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; BATTLESUIT; COMMANDER IN ENFORCER BATTLESUIT
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Supernova Launcher
15
Thermoneutronic Projector
15
Plasma Accelerator Rifle
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Prototype Weapon System
15
Puretide Engram Neurochip
15
Internal Grenade Racks
20
Starflare Ignition System
20


Commander In Crisis Battlesuit
(⌀50mm)
M
10"
T
5
SV
3+
W
5
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Airbursting fragmentation projector blast indirect fire
Airbursting fragmentation projector blast indirect fire
24"
D6
3+
3
0
1
Burst cannon
Burst cannon
18"
4
3+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
3+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
3+
8
-2
2
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
3+
9
-4
D6
Missile pod
Missile pod
30"
2
3+
7
-1
2
Plasma rifle
Plasma rifle
24"
1
3+
8
-3
3
T’au flamer ignores cover torrent
T’au flamer ignores cover torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • This model’s burst cannon can be replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • This model can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • This model can be equipped with up to three of the following, and can take duplicates:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* This model cannot have duplicates of these pieces of wargear.
ABILITIES
CORE: Deep Strike, Leader
FACTION: For the Greater Good
Crisis Commander: While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Commander in Crisis Battlesuit
This model is equipped with: burst cannon; battlesuit fists.
YOUR UNIT COSTS
1 model
80
LEADER
KEYWORDS: VEHICLE; WALKER; FLY; CHARACTER; BATTLESUIT; COMMANDER IN CRISIS BATTLESUIT
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
EXPERIMENTAL AMMUNITION
1CP
Experimental Prototype Cadre Stratagem
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Superior Craftsmanship
Killing Blow
Bonded Heroes
ENHANCEMENTS
Precision of the Patient Hunter
15
Exemplar of the Kauyon
20
Solid-image Projection Unit
20
Through Unity, Devastation
30
Admired Leader
20
Supernova Launcher
15
Thermoneutronic Projector
15
Plasma Accelerator Rifle
20
Exemplar of the Mont’ka
10
Strategic Conqueror
15
Coordinated Exploitation
30
Strike Swiftly
35
Prototype Weapon System
15
Puretide Engram Neurochip
15
Internal Grenade Racks
20
Starflare Ignition System
20

Battleline


Breacher Team
(⌀25mm)
M
6"
T
3
SV
4+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse blaster assault
Pulse blaster assault
10"
2
3+
6
-1
1
Pulse pistol pistol
Pulse pistol pistol
12"
1
4+
5
0
1
Support turret indirect fire twin-linked
Support turret indirect fire twin-linked
30"
2
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
5+
3
0
1
WARGEAR OPTIONS
  • The Breacher Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:
    • 1 guardian drone (it cannot take duplicates of this piece of wargear)
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

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

Designer’s Note: Place a Support Turret token next to this unit to remind you.
UNIT COMPOSITION
  • 1 Breacher Fire Warrior Shas’ui
  • 9 Breacher Fire Warriors
Every model is equipped with: pulse blaster; pulse pistol; close combat weapon.
YOUR UNIT COSTS
10 models
90
KEYWORDS: INFANTRY; BATTLELINE; GRENADES; MARKERLIGHT; FIRE WARRIOR; BREACHER TEAM
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
RESPONSIVE VOLLEY
1CP
Starfire Cadre – Battle Tactic
PULSE BARRAGE
1CP
Starfire Cadre – Battle Tactic
RETREATING FIRE
1CP
Starfire Cadre – Strategic Ploy
FIRING LINE
1CP
Starfire Cadre – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision


Strike Team
(⌀25mm)
M
6"
T
3
SV
4+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse carbine
Pulse carbine
20"
2
4+
5
0
1
Pulse pistol pistol
Pulse pistol pistol
12"
1
4+
5
0
1
Pulse rifle rapid fire 1
Pulse rifle rapid fire 1
30"
1
4+
5
0
1
Support turret indirect fire twin-linked
Support turret indirect fire twin-linked
30"
2
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
5+
3
0
1
WARGEAR OPTIONS
  • The Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:
    • 1 guardian drone (it cannot take duplicates of this piece of wargear)
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Any number of Fire Warrior models can each have their pulse rifle replaced with 1 pulse carbine.

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

Designer’s Note: Place a Support Turret token next to this unit to remind you.
UNIT COMPOSITION
  • 1 Fire Warrior Shas’ui
  • 9 Fire Warriors
Every model is equipped with: pulse pistol; pulse rifle; close combat weapon.
YOUR UNIT COSTS
10 models
70
KEYWORDS: INFANTRY; BATTLELINE; GRENADES; MARKERLIGHT; FIRE WARRIOR; STRIKE TEAM
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
RESPONSIVE VOLLEY
1CP
Starfire Cadre – Battle Tactic
PULSE BARRAGE
1CP
Starfire Cadre – Battle Tactic
RETREATING FIRE
1CP
Starfire Cadre – Strategic Ploy
FIRING LINE
1CP
Starfire Cadre – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision

Dedicated Transports


Devilfish
(⌀60mm flying base)
M
12"
T
9
SV
3+
W
13
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator burst cannon
Accelerator burst cannon
18"
4
4+
6
-1
1
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin pulse carbine assault twin-linked
Twin pulse carbine assault twin-linked
20"
2
4+
5
0
1
Smart missile system indirect fire
Smart missile system indirect fire
30"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin pulse carbines can be replaced with 2 smart missile systems.
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Rapid Deployment: Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
UNIT COMPOSITION
  • 1 Devilfish
This model is equipped with: accelerator burst cannon; 2 twin pulse carbines; armoured hull.
YOUR 1ST TO 3RD UNITS COST
1 model
75
YOUR 4TH + UNIT COSTS
1 model
85
TRANSPORT
This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: VEHICLE; FLY; FRAME; TRANSPORT; DEDICATED TRANSPORT; DEVILFISH
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

Aircraft


Razorshark Strike Fighter
(⌀120 x 92mm flying base)
M
-
T
10
SV
3+
W
12
LD
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator burst cannon
Accelerator burst cannon
18"
4
4+
6
-1
1
Missile pod
Missile pod
30"
2
4+
7
-1
2
Quad ion turret – standard twin-linked
Quad ion turret – standard twin-linked
30"
8
4+
7
-1
1
Quad ion turret – overcharge hazardous twin-linked
Quad ion turret – overcharge hazardous twin-linked
30"
8
4+
8
-2
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s accelerator burst cannon can be replaced with 1 missile pod.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Ground Strike Fighter: Each time this model makes a ranged attack that targets an enemy unit that cannot FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Razorshark Strike Fighter
This model is equipped with: accelerator burst cannon; quad ion turret; 2 seeker missiles; armoured hull.
YOUR UNIT COSTS
1 model
160
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; FRAME; RAZORSHARK STRIKE FIGHTER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Sun Shark Bomber
(⌀120 x 92mm flying base)
M
-
T
9
SV
3+
W
12
LD
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Missile pod
Missile pod
30"
2
4+
7
-1
2
Twin missile pod twin-linked
Twin missile pod twin-linked
30"
2
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin ion rifle – standard twin-linked
Twin ion rifle – standard twin-linked
30"
3
4+
7
-1
1
Twin ion rifle – overcharge hazardous twin-linked
Twin ion rifle – overcharge hazardous twin-linked
30"
3
4+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s missile pod can be replaced with 1 twin missile pod.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Pulse Bombs: At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll six D6 for that unit: For each 4+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Sun Shark Bomber
This model is equipped with: missile pod; 2 seeker missiles; 2 twin ion rifles; armoured hull.
YOUR UNIT COSTS
1 model
150
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; FRAME; SUN SHARK BOMBER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


