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.
This section contains all of the datasheets that you will need in order to fight battles with your T’au miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several T’au units – these are described below and referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.1 | July 2022 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Expansion | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Datasheet | 9 | September 2022 | |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Boxset | 8 | November 2018 |
Q: | Can a DRONE model have a different <SEPT> keyword to the unit it is attached to? |
A: | No, when a unit is equipped with a DRONE model, that DRONE model becomes a part of that unit’s datasheet and so must be drawn from the same sept as the rest of the unit. This also means that Commander Shadowsun and Longstrike’s DRONES have the T’AU SEPT keyword. |
Q: | If a unit contains both DRONE models (which can FLY) and models which cannot FLY – like Pathfinders – can the whole unit move as if it can FLY (e.g. can Pathfinder models move over other models as if they were not there when moving, just because there is a DRONE model in their unit and therefore that unit has the FLY keyword)? |
A: | No. Only the models that actually have the FLY keyword can move using the Flying rules (e.g. in a PATHFINDER TEAM unit, only DRONE models in that unit can move over other models as if they were not there when that unit makes a move). |
Q: | Can a unit that is performing an action while under the effects of a rule that lets it count as having Remained Stationary (e.g. Mont’ka) make a Normal Move without that action failing? |
A: | No. Any action a unit is currently performing, but has not yet completed, will still fail if that unit