Sudden Dawn Cadre

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


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

BATTLELINE (1);
CHARACTER (1);
DEDICATED TRANSPORT (1);
EXPLOSIVES (2);
FLY (2);
INFANTRY (2);
MARKERLIGHT (2);
SUDDEN DAWN CADRE (4);
T’AU EMPIRE (4);
TRANSPORT (1);
VEHICLE (2);
WALKER (1)


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

Army Rules

Drones

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

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.


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.

Errata

Show
Army Rules, For the Greater Good
Change to:

‘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.’

Primary Mission

EXPANSIONARY CAMPAIGN
Sudden Dawn Cadre

The T'au Empire demands territory. Your priority must be to seize and hold ground. Gouge a foothold for the Fire caste to exploit.

FIRST TO SECOND BATTLE ROUND
WHEN: End of your turn.
You control two or more expansion objectives.15VP
You control one or more expansion objectives.10VP
THIRD BATTLE ROUND ONWARDS
WHEN: End of your turn.
You control one or more expansion objectives.5VP
You control two or more expansion objectives.10VP

Sudden Dawn Cadre1DP

Detachment Rules

Co-ordinated Eradication

Combining their fire, the Sudden Dawn Cadre prioritise the elimination of a single target before moving on to the next.

(Once per battle, per army) When a friendly SUDDEN DAWN CADRE unit is selected to shoot, you can use this ability. If you do, select one enemy unit. Friendly SUDDEN DAWN CADRE units’ attacks that target that enemy unit have +1 AP until the end of the battle.

Enhancements

Proximity ScannersUPGRADE

Fitted with hypersensitive scanning devices, this vehicle feeds targeting data to its passengers, allowing them to rapidly bring their pulse weapons to bear and lay down withering fields of fire from the moment of debarkation.

SUDDEN DAWN CADRE DEVILFISH unit only. When a friendly unit embarked within this unit disembarks, that friendly unit’s pulse blaster and pulse carbine weapons have +1 A.

Earth Caste Modifications

Enhanced by the artifice of the Earth caste, this Enforcer Battlesuit features enhanced telemetry fire rates, allowing for the effective suppression of enemies and accurate insertion from low orbit.

SUDDEN DAWN CADRE COMMANDER IN ENFORCER BATTLESUIT model only.

  • When this unit has shot, you can select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
    • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
  • When this unit makes an ingress move, it can be set up more than 6" horizontally from all enemy units (instead of more than 8"). If this unit does, is not eligible to declare a charge until the end of the turn.


Stratagems

SUPPRESSING FIRE
1CP
Sudden Dawn Cadre Stratagem
Targeting enemy positions with rapid-fire volleys, T’au Fire Warriors hold the enemy back, buying themselves time to reposition.
WHEN: Your Shooting phase, when a friendly SUDDEN DAWN CADRE INFANTRY unit has shot.

TARGET: That SUDDEN DAWN CADRE INFANTRY unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit is pinned until the start of your next Command phase:
  • While a unit is pinned, that unit has -2" M.
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
Having staked their claim upon contested ground, the Sudden Dawn Cadre rarely stop to hold it, prioritising the destruction of the enemy.
WHEN: End of your Movement phase.

TARGET: One friendly SUDDEN DAWN CADRE unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
SWIFT EMBARKATION
1CP
Sudden Dawn Cadre Stratagem
Well-drilled in mechanised combat, T'au warriors mount their transports in swift and ordered fashion: long before the enemy can take advantage of their vulnerability.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged SUDDEN DAWN CADRE INFANTRY unit that was eligible to fight this phase, is wholly within 6" of a friendly SUDDEN DAWN CADRE TRANSPORT unit, and is eligible to embark within that TRANSPORT unit.

EFFECT: Your unit embarks within that TRANSPORT unit.

Datasheets


Commander Cloudspear
(⌀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 1 Indirect Fire
Airbursting Fragmentation Projector BLAST 1 Indirect Fire
24"
D6
3+
3
0
1
Plasma Rifle
Plasma Rifle
18"
1
3+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Battlesuit Fists
Battlesuit Fists
Melee
3
4+
5
0
1
ARMY RULESDrones, For the Greater Good
ABILITIES
Shield Drone: This model has +1 W.
Superior Weapon Support System: This model’s ranged attacks can ignore modifiers to:
  • BS.
  • Hit rolls.
UNIT COMPOSITION
  • 1 Commander Cloudspear model
This model is equipped with: 1 Airbursting Fragmentation Projector; 1 Battlesuit Fists; 1 Plasma Rifle.
KEYWORDS: CHARACTER; VEHICLE; FLY; SUDDEN DAWN CADRE; WALKER; 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
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
DETACHMENT ABILITY
Co-ordinated Eradication
ENHANCEMENTS
Earth Caste Modifications