AX-1-0 Tiger Shark
(⌀160mm)
M
-
T
11
SV
3+
W
18
LD
7+
OC
-
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
4+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
4+
8
-2
2
Missile pod
Missile pod
30"
2
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin heavy rail cannon devastating wounds twin-linked
Twin heavy rail cannon devastating wounds twin-linked
120"
1
4+
26
-5
12
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with up to 6 seeker missiles.
  • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Titan Hunter: This model’s twin heavy rail cannon and seeker missiles have the [ANTI-TITANIC 3+] ability while targeting a unit within half range.
UNIT COMPOSITION
  • 1 AX-1-0 Tiger Shark
This model is equipped with: 2 burst cannons; 2 missile pods; twin heavy rail cannon; armoured hull.
YOUR 1ST UNIT COSTS
1 model
315
YOUR 2ND + UNIT COSTS
1 model
375
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; AX-1-0 TIGER SHARK
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Manta
(⌀Use model)
M
40"
T
14
SV
2+
W
60
LD
7+
OC
-
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy rail cannon devastating wounds
Heavy rail cannon devastating wounds
120"
1
4+
26
-5
12
Ion cannon – standard blast
Ion cannon – standard blast
60"
D6+3
4+
7
-1
2
Ion cannon – overcharge blast hazardous
Ion cannon – overcharge blast hazardous
60"
D6+3
4+
8
-2
3
Long-barrelled burst cannon array
Long-barrelled burst cannon array
24"
32
4+
6
-1
1
Missile pod
Missile pod
30"
2
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
8
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 3D6, Hover
FACTION: For the Greater Good
Aggressive Deployment: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
Air Caste Colossus: Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
UNIT COMPOSITION
  • 1 Manta
This model is equipped with: 2 heavy rail cannons; 6 ion cannons; 2 long-barrelled burst cannon arrays; 2 missile pods; 10 seeker missiles; armoured hull.
YOUR UNIT COSTS
1 model
2100
DAMAGED: 1-20 WOUNDS REMAINING
While this model has 1-20 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of all of the following:
KEYWORDS: VEHICLE; AIRCRAFT; FLY; FRAME; TITANIC; TRANSPORT; MARKERLIGHT; MANTA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Tiger Shark
(⌀160mm)
M
-
T
11
SV
3+
W
18
LD
7+
OC
-
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
4+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
4+
8
-2
2
Ion cannon – standard blast
Ion cannon – standard blast
60"
D6+3
4+
7
-1
2
Ion cannon – overcharge blast hazardous
Ion cannon – overcharge blast hazardous
60"
D6+3
4+
8
-2
3
Missile pod
Missile pod
30"
2
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Skyspear missile rack anti-fly 3+ blast
Skyspear missile rack anti-fly 3+ blast
72"
D6+1
4+
6
-1
1
Swiftstrike burst cannon
Swiftstrike burst cannon
36"
16
4+
6
-1
1
Swiftstrike railgun devastating wounds
Swiftstrike railgun devastating wounds
72"
1
4+
20
-5
D6+6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.
  • This model’s 2 ion cannons can be replaced with one of the following:
    • 2 swiftstrike burst cannons
    • 2 swiftstrike railguns
  • This model can be equipped with up to 6 seeker missiles.
  • This model’s transport bay can be replaced with 2 skyspear missile racks.

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Strafing Run: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks that cannot FLY. That enemy unit must take a Battle-shock test.
WARGEAR ABILITIES
Transport Bay: The bearer has the TRANSPORT keyword and has a transport capacity of 12 TACTICAL DRONES models.
UNIT COMPOSITION
  • 1 Tiger Shark
This model is equipped with: 2 burst cannons; 2 ion cannons; 2 missile pods; armoured hull; transport bay.
YOUR 1ST UNIT COSTS
1 model
375
YOUR 2ND + UNIT COSTS
1 model
425
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; TIGER SHARK
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Barracuda
(⌀120 x 92mm flying base)
M
20"
T
10
SV
3+
W
14
LD
7+
OC
-
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
4+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
4+
8
-2
2
Ion cannon – standard blast
Ion cannon – standard blast
60"
D6+3
4+
7
-1
2
Ion cannon – overcharge blast hazardous
Ion cannon – overcharge blast hazardous
60"
D6+3
4+
8
-2
3
Long-barrelled burst cannon
Long-barrelled burst cannon
24"
8
4+
6
0
1
Missile pod
Missile pod
30"
2
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Swiftstrike burst cannon
Swiftstrike burst cannon
36"
16
4+
6
-1
1
Swiftstrike railgun devastating wounds
Swiftstrike railgun devastating wounds
72"
1
4+
20
-5
D6+6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 long-barrelled burst cannons can be replaced with 2 cyclic ion blasters.
  • This model’s swiftstrike burst cannon can be replaced with one of the following:
    • 1 ion cannon
    • 1 swiftstrike railgun
  • This model can be equipped with up to 4 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Agile Dogfighter: Each time an attack targets this model, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Barracuda
This model is equipped with: 2 long-barrelled burst cannons; swiftstrike burst cannon; 2 missile pods; armoured hull.
YOUR UNIT COSTS
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; FRAME; BARRACUDA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Orca Dropship
(⌀Use model)
M
20"
T
12
SV
3+
W
28
LD
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
4
4+
5
0
1
Missile pod
Missile pod
30"
2
4+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
8
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: For the Greater Good
Jet Pack Insertion: At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it, provided every model in each of those disembarking units has the Deep Strike ability.
UNIT COMPOSITION
  • 1 Orca Dropship
This model is equipped with: 2 long-barrelled burst cannons; missile pod; armoured hull.
YOUR UNIT COSTS
1 model
275
DAMAGED: 1-9 WOUNDS REMAINING
While this model has 1-9 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 48 T’AU EMPIRE INFANTRY models. This model can also transport up to 6 BATTLESUIT models (these models take up the space of a number of models equal to their Wounds characteristic, e.g. a Battlesuit with a Wounds characteristic of 8 would take up the space of 8 models). This model cannot transport KROOT or VESPID STINGWINGS models.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; FRAME; TITANIC; TRANSPORT; ORCA DROPSHIP
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

Beast


Kroot Hounds
(⌀28.5mm)
M
12"
T
3
SV
6+
W
1
LD
8+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ripping fangs
Ripping fangs
Melee
3
3+
3
0
1
ABILITIES
CORE: Scouts 7", Stealth
Loping Pounce: At the start of your Command phase, if this unit is within 6" of one or more friendly KROOT INFANTRY units, then until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced.
Hunting Hounds: While this unit is within 12" of one or more friendly KROOT CHARACTER models, the Objective Control characteristic of models in this unit is 1.
UNIT COMPOSITION
  • 5-10 Kroot Hounds
Every model is equipped with: ripping fangs.
YOUR UNIT COSTS
5 models
45
10 models
65
KEYWORDS: BEASTS; KROOT; HOUNDS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers

Infantry


Kroot Carnivores
(⌀28.5mm)
M
7"
T
3
SV
6+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tanglebomb launcher Blast
Tanglebomb launcher Blast
24"
D3
4+
5
0
1
Kroot pistol Pistol
Kroot pistol Pistol
12"
1
4+
4
0
1
Kroot rifle rapid fire 1
Kroot rifle rapid fire 1
24"
1
4+
4
0
1
Kroot carbine
Kroot carbine
18"
1
4+
4
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • The Long-quill’s Kroot rifle can be replaced with 1 Kroot carbine.
  • For every 10 models in this unit, one Kroot Carnivore’s Kroot rifle can be replaced with 1 Tanglebomb launcher.

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

Every Kroot Carnivore is equipped with: Kroot rifle; close combat weapon.
YOUR UNIT COSTS
10 models
65
20 models
130
BODYGUARD
If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.
KEYWORDS: INFANTRY; GRENADES; KROOT; CARNIVORES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
EMP GRENADES
1CP
Kroot Hunting Pack – Wargear
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers


Kroot Farstalkers
M
7"
T
3
SV
6+
W
1
LD
7+
OC
1
FARSTALKERS & KILL-BROKER(⌀28.5mmKill-broker 32mm)
12"
3
6+
1
7+
0
KROOT HOUNDS(⌀28.5mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dvorgite skinner ignores cover torrent
Dvorgite skinner ignores cover torrent
12"
D6
N/A
4
-1
1
Farstalker firearm rapid fire 1
Farstalker firearm rapid fire 1
24"
1
4+
4
0
1
Kroot pistol pistol
Kroot pistol pistol
12"
1
4+
4
0
1
Londaxi tribalest anti-vehicle 4+ devastating wounds heavy
Londaxi tribalest anti-vehicle 4+ devastating wounds heavy
18"
3
5+
7
-1
1
T’au-tech rifle rapid fire 1
T’au-tech rifle rapid fire 1
30"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Ripping fangs
Ripping fangs
Melee
3
3+
3
0
1
Ritual blade
Ritual blade
Melee
3
3+
5
0
1
WARGEAR OPTIONS
  • The Kroot Kill-broker’s Farstalker firearm can be replaced with 1 T’au-tech rifle.
  • 1 Kroot Farstalker’s Farstalker firearm can be replaced with one of the following:
    • 1 Dvorgite skinner
    • 1 Londaxi tribalest
  • 1 Kroot Farstalker equipped with a Farstalker firearm can be equipped with 1 Pech’ra.

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

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

Every Kroot Hound is equipped with: ripping fangs.
YOUR 1ST TO 2ND UNITS COST
12 models
75
YOUR 3RD + UNIT COSTS
12 models
85
KEYWORDS: INFANTRY; KROOT; GRENADES; FARSTALKERS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
JOIN THE HUNT
2CP
Kroot Hunting Pack – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
EMP GRENADES
1CP
Kroot Hunting Pack – Wargear
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers


Pathfinder Team
(⌀25mm)
M
7"
T
3
SV
4+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Drone burst cannon
Drone burst cannon
18"
4
5+
5
0
1
Ion rifle – standard heavy
Ion rifle – standard heavy
30"
3
5+
7
-1
1
Ion rifle – overcharge hazardous heavy
Ion rifle – overcharge hazardous heavy
30"
3
5+
8
-2
2
Pulse carbine
Pulse carbine
20"
2
4+
5
0
1
Pulse pistol pistol
Pulse pistol pistol
12"
1
4+
5
0
1
Rail rifle devastating wounds heavy
Rail rifle devastating wounds heavy
30"
1
5+
10
-4
3
Semi-automatic grenade launcher – EMP anti-vehicle 4+ devastating wounds
Semi-automatic grenade launcher – EMP anti-vehicle 4+ devastating wounds
18"
1
4+
3
0
1
Semi-automatic grenade launcher – fusion
Semi-automatic grenade launcher – fusion
18"
1
4+
6
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
5+
3
0
1
WARGEAR OPTIONS
  • The Pathfinder Shas’ui can be equipped with one of the following:
    • 1 grav-inhibitor drone
    • 1 pulse accelerator drone
    • 1 recon drone
  • The Pathfinder Shas’ui can be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Up to 3 Pathfinders can each have their pulse carbine replaced with one of the following:
    • 1 ion rifle
    • 1 rail rifle
  • 1 model in this unit equipped with a pulse carbine can be equipped with 1 semi-automatic grenade launcher. That model’s pulse carbine cannot be replaced.

ABILITIES
CORE: Scouts 7"
FACTION: For the Greater Good
Target Uploaded: Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability.
WARGEAR ABILITIES
Grav-inhibitor Drone: Subtract 2 from Charge rolls made for any enemy unit that declares a charge against the bearer’s unit (this is not cumulative with any other reductions to that Charge roll).
Pulse Accelerator Drone: Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit.
Recon Drone: The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.
UNIT COMPOSITION
  • 1 Pathfinder Shas’ui
  • 9 Pathfinders
Every model is equipped with: pulse carbine; pulse pistol; close combat weapon.
YOUR 1ST TO 2ND UNITS COST
10 models
85
YOUR 3RD + UNIT COSTS
10 models
100
WARGEAR OPTIONS
per Ion rifle
5
KEYWORDS: INFANTRY; GRENADES; MARKERLIGHT; PATHFINDER TEAM
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
MARKER BEACON
1CP
Advanced Acquisition Cadre Stratagem
MICRODRONE SUPPORT
1CP
Advanced Acquisition Cadre Stratagem
AUTOREACTIVE CAMOUFLAGE
1CP
Advanced Acquisition Cadre Stratagem
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
COMBAT DEBARKATION
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
RESPONSIVE VOLLEY
1CP
Starfire Cadre – Battle Tactic
PULSE BARRAGE
1CP
Starfire Cadre – Battle Tactic
RETREATING FIRE
1CP
Starfire Cadre – Strategic Ploy
FIRING LINE
1CP
Starfire Cadre – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Markerlight Precision
Expert Fieldcraft
ENHANCEMENTS
Unmasking Suite
15


Stealth Battlesuits
(⌀32mm)
M
8"
T
4
SV
3+
W
2
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
4+
9
-4
D6
Pulse pistol pistol
Pulse pistol pistol
12"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
2
5+
4
0
1
WARGEAR OPTIONS
  • The Stealth Shas’vre can be equipped with 1 gun drone.
  • The Stealth Shas’vre can be equipped with 1 marker drone.
  • The Stealth Shas’vre can be equipped with 1 pulse pistol.
  • 1 Stealth Shas’ui can be equipped with 1 homing beacon.
  • 2 models can each have their burst cannon replaced with 1 fusion blaster.

ABILITIES
CORE: Infiltrators, Stealth
FACTION: For the Greater Good
Forward Observers: Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in a Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
WARGEAR ABILITIES
Homing Beacon: Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and more than 8" away from all enemy units.

Designer’s Note: Place a Homing Beacon token next to this unit, removing it once this ability is used.
UNIT COMPOSITION
  • 1 Stealth Shas’vre
  • 4 Stealth Shas’ui
Every model is equipped with: burst cannon; battlesuit fists.
YOUR 1ST TO 2ND UNITS COST
5 models
100
YOUR 3RD + UNIT COSTS
5 models
110
KEYWORDS: INFANTRY; FLY; BATTLESUIT; GRENADES; MARKERLIGHT; STEALTH
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
MARKER BEACON
1CP
Advanced Acquisition Cadre Stratagem
MICRODRONE SUPPORT
1CP
Advanced Acquisition Cadre Stratagem
AUTOREACTIVE CAMOUFLAGE
1CP
Advanced Acquisition Cadre Stratagem
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PHOTON GRENADES
1CP
Kauyon – Wargear
WALL OF MIRRORS
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Bonded Heroes
Markerlight Precision
Expert Fieldcraft
ENHANCEMENTS
Negation Emitters
15
Unmasking Suite
15


Vespid Stingwings
(⌀28.5mm)
M
12"
T
4
SV
4+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neutron blaster assault
Neutron blaster assault
18"
2
4+
5
-2
2
Neutron grenade launcher ANTI-INFANTRY 3+ BLAST
Neutron grenade launcher ANTI-INFANTRY 3+ BLAST
18"
D6
4+
4
-1
2
Neutron rail rifle DEVASTATING WOUNDS
Neutron rail rifle DEVASTATING WOUNDS
30"
1
4+
10
-4
3
T’au flamer IGNORES COVER TORRENT
T’au flamer IGNORES COVER TORRENT
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Stingwing claws
Stingwing claws
Melee
1
4+
4
-1
1
WARGEAR OPTIONS
  • If this unit contains 10 models:
    • The Vespid Strain Leader can be equipped with 1 Oversight Drone.
    • 1 Vespid Stingwing can replace its neutron blaster with 1 T’au flamer
    • 1 Vespid Stingwing can replace its neutron blaster with 1 neutron grenade launcher
    • 1 Vespid Stingwing can replace its neutron blaster with 1 neutron rail rifle.

ABILITIES
CORE: Deep Strike
Airborne Agility: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Oversight Drone: Once per battle, when the bearer’s unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.