Sudden Dawn Cadre Breacher Team
M
6"
T
3
SV
4+
W
1
LD
7+
OC
2
Sha'sui(⌀25mm)
6"
3
4+
1
7+
2
Breacher Team(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse Blaster ASSAULT
Pulse Blaster ASSAULT
10"
2
3+
6
-1
1
Pulse Pistol CLOSE-QUARTERS
Pulse Pistol CLOSE-QUARTERS
12"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gun Stocks
Gun Stocks
Melee
1
5+
3
0
1
ARMY RULESDrones, For the Greater Good
ABILITIES
Breach and Clear: This unit’s ranged attacks that target a unit within range of an objective can re-roll wound rolls.
UNIT COMPOSITION
  • 1 Sha'sui model
  • 9 Breacher Team models
Every model is equipped with: 1 Gun Stocks; 1 Pulse Blaster; 1 Pulse Pistol.
KEYWORDS: MARKERLIGHT; INFANTRY; SUDDEN DAWN CADRE; BATTLELINE; FIRE WARRIOR; EXPLOSIVES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
SUPPRESSING FIRE
1CP
Sudden Dawn Cadre Stratagem
SWIFT EMBARKATION
1CP
Sudden Dawn Cadre Stratagem
DETACHMENT ABILITY
Co-ordinated Eradication


Sudden Dawn Cadre 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
Twin Pulse Carbine ASSAULT Twin-linked
Twin Pulse Carbine ASSAULT Twin-linked
20"
2
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured Hull
Armoured Hull
Melee
3
5+
6
0
1
ARMY RULESDrones, For the Greater Good
ABILITIES
Rapid Disembark: When a unit embarked within this model makes a disembark move using the rapid disembark/tactical disembark modes, the set-up distance is 6".
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.
UNIT COMPOSITION
  • 1 Devilfish model
This model is equipped with: 1 Accelerator Burst Cannon; 1 Armoured Hull; 1 Twin Pulse Carbine.
KEYWORDS: TRANSPORT; SUDDEN DAWN CADRE; VEHICLE; DEDICATED TRANSPORT; FLY
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
DETACHMENT ABILITY
Co-ordinated Eradication
ENHANCEMENTS
Proximity Scanners


Sudden Dawn Cadre Pathfinder Team
M
7"
T
3
SV
4+
W
1
LD
7+
OC
1
Pathfinder with Pulse Pistol, Rail Rifle and Close Combat Weapon(⌀25mm)
7"
3
4+
1
7+
1
Pathfinder Shas'ui(⌀25mm)
7"
3
4+
1
7+
1
Pathfinder with Pulse Carbine, Pulse Pistol and Close Combat Weapon(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse Carbine
Pulse Carbine
20"
2
4+
5
0
1
Pulse Pistol CLOSE-QUARTERS
Pulse Pistol CLOSE-QUARTERS
12"
1
4+
5
0
1
Rail Rifle Devastating Wounds Heavy
Rail Rifle Devastating Wounds Heavy
30"
1
5+
10
-4
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gun Stocks
Gun Stocks
Melee
1
5+
3
0
1
ARMY RULESDrones, For the Greater Good
ABILITIES
Grav-inhibitor Drone: When an enemy unit selects this unit as a charge target, that charge roll has -2.
Target Uploaded: This unit’s attacks that target its Spotted unit have:
  • +1 BS.
  • [Ignores Cover].
UNIT COMPOSITION
  • 1 Pathfinder Shas'ui model
  • 3 Pathfinder with Pulse Pistol, Rail Rifle and Close Combat Weapon models
  • 6 Pathfinder with Pulse Carbine, Pulse Pistol and Close Combat Weapon models
The Pathfinder Shas'ui is equipped with: 1 Gun Stocks; 1 Pulse Carbine; 1 Pulse Pistol.

Every Pathfinder with Pulse Pistol, Rail Rifle and Close Combat Weapon is equipped with: 1 Gun Stocks; 1 Pulse Pistol; 1 Rail Rifle.

Every Pathfinder with Pulse Carbine, Pulse Pistol and Close Combat Weapon is equipped with: 1 Gun Stocks; 1 Pulse Carbine; 1 Pulse Pistol.
KEYWORDS: MARKERLIGHT; SUDDEN DAWN CADRE; INFANTRY; EXPLOSIVES
FACTION KEYWORDS:
T’AU EMPIRE
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
SUPPRESSING FIRE
1CP
Sudden Dawn Cadre Stratagem
SWIFT EMBARKATION
1CP
Sudden Dawn Cadre Stratagem
DETACHMENT ABILITY
Co-ordinated Eradication

The BATTLELINE keyword is used in the following Sudden Dawn Cadre datasheets:

The CHARACTER keyword is used in the following Sudden Dawn Cadre datasheets:

The DEDICATED TRANSPORT keyword is used in the following Sudden Dawn Cadre datasheets:

The EXPLOSIVES keyword is used in the following Sudden Dawn Cadre datasheets:

The FLY keyword is used in the following Sudden Dawn Cadre datasheets:

The INFANTRY keyword is used in the following Sudden Dawn Cadre datasheets:

The MARKERLIGHT keyword is used in the following Sudden Dawn Cadre datasheets:

The SUDDEN DAWN CADRE keyword is used in the following Sudden Dawn Cadre datasheets:

The T’AU EMPIRE keyword is used in the following Sudden Dawn Cadre datasheets:

The TRANSPORT keyword is used in the following Sudden Dawn Cadre datasheets:

The VEHICLE keyword is used in the following Sudden Dawn Cadre datasheets:

The WALKER keyword is used in the following Sudden Dawn Cadre datasheets:

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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
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.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
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).
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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
[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.
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

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
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.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

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

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.02.02 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.
18.04.01 Rapid Disembark And Limitations
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.
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.
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
  • Rapid Disembark And Limitations 18.04.01


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: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. 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.

FAQ

Q:If a unit makes any disembark move in a turn (i.e. Disembark move, Emergency Disembark move etc.) has it disembarked that turn?
A:
Yes.
[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].
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.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.

The SUDDEN DAWN CADRE and INFANTRY keywords are used in the following Sudden Dawn Cadre datasheets:

14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
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.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
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.
[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.
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

FAQ

Q:Do a unit's abilities continue to function while they are embarked within a TRANSPORT?
A:
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: %000035347Azrael% is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Q:If a rule says a unit can embark into a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction on embarking in a turn that unit made a set up move (see 18.02)?
A:
Yes
Drones
If you have upgraded a model to have a drone, place a Drone token next to your model as a reminder. These do not count as models for any rules purposes.

SHIELD DRONE

Add 1 to the bearer’s Wounds characteristic.

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.

Errata

Army Rules, For the Greater Good
Change to:

‘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.’
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[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).
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).
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
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.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
[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.
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.
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).
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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
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.
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.
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.
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.
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.
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).
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).
RAPID ACQUISITION
1CP
Sudden Dawn Cadre Stratagem
Having staked their claim upon contested ground, the Sudden Dawn Cadre rarely stop to hold it, prioritising the destruction of the enemy.
WHEN: End of your Movement phase.

TARGET: One friendly SUDDEN DAWN CADRE unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
Co-ordinated Eradication
Sudden Dawn Cadre Detachment

Combining their fire, the Sudden Dawn Cadre prioritise the elimination of a single target before moving on to the next.

(Once per battle, per army) When a friendly SUDDEN DAWN CADRE unit is selected to shoot, you can use this ability. If you do, select one enemy unit. Friendly SUDDEN DAWN CADRE units’ attacks that target that enemy unit have +1 AP until the end of the battle.
Earth Caste Modifications
Sudden Dawn Cadre Detachment

Enhanced by the artifice of the Earth caste, this Enforcer Battlesuit features enhanced telemetry fire rates, allowing for the effective suppression of enemies and accurate insertion from low orbit.

SUDDEN DAWN CADRE COMMANDER IN ENFORCER BATTLESUIT model only.

  • When this unit has shot, you can select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
    • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
  • When this unit makes an ingress move, it can be set up more than 6" horizontally from all enemy units (instead of more than 8"). If this unit does, is not eligible to declare a charge until the end of the turn.

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).
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.
SUPPRESSING FIRE
1CP
Sudden Dawn Cadre Stratagem
Targeting enemy positions with rapid-fire volleys, T’au Fire Warriors hold the enemy back, buying themselves time to reposition.
WHEN: Your Shooting phase, when a friendly SUDDEN DAWN CADRE INFANTRY unit has shot.

TARGET: That SUDDEN DAWN CADRE INFANTRY unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit is pinned until the start of your next Command phase:
  • While a unit is pinned, that unit has -2" M.
SWIFT EMBARKATION
1CP
Sudden Dawn Cadre Stratagem
Well-drilled in mechanised combat, T'au warriors mount their transports in swift and ordered fashion: long before the enemy can take advantage of their vulnerability.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged SUDDEN DAWN CADRE INFANTRY unit that was eligible to fight this phase, is wholly within 6" of a friendly SUDDEN DAWN CADRE TRANSPORT unit, and is eligible to embark within that TRANSPORT unit.

EFFECT: Your unit embarks within that TRANSPORT unit.
[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.
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.
Proximity ScannersUPGRADE
Sudden Dawn Cadre Detachment

Fitted with hypersensitive scanning devices, this vehicle feeds targeting data to its passengers, allowing them to rapidly bring their pulse weapons to bear and lay down withering fields of fire from the moment of debarkation.

SUDDEN DAWN CADRE DEVILFISH unit only. When a friendly unit embarked within this unit disembarks, that friendly unit’s pulse blaster and pulse carbine weapons have +1 A.

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).
[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.

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