Designer’s Note: Place an Oversight Drone token next to the bearer, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Vespid Strain Leader
  • 4-9 Vespid Stingwings
Every model is equipped with: neutron blaster; stingwing claws.
YOUR UNIT COSTS
5 models
70
10 models
115
KEYWORDS: INFANTRY; FLY; VESPID STINGWINGS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
COMBAT EMBARKATION
1CP
Kauyon – Wargear
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Markerlight Precision

Monster


Great Knarloc
(⌀65mm)
M
9"
T
8
SV
4+
W
10
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kroot bolt thrower hooked
Kroot bolt thrower hooked
12"
1
4+
12
-2
3
Kroot rifle rapid fire 1
Kroot rifle rapid fire 1
24"
1
4+
4
0
1
Twin Kroot gun twin-linked
Twin Kroot gun twin-linked
36"
2
4+
7
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Great Knarloc beak and talons extra attacks
Great Knarloc beak and talons extra attacks
Melee
4
3+
7
-1
3
Kroot rifle
Kroot rifle
Melee
2
3+
4
0
1
Hooked: Each time the bearer makes an attack with this weapon that targets a MONSTER or VEHICLE unit, if a hit is scored, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 Kroot bolt thrower and 1 Kroot rifle
    • 1 twin Kroot gun
    • 1 baggage harness

ABILITIES
CORE: Scouts 7"
Loping Stride: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
WARGEAR ABILITIES
Baggage Harness (Aura): While a friendly KROOT unit is within 3" of the bearer, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Great Knarloc
This model is equipped with: Great Knarloc beak and talons.
YOUR UNIT COSTS
1 model
100
KEYWORDS: MONSTER; FRAME; KROOT; GREAT KNARLOC
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters

Mounted


Krootox Rampagers
(⌀50mm)
M
7"
T
6
SV
5+
W
5
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kroot pistol and hunting javelins assault pistol
Kroot pistol and hunting javelins assault pistol
12"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon Lance
Close combat weapon Lance
Melee
3
3+
4
-1
1
Krootox fists EXTRA ATTACKS sustained hits 1
Krootox fists EXTRA ATTACKS sustained hits 1
Melee
4
3+
6
-1
2
ABILITIES
CORE: Scouts 7"
Kroot Linebreakers: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. If one or more enemy models are destroyed as a result of these mortal wounds, that enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 3-6 Krootox Rampagers
Every model is equipped with: Kroot pistol and hunting javelins; hunting blades; Rampager fists.
YOUR 1ST TO 2ND UNITS COST
3 models
85
6 models
170
YOUR 3RD + UNIT COSTS
3 models
95
6 models
180
KEYWORDS: MOUNTED; GRENADES; KROOT; KROOTOX RAMPAGERS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PHOTON GRENADES
1CP
Kauyon – Wargear
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
EMP GRENADES
1CP
Kroot Hunting Pack – Wargear
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters


Krootox Riders
(⌀50mm)
M
7"
T
6
SV
5+
W
5
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Repeater cannon rapid fire 2
Repeater cannon rapid fire 2
36"
2
4+
7
-1
2
Tanglecannon blast heavy
Tanglecannon blast heavy
36"
D6+1
4+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Krootox fists EXTRA ATTACKS
Krootox fists EXTRA ATTACKS
Melee
4
3+
6
-1
2
WARGEAR OPTIONS
  • Any number of models can each have their repeater cannon replaced with 1 tanglecannon.

ABILITIES
CORE: Scouts 7"
Kroot Packmates: Once per turn, in your opponent’s Shooting phase, when a friendly KROOT INFANTRY unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that unit with this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
UNIT COMPOSITION
  • 1-3 Krootox Riders
Every model is equipped with: repeater cannon; close combat weapon; Krootox fists.
YOUR UNIT COSTS
1 model
45
2 models
60
3 models
90
KEYWORDS: MOUNTED; GRENADES; KROOT; KROOTOX RIDERS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PHOTON GRENADES
1CP
Kauyon – Wargear
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
EMP GRENADES
1CP
Kroot Hunting Pack – Wargear
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
BRUTE FORCE
1CP
Kroot Raiding Party – Strategic Ploy
TANGLEBOMB BOLAS
1CP
Kroot Raiding Party – Wargear
BOARDING BLADES
1CP
Kroot Raiding Party – Battle Tactic
SWEEPING AMBUSH
1CP
Kroot Raiding Party – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters
Guerrilla Ambushers


Knarloc Riders
(⌀65mm)
M
7"
T
5
SV
5+
W
4
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kroot rifle rapid fire 1
Kroot rifle rapid fire 1
24"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Knarloc beak and talons extra attacks
Knarloc beak and talons extra attacks
Melee
4
3+
6
-1
1
Kroot rifle
Kroot rifle
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Scouts 7", Stealth
Thunderous Pounce: Each time this unit ends a Charge move, until the end of the turn, Knarloc beak and talons equipped by models in this unit have the [LANCE] ability.
UNIT COMPOSITION
  • 3 Knarloc Riders
Every model is equipped with: Kroot rifle; Knarloc beak and talons.
YOUR UNIT COSTS
3 models
110
KEYWORDS: MOUNTED; KROOT; KNARLOC RIDERS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ALIEN EXPERTISE
1CP
Auxiliary Cadre Stratagem
EXPERIMENTAL MODIFICATIONS
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy
A TRAP WELL LAID
1CP
Kroot Hunting Pack – Battle Tactic
HIDDEN HUNTERS
1CP
Kroot Hunting Pack – Strategic Ploy
THE GRISLY FEAST
1CP
Kroot Hunting Pack – Strategic Ploy
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Hunter’s Instincts
Skirmish Fighters

Titanic


Stormsurge
(⌀170 x 109mm)
M
8"
T
11
SV
2+
W
20
LD
7+
OC
6
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cluster rocket system blast heavy
Cluster rocket system blast heavy
48"
4D6
4+
5
0
1
Destroyer missiles heavy
Destroyer missiles heavy
72"
1
4+
16
-4
D6+2
Pulse blast cannon – focused heavy
Pulse blast cannon – focused heavy
24"
2
4+
24
-6
12
Pulse blast cannon – dispersed heavy
Pulse blast cannon – dispersed heavy
48"
6
4+
10
-2
4
Pulse driver cannon blast heavy
Pulse driver cannon blast heavy
72"
D6+3
4+
12
-3
3
Twin airbursting fragmentation projector blast heavy indirect fire twin-linked
Twin airbursting fragmentation projector blast heavy indirect fire twin-linked
24"
D6
4+
3
0
1
Twin burst cannon heavy twin-linked
Twin burst cannon heavy twin-linked
18"
4
4+
5
0
1
Twin smart missile system heavy indirect fire twin-linked
Twin smart missile system heavy indirect fire twin-linked
30"
3
4+
5
0
1
Twin T’au flamer ignores cover torrent twin-linked
Twin T’au flamer ignores cover torrent twin-linked
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Thunderous footfalls
Thunderous footfalls
Melee
3
5+
8
-1
2
WARGEAR OPTIONS
  • This model’s pulse driver cannon can be replaced with 1 pulse blast cannon.
  • This model’s twin T’au flamer can be replaced with one of the following:
    • 1 twin airbursting fragmentation projector
    • 1 twin burst cannon

ABILITIES
CORE: Deadly Demise D6+2
FACTION: For the Greater Good
Heavy Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
Titan-killer: Each time this model makes a ranged attack that targets a TITANIC or TOWERING unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Stormsurge
This model is equipped with: cluster rocket system; destroyer missiles; pulse driver cannon; 2 twin smart missile system; twin T’au flamer; thunderous footfalls.
YOUR 1ST UNIT COSTS
1 model
375
YOUR 2ND + UNIT COSTS
1 model
400
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; STORMSURGE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Ta’unar Supremacy Armour
(⌀160mm)
M
8"
T
13
SV
2+
W
30
LD
7+
OC
10
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Fragmentation cluster shell launcher blast
Fragmentation cluster shell launcher blast
24"
2D6+6
4+
6
-1
1
Fusion eradicator melta 3
Fusion eradicator melta 3
24"
5
4+
10
-4
D6
Heavy rail cannon array devastating wounds heavy
Heavy rail cannon array devastating wounds heavy
120"
2
4+
26
-5
16
Nexus missile launcher
Nexus missile launcher
36"
8
4+
8
-3
2
Pulse ordnance driver anti-infantry 2+
Pulse ordnance driver anti-infantry 2+
60"
8
4+
5
-1
3
Smart missile system indirect fire
Smart missile system indirect fire
30"
3
4+
5
0
1
Tri-axis ion cannon – standard blast
Tri-axis ion cannon – standard blast
36"
D6+3
4+
8
-2
2
Tri-axis ion cannon – supercharge blast hazardous
Tri-axis ion cannon – supercharge blast hazardous
36"
D6+3
4+
9
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crushing feet
Crushing feet
Melee
6
5+
8
-1
2
WARGEAR OPTIONS
  • This model’s tri-axis ion cannon can be replaced with 1 fusion eradicator.
  • This model’s fusion eradicator can be replaced with 1 tri-axis ion cannon.
  • This model’s 3 pulse ordnance drivers can be replaced with one of the following:
    • 2 nexus missile launchers
    • 1 heavy rail cannon array and 1 fragmentation cluster shell launcher

ABILITIES
CORE: Deadly Demise D6+3, Super-heavy Walker
FACTION: For the Greater Good
Coordinated Strike: While this model is a Guided unit, each time it makes an attack that targets its Spotted unit, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Ta’unar Supremacy Armour
This model is equipped with: 4 burst cannons; fusion eradicator; 3 pulse ordnance drivers; 4 smart missile systems; tri-axis ion cannon; crushing feet.
YOUR 1ST UNIT COSTS
1 model
790
YOUR 2ND + UNIT COSTS
1 model
890
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; FRAME; TA’UNAR SUPREMACY ARMOUR
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

Vehicle


Hammerhead Gunship
(⌀60mm flying base)
M
10"
T
10
SV
3+
W
14
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator burst cannon
Accelerator burst cannon
18"
4
4+
6
-1
1
Ion cannon – standard blast
Ion cannon – standard blast
60"
D6+3
4+
7
-1
2
Ion cannon – overcharge blast hazardous
Ion cannon – overcharge blast hazardous
60"
D6+3
4+
8
-2
3
Railgun heavy devastating wounds
Railgun heavy devastating wounds
72"
1
4+
20
-5
D6+6
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin pulse carbine twin-linked
Twin pulse carbine twin-linked
20"
2
4+
5
0
1
Smart missile system indirect fire
Smart missile system indirect fire
30"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s railgun can be replaced with 1 ion cannon.
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 smart missile systems
  • This model can be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Armour Hunter: Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array: Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
UNIT COMPOSITION
  • 1 Hammerhead Gunship
This model is equipped with: 1 railgun; 2 twin pulse carbines; armoured hull.
YOUR 1ST TO 2ND UNITS COST
1 model
150
YOUR 3RD + UNIT COSTS
1 model
160
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; FLY; FRAME; HAMMERHEAD GUNSHIP
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Piranhas
(⌀60mm flying base)
M
14"
T
7
SV
4+
W
7
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Piranha burst cannon
Piranha burst cannon
18"
4
4+
6
-1
1
Piranha fusion blaster melta 4
Piranha fusion blaster melta 4
12"
1
4+
9
-4
D6
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin pulse carbine twin-linked assault
Twin pulse carbine twin-linked assault
20"
2
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
2
5+
4
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Any number of models can each have their Piranha burst cannon can be replaced with 1 Piranha fusion blaster.
  • Any number of models can each be equipped with up to 2 seeker missiles.

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: For the Greater Good
Drone Harassment Tactics: At the end of your Movement phase, select one enemy unit within 12" of this unit; that enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1-3 Piranhas
Every model is equipped with: Piranha burst cannon; 2 twin pulse carbines; armoured hull.
YOUR 1ST TO 2ND UNITS COST
1 model
65
2 models
110
3 models
165
YOUR 3RD + UNIT COSTS
1 model
75
2 models
120
3 models
175
KEYWORDS: VEHICLE; FLY; FRAME; PIRANHAS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Sky Ray Gunship
(⌀60mm flying base)
M
10"
T
10
SV
3+
W
14
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator burst cannon
Accelerator burst cannon
18"
4
4+
6
-1
1
Seeker missile rack twin-linked
Seeker missile rack twin-linked
48"
3
4+
14
-3
D6+1
Twin pulse carbine assault twin-linked
Twin pulse carbine assault twin-linked
20"
2
4+
5
0
1
Smart missile system indirect fire
Smart missile system indirect fire
30"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
5+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 twin pulse carbines can be replaced with one of the following:
    • 2 accelerator burst cannons
    • 2 smart missile systems

ABILITIES
CORE: Deadly Demise D3
FACTION: For the Greater Good
Velocity Tracker: Each time this model makes a ranged attack that targets a unit that can FLY, you can re-roll the Hit roll.
Targeting Array: Each time this unit is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
UNIT COMPOSITION
  • 1 Sky Ray Gunship
This model is equipped with: 1 seeker missile rack; 2 twin pulse carbines; armoured hull.
YOUR UNIT COSTS
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; FLY; FRAME; MARKERLIGHT; SKY RAY GUNSHIP
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Heavy Gun Drones
(⌀32mm flying base)
M
8"
T
5
SV
4+
W
2
LD
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Twin burst cannon twin-linked
Twin burst cannon twin-linked
18"
4
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
6+
3
0
1
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon and markerlight replaced with 1 twin burst cannon.

ABILITIES
Drone Escort: Once per turn, in your opponent’s Shooting phase, when a friendly T’AU EMPIRE unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, the unit using this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
WARGEAR ABILITIES
Markerlight: The bearer has the MARKERLIGHT keyword.
UNIT COMPOSITION
  • 2 Heavy Gun Drones
Every model is equipped with: burst cannon; markerlight; close combat weapon.
YOUR UNIT COSTS
2 models
45
KEYWORDS: VEHICLE; FLY; HEAVY GUN DRONES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Remora Stealth Drones
(⌀60mm flying base)
M
16"
T
6
SV
3+
W
5
LD
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Remora seeker missile one shot
Remora seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin long-barrelled burst cannon twin-linked
Twin long-barrelled burst cannon twin-linked
24"
4
4+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
5+
4
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Stealth
FACTION: For the Greater Good
Aerial Disengagement: In your opponent's Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
UNIT COMPOSITION
  • 2 Remora Stealth Drones
Every model is equipped with: twin long-barrelled burst cannons; 2 Remora seeker missiles; close combat weapon.
YOUR UNIT COSTS
2 models
160
KEYWORDS: VEHICLE; FLY; MARKERLIGHT; REMORA STEALTH DRONES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Tetras
(⌀60mm flying base)
M
14"
T
7
SV
4+
W
7
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse rifle rapid fire 1
Pulse rifle rapid fire 1
30"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapons
Close combat weapons
Melee
2
5+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Infiltrators
FACTION: For the Greater Good
High-intensity Markerlights: Each time this unit is an Observer unit, until the end of the phase, each time a model in its Guided unit makes an attack that targets their Spotted unit, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 2-4 Tetras
Every model is equipped with: 2 pulse rifles; close combat weapons.
YOUR UNIT COSTS
2 models
80
4 models
160
KEYWORDS: VEHICLE; FLY; FRAME; MARKERLIGHT; TETRAS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Tx42 Piranha
(⌀60mm flying base)
M
14"
T
7
SV
4+
W
7
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
4+
9
-4
D6
Missile pod
Missile pod
30"
2
4+
7
-1
2
Plasma rifle
Plasma rifle
24"
1
4+
8
-3
3
Rail rifle devastating wounds
Rail rifle devastating wounds
30"
1
4+
10
-4
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
2
5+
4
0
1
WARGEAR OPTIONS
  • This model’s 2 plasma rifles can be replaced with one of the following:
    • 2 fusion blasters
    • 2 missile pods
    • 2 rail rifles

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
FACTION: For the Greater Good
Outflank: When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply).
UNIT COMPOSITION
  • 1 TX42 Piranha
This model is equipped with: 2 plasma rifles; armoured hull.
YOUR UNIT COSTS
1 model
60
KEYWORDS: VEHICLE; FRAME; FLY; TX42 PIRANHA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

Walker


Broadside Battlesuits
(⌀60mm)
M
5"
T
6
SV
2+
W
8
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy rail rifle heavy devastating wounds
Heavy rail rifle heavy devastating wounds
60"
2
4+
12
-4
D6+1
High-yield missile pods twin-linked
High-yield missile pods twin-linked
30"
6
4+
7
-1
2
Seeker missile one shot
Seeker missile one shot
48"
1
4+
14
-3
D6+1
Twin plasma rifle twin-linked
Twin plasma rifle twin-linked
18"
1
4+
8
-3
3
Twin smart missile system indirect fire twin-linked
Twin smart missile system indirect fire twin-linked
30"
4
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crushing bulk
Crushing bulk
Melee
3
5+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Any number of models can each have their heavy rail rifle replaced with 1 high-yield missile pods.
  • Any number of models can each be equipped with up to two of the following, but cannot take duplicates:
    • 1 seeker missile
    • 1 twin plasma rifle*
    • 1 twin smart missile system*
    • 1 weapon support system
  • Any number of models can each be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 missile drone
    • 1 shield drone

* No model can be equipped with both a twin plasma rifle and twin smart missile system at the same time.
ABILITIES
FACTION: For the Greater Good
Advanced Armour: Models in this unit have the Feel No Pain 4+ ability against mortal wounds.
WARGEAR ABILITIES
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Broadside Shas’vre
  • 0-2 Broadside Shas’ui
Every model is equipped with: heavy rail rifle; crushing bulk.
YOUR 1ST TO 2ND UNITS COST
1 model
75
2 models
150
3 models
255
YOUR 3RD + UNIT COSTS
1 model
95
2 models
170
3 models
275
WARGEAR OPTIONS
per High-yield missile pods
5
KEYWORDS: VEHICLE; WALKER; BATTLESUIT; BROADSIDE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes


Crisis Fireknife Battlesuits
(⌀50mm)
M
10"
T
5
SV
3+
W
4
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Missile pod
Missile pod
30"
2
4+
7
-1
2
Plasma rifle
Plasma rifle
18"
1
4+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
5+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their plasma rifle replaced with 1 missile pod.
  • Any number of models can each have their missile pod replaced with 1 plasma rifle.
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Fireknife: Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is at its Starting Strength, you can re-roll the Hit roll instead.
Weapon Support System: Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Crisis Fireknife Shas’vre
  • 2 Crisis Fireknife Shas’ui
Every model is equipped with: plasma rifle; missile pod; battlesuit fists.
YOUR 1ST TO 2ND UNITS COST
3 models
100
YOUR 3RD + UNIT COSTS
3 models
110
WARGEAR OPTIONS
per Missile pod
5
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; CRISIS; FIREKNIFE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
LED BY
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes
Markerlight Precision


Crisis Starscythe Battlesuits
(⌀50mm)
M
10"
T
5
SV
3+
W
4
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Burst cannon
Burst cannon
18"
4
4+
5
0
1
T’au flamer ignores cover torrent
T’au flamer ignores cover torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
5+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon replaced with 1 T’au flamer.
  • Any number of models can each have their T’au flamer replaced with 1 burst cannon.
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Starscythe: Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.
Battlesuit Support System: This unit is eligible to shoot in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Crisis Starscythe Shas’vre
  • 2 Crisis Starscythe Shas’ui
Every model is equipped with: burst cannon; T’au flamer; battlesuit fists.
YOUR 1ST TO 2ND UNITS COST
3 models
90
YOUR 3RD + UNIT COSTS
3 models
100
WARGEAR OPTIONS
per T'au flamer
5
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; CRISIS; STARSCYTHE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
LED BY
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes
Markerlight Precision


Crisis Sunforge Battlesuits
(⌀50mm)
M
10"
T
5
SV
3+
W
4
LD
7+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
4+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
5+
5
0
1
WARGEAR OPTIONS
  • Any number of models can be equipped with up to two of the following, but cannot take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Sunforge: Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the Damage roll.
UNIT COMPOSITION
  • 1 Crisis Sunforge Shas’vre
  • 2 Crisis Sunforge Shas’ui
Every model is equipped with: 2 fusion blasters; battlesuit fists.
YOUR 1ST TO 2ND UNITS COST
3 models
125
YOUR 3RD + UNIT COSTS
3 models
135
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; CRISIS; SUNFORGE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
LED BY
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes
Markerlight Precision


Ghostkeel Battlesuit
(⌀105 x 70mm)
M
10"
T
8
SV
2+
W
12
LD
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclic ion raker – standard
Cyclic ion raker – standard
36"
6
4+
7
-1
2
Cyclic ion raker – overcharge hazardous
Cyclic ion raker – overcharge hazardous
36"
6
4+
8
-2
3
Fusion collider melta 2
Fusion collider melta 2
18"
2
4+
12
-4
D6
Twin burst cannon twin-linked
Twin burst cannon twin-linked
18"
4
4+
5
0
1
Twin fusion blaster melta 2 twin-linked
Twin fusion blaster melta 2 twin-linked
12"
1
4+
9
-4
D6
Twin T’au flamer ignores cover torrent twin-linked
Twin T’au flamer ignores cover torrent twin-linked
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ghostkeel fists
Ghostkeel fists
Melee
3
5+
6
0
2
WARGEAR OPTIONS
  • This model’s fusion collider can be replaced with 1 cyclic ion raker.
  • This model’s twin T’au flamer can be replaced with one of the following:
    • 1 twin fusion blaster
    • 1 twin burst cannon
  • This model can be equipped with one battlesuit support system.

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

Designer’s Note: Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.
WARGEAR ABILITIES
Battlesuit Support System: The bearer is eligible to shoot in a turn in which it Fell Back but it loses the SMOKE keyword.
UNIT COMPOSITION
  • 1 Ghostkeel Battlesuit
This model is equipped with: fusion collider; twin T’au flamer; Ghostkeel fists.
YOUR 1ST TO 2ND UNITS COST
1 model
150
YOUR 3RD + UNIT COSTS
1 model
165
WARGEAR OPTIONS
per Cyclic Ion Raker
15
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; FLY; SMOKE; BATTLESUIT; GHOSTKEEL
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
WALL OF MIRRORS
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Integrated Command Structure
Killing Blow
Bonded Heroes
ENHANCEMENTS
Unmasking Suite
15


Riptide Battlesuit
(⌀120 x 92mm)
M
10"
T
9
SV
2+
W
14
LD
7+
OC
4
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy burst cannon
Heavy burst cannon
36"
12
4+
6
-1
2
Ion accelerator – standard
Ion accelerator – standard
72"
6
4+
9
-2
3
Ion accelerator – supercharge hazardous
Ion accelerator – supercharge hazardous
72"
6
4+
10
-3
4
Twin fusion blaster melta 2 twin-linked
Twin fusion blaster melta 2 twin-linked
12"
1
4+
9
-4
D6
Twin plasma rifle twin-linked
Twin plasma rifle twin-linked
18"
1
4+
8
-3
3
Twin smart missile system indirect fire twin-linked
Twin smart missile system indirect fire twin-linked
30"
3
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Riptide fists
Riptide fists
Melee
6
5+
6
0
2
WARGEAR OPTIONS
  • This model’s heavy burst cannon can be replaced with 1 ion accelerator.
  • This model’s twin plasma rifles can be replaced with one of the following:
    • 1 twin fusion blaster
    • 1 twin smart missile system
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: The bearer is eligible to shoot in a turn in which it Fell Back.
Nova Charge: Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Riptide Battlesuit
This model is equipped with: heavy burst cannon; twin plasma rifle; Riptide fists.
YOUR 1ST TO 2ND UNITS COST
1 model
190
YOUR 3RD + UNIT COSTS
1 model
220
WARGEAR OPTIONS
per Ion accelerator
25
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; RIPTIDE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes


Crisis Battlesuits
(⌀50mm)
M
10"
T
5
SV
3+
W
4
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Airbursting fragmentation projector blast indirect fire
Airbursting fragmentation projector blast indirect fire
24"
D6
4+
3
0
1
Burst cannon
Burst cannon
18"
4
4+
5
0
1
Cyclic ion blaster – standard
Cyclic ion blaster – standard
18"
3
4+
7
-1
1
Cyclic ion blaster – overcharge hazardous
Cyclic ion blaster – overcharge hazardous
18"
3
4+
8
-2
2
Fusion blaster melta 2
Fusion blaster melta 2
12"
1
4+
9
-4
D6
Missile pod
Missile pod
30"
2
4+
7
-1
2
Plasma rifle
Plasma rifle
24"
1
4+
8
-3
3
T’au flamer ignores cover torrent
T’au flamer ignores cover torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
5+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their burst cannon replaced with one of the following:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*
  • Any number of models can be equipped with up to two of the following, and can take duplicate
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone
  • Any number of models can each be equipped with up to three of the following, and can take duplicates**:
    • 1 airbursting fragmentation projector*
    • 1 battlesuit support system*
    • 1 burst cannon
    • 1 cyclic ion blaster
    • 1 fusion blaster
    • 1 missile pod
    • 1 plasma rifle
    • 1 shield generator*
    • 1 T’au flamer
    • 1 weapon support system*

* Each model cannot have duplicates of these pieces of wargear.
** Each model cannot be equipped with more than 3 ranged weapons.
ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Turbo-jets: Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Crisis Shas’vre
  • 2-5 Crisis Shas’ui
Every model is equipped with: burst cannon; battlesuit fists.
YOUR UNIT COSTS
3 models
200
6 models
400
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; CRISIS
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
LED BY
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes


R’varna Battlesuit
(⌀120 x 92mm)
M
8"
T
10
SV
2+
W
15
LD
7+
OC
4
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse submunitions cannon blast
Pulse submunitions cannon blast
60"
D6+2
4+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
6
5+
6
0
2
WARGEAR OPTIONS
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: This model is eligible to shoot in a turn in which it Fell Back.
Nova Shielding: Once per battle, when this model is selected as the target of a ranged attack, it can use this ability. If it does, until the end of the phase, each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.
Weapon Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 R’varna Battlesuit
This model is equipped with: 2 pulse submunitions cannons; battlesuit fists.
YOUR UNIT COSTS
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; R’VARNA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes


Xv9 Hazard Battlesuits
(⌀60mm)
M
8"
T
6
SV
3+
W
4
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion cascade melta 4
Fusion cascade melta 4
12"
1
4+
9
-4
D6
Phased ion gun
Phased ion gun
30"
4
4+
6
-1
1
Twin hazard burst cannon twin-linked
Twin hazard burst cannon twin-linked
24"
4
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
3
5+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their fusion cascade replaced with one of the following:
    • 1 phased ion gun
    • 1 twin hazard burst cannon
  • Any number of models can each have their twin hazard burst cannon replaced with one of the following:
    • 1 fusion cascade
    • 1 phased ion gun
  • Any number of models can each be equipped with one of the following:
    • 1 battlesuit support system
    • 1 shield generator
    • 1 weapon support system
  • Any number of models can each be equipped with up to two of the following, and can take duplicates:
    • 1 gun drone
    • 1 marker drone
    • 1 shield drone

ABILITIES
CORE: Deep Strike
FACTION: For the Greater Good
Photon Casters: In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more of those attacks, until the end of your opponent’s next turn, that enemy unit is stunned. While a unit is stunned, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit.
WARGEAR ABILITIES
Battlesuit Support System: The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.
Shield Generator: The bearer has a 4+ invulnerable save.
Weapon Support System: Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1-2 XV9 Hazard Battlesuits
Every model is equipped with: fusion cascade; twin hazard burst cannon; battlesuit fists.
YOUR UNIT COSTS
1 model
55
2 models
110
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; XV9 HAZARD
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes


Y’vahra Battlesuit
(⌀120 x 92mm)
M
10"
T
9
SV
2+
W
15
LD
7+
OC
4
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flechette pod
Flechette pod
12"
5
4+
3
0
1
Ionic discharge cannon – standard blast
Ionic discharge cannon – standard blast
18"
D6+1
4+
7
-1
2
Ionic discharge cannon – overcharge blast hazardous
Ionic discharge cannon – overcharge blast hazardous
18"
D6+1
4+
8
-2
3
Phased plasma-flamer ignores cover torrent
Phased plasma-flamer ignores cover torrent
12"
10
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit fists
Battlesuit fists
Melee
6
5+
6
0
2
WARGEAR OPTIONS
  • This model can be equipped with up to 2 missile drones.

ABILITIES
CORE: Deadly Demise D6
FACTION: For the Greater Good
Battlesuit Support System: This model is eligible to shoot in a turn in which it Fell Back.
Nova Burst: Once per battle, before this model makes a Normal, Advance or Fall Back move, it can use this ability. If it does, until the end of the phase, it has a Move characteristic of 18".
Weapon Support System: Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
UNIT COMPOSITION
  • 1 Y’vahra Battlesuit
This model is equipped with: flechette pod; ionic discharge cannon; phased plasma-flamer; battlesuit fists.
YOUR UNIT COSTS
1 model
210
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; FLY; BATTLESUIT; Y’VAHRA
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
FAIL-SAFE DETONATOR
2CP
Retaliation Cadre – Epic Deed
THE SHORTENED BLADE
2CP
Retaliation Cadre – Strategic Ploy
STIMM INJECTORS
1CP
Retaliation Cadre – Wargear
THE ARRO’KON PROTOCOL
1CP
Retaliation Cadre – Battle Tactic
THE TORCHSTAR GAMBIT
1CP
Retaliation Cadre – Strategic Ploy
GRAV-INHIBITOR FIELD
1CP
Retaliation Cadre – Strategic Ploy
DETACHMENT ABILITY
Patient Hunter
Killing Blow
Bonded Heroes

Fortifications


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

ABILITIES
CORE: Deadly Demise D3, Firing Deck 11
Droneport: Each time this FORTIFICATION is selected to shoot, its drone defender’s weapon will target and resolve attacks against every enemy unit that is an eligible target to this FORTIFICATION.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tidewall Droneport
This model is equipped with: drone defenders.
YOUR UNIT COSTS
1 model
85
TRANSPORT
This model has a transport capacity of 11 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: FORTIFICATION; VEHICLE; TRANSPORT; FLY; FRAME; TIDEWALL DRONEPORT
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Tidewall Gunrig
(⌀Use model)
M
4"
T
8
SV
3+
W
14
LD
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Supremacy railgun devastating wounds twin-linked
Supremacy railgun devastating wounds twin-linked
72"
1
5+
20
-5
D6+6
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Firing Deck 11
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tidewall Gunrig
This model is equipped with: supremacy railgun.
YOUR UNIT COSTS
1 model
90
TRANSPORT
This model has a transport capacity of 11 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
KEYWORDS: FORTIFICATION; VEHICLE; TRANSPORT; FLY; FRAME; TIDEWALL GUNRIG
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


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

ABILITIES
CORE: Deadly Demise D3, Firing Deck 20
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
Tidewall Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Tidewall Defence Platform: If equipped with a Tidewall defence platform, this FORTIFICATION has a Wounds characteristic of 15.
UNIT COMPOSITION
  • 1 Tidewall Shieldline
This model can be equipped with 1 Tidewall defence platform
YOUR UNIT COSTS
1 model
85
+ 1 Tidewall Defence Platform
20
TRANSPORT
This model has a transport capacity of 11 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models. If this model is equipped with a Tidewall defence platform, it has a transport capacity of 22 T’au Infantry models instead.
KEYWORDS: FORTIFICATION; VEHICLE; TRANSPORT; FRAME; FLY; TIDEWALL SHIELDLINE
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


Drone Sentry Turret
(⌀Use model)
M
-
T
8
SV
4+
W
4
LD
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin burst cannon twin-linked
Twin burst cannon twin-linked
18"
4
5+
5
0
1
Twin fusion blaster melta 2 twin-linked
Twin fusion blaster melta 2 twin-linked
12"
1
5+
9
-4
D6
Twin missile pod twin-linked
Twin missile pod twin-linked
30"
2
5+
7
-1
2
Twin plasma rifle twin-linked
Twin plasma rifle twin-linked
24"
1
5+
8
-3
3
WARGEAR OPTIONS
  • This model’s twin plasma rifle can be replaced with one of the following:
    • 1 twin burst cannon
    • 1 twin fusion blaster
    • 1 twin missile pod

ABILITIES
Sentinel Protocols: Each time you select this FORTIFICATION for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Drone Sentry Turret
This model is equipped with: twin plasma rifle.
YOUR UNIT COSTS
1 model
50
KEYWORDS: FORTIFICATION; VEHICLE; FRAME; DRONE SENTRY TURRET
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow


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

ABILITIES
Orbital Comms Array (Aura): While a friendly T’AU EMPIRE unit is within 6" of this FORTIFICATION, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 1 Remote Sensor Tower
This model is equipped with: nothing.
YOUR UNIT COSTS
1 model
50
KEYWORDS: FORTIFICATION; FRAME; REMOTE SENSOR TOWER
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

Other


Tactical Drones
(⌀32mm flying base)
M
8"
T
3
SV
4+
W
1
LD
7+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin pulse carbine assault twin-linked
Twin pulse carbine assault twin-linked
20"
2
5+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
6+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
UNIT COMPOSITION
  • 4-12 Tactical Drones
Every model is equipped with: twin pulse carbine; close combat weapon.
4 models
70
8 models
140
12 models
210
KEYWORDS: DRONE; FLY; TACTICAL DRONES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
GUIDED FIRE
1CP
Auxiliary Cadre Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A TEMPTING TRAP
1CP
Kauyon – Battle Tactic
COORDINATE TO ENGAGE
1CP
Kauyon – Battle Tactic
POINT-BLANK AMBUSH
1CP
Kauyon – Battle Tactic
PINPOINT COUNTER-OFFENSIVE
1CP
Mont’ka – Battle Tactic
AGGRESSIVE MOBILITY
1CP
Mont’ka – Battle Tactic
FOCUSED FIRE
1CP
Mont’ka – Battle Tactic
PULSE ONSLAUGHT
2CP
Mont’ka – Strategic Ploy
COUNTERFIRE DEFENCE SYSTEMS
2CP
Mont’ka – Wargear
DETACHMENT ABILITY
Patient Hunter
Killing Blow

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.

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

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

Infantry Epic Hero
Infantry Character
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 01.02.04

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

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

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:

Infantry Epic Hero
Infantry Character

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:

Infantry Character

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

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

Mounted Character

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

Infantry Epic Hero
Vehicle Epic Hero
Infantry Character
Aircraft

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

Mounted Character

The SHAPER 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
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).

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

05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.

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.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.

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

Infantry Character
01.07.01 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.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
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.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


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.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


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.

The BATTLESUIT tag is used in the following T’au Empire detachments:

06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
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.

SEE ALSO
  • Normal Damage 06.02.01
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.
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.

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

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:

Infantry Epic Hero
[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.
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.
[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.
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.

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LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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].
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.
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.
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.
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.
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 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.
Superior Craftsmanship
Experimental Prototype Cadre Detachment

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 BATTLESUIT tag and cannot be taken with another BATTLESUIT detachment.
Bonded Heroes
Retaliation Cadre Detachment

Cadres of T’au Battlesuit pilots fight in a manner inspired by the dynamism and determination of famous and beloved war leaders. Indeed, some of the specialist piloting manoeuvres they employ are named after such icons, in a few rare - and sometimes unofficial - cases even after those who have since fallen far from favour with the Ethereal Council. Either way, these bonded veterans are experts in the deadly art of engaging the enemy in close confines. They plunge into the heart of the enemy army where the fighting is fiercest, and prevail in the name of the Greater Good.

Each time a 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.
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.

[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

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

13.05 Dense
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight.
Examples: Buildings, ruins, armoured containers, woods.
13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
Super-heavy Walker
SUPER-HEAVY WALKER24.35

Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage.

Each time a unit with this ability makes a normal, advance or fall-back move:
  • Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.
  • Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked.

Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
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).
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.
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.
  • Solid-image Projection Unit
    20 pts
Kauyon Detachment

This holowave-emitter drone projects beams of so-called heavy light, forming convincing illusory images while simultaneously masking the true locations of its allies with advanced refraction fields.

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.

  • Supernova Launcher
    15 pts
Experimental Prototype Cadre Detachment

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.

  • Thermoneutronic Projector
    15 pts
Experimental Prototype Cadre Detachment

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
    20 pts
Experimental Prototype Cadre Detachment

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.

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

This warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.

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
Mont’ka Detachment

A wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.

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
    35 pts
Mont’ka Detachment

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.

  • Prototype Weapon System
    15 pts
Retaliation Cadre Detachment

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

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
    15 pts
Retaliation Cadre Detachment

Commander Puretide was the most gifted T’au war leader of all time. Upon his death, his memories were stored in a neurochip. When implanted into the brain, the bearer can access much of this wisdom.

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.

  • Internal Grenade Racks
    20 pts
Retaliation Cadre Detachment

These thigh plates house deployment rails of high-explosive bomblets. As the pilot jets over the foe, the racks can be triggered to dispense a rain of death.

T’AU EMPIRE BATTLESUIT model only. The bearer has the GRENADES keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

  • Starflare Ignition System
    20 pts
Retaliation Cadre Detachment

The ignition thrusters on selected battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off and sending the pilots streaking skywards.

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.

LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.

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

Mounted Character
04.02.02 Against An Attack
Rules that are triggered ‘against’ certain attacks are triggered after the attacking unit has completed the Select Targets step (04.02), provided all other qualifiers are met (e.g. concerning the characteristics of the attacking unit or its weapons).

Rules that are triggered when an attack is ‘allocated’ to a unit are triggered in step 1 of the Inflict Damage step (05.04).
Applying Modifiers
This section presents the various ways rules may be modified. All modifiers are cumulative.

When a value is modified (e.g. characteristic, dice roll, distance), do so in the following order.
  1. If a rule instructs you to change or replace one value with a specified value, you must first change the relevant value to the new value.

    Note that rules that modify a characteristic in this step to a new value of ‘0’, ‘-’ or ‘*’ cannot be modified by other rules (in such cases, skip steps 2-5).
  2. Apply multiplication modifiers.
  3. Apply addition modifiers.
  4. Apply division modifiers.
  5. Apply subtraction modifiers.
  6. Round any fractions up after applying all modifiers.
01.02.09 Tokens
Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
HOVER24.17

Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.

Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.

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

Infantry Epic Hero
Vehicle Epic Hero
Infantry Character
Aircraft
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.
[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).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).

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

Mounted Character
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].
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Markerlight Precision
Starfire Cadre Detachment

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.
[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.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

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.

  • Precision of the Patient Hunter
    15 pts
Kauyon Detachment

This warrior prowls the battlefield like a high-tech predator, stalking and assessing their quarry before they strike. When they do launch their assault, their every shot and blow is informed by careful observations, perfectly aimed where they will do the greatest harm.

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.

  • Exemplar of the Kauyon
    20 pts
Kauyon Detachment

Long meditation upon the tenets of the Patient Hunter has seen this warrior master the application of this cunning ambush strategy. When they take to the battlefield, they embody the teachings of the Kauyon, much to the dismay of their luckless prey.

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.

  • Through Unity, Devastation
    30 pts
Kauyon Detachment

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

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.

  • Admired Leader
    20 pts
Auxiliary Cadre Detachment

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.

  • Coordinated Exploitation
    30 pts
Mont’ka Detachment

This leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.

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.

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

Target Optimisation Microdrones
Starfire Cadre Detachment

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
Starfire Cadre Detachment

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.

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.
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.
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.
GUERRILLA WARRIORS
1CP
Kroot Hunting Pack – Strategic Ploy Stratagem
Kroot see no value in stand-up fights, caring little for honour or glory. They hit and fade, frustrating their foes and bleeding them by degrees until - weakened and out of position - they are rendered vulnerable.
WHEN: Your Movement phase, just after a KROOT unit from your army Falls Back.

TARGET: That KROOT unit.

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

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

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

TARGET: One KROOT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
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.
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.
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.
Integrated Command Structure
Auxiliary Cadre Detachment

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:


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.
Hunter’s Instincts
Kroot Hunting Pack Detachment

The Kroot naturally predate upon weakened foes, drawn by the scent of spilled blood and viscera.

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.
Skirmish Fighters
Kroot Hunting Pack Detachment

Though ill-suited to protracted warfare, the Kroot are experts at light, swift skirmishing. Here their fieldcraft and wiry natural agility help them to evade the hostile attentions of their foes.

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.
Guerrilla Ambushers
Kroot Raiding Party Detachment

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.
  • Student of Kauyon
    20 pts
Auxiliary Cadre Detachment

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.

  • Kroothawk Flock
    10 pts
Kroot Hunting Pack Detachment

This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.

KROOT model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer.

  • Borthrod Gland
    15 pts
Kroot Hunting Pack Detachment

The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.

Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.

Experienced Leader
Kroot Raiding Party Detachment

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
Kroot Raiding Party Detachment

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.

  • Nomadic Hunter
    20 pts
Kroot Hunting Pack Detachment

This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.

KROOT TRAIL SHAPER model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability.

  • Root-carved Weapons
    10 pts
Kroot Hunting Pack Detachment

Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.

Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities.

[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.

GUARDIAN DRONE

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

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.
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.
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.
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.
Expert Fieldcraft
Advanced Acquisition Cadre Detachment

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.
  • Unmasking SuiteUPGRADE
    15 pts
Advanced Acquisition Cadre Detachment

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.

  • Negation EmittersUPGRADE
    15 pts
Advanced Acquisition Cadre Detachment

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.

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.

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

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

© Vyacheslav Maltsev 2013-2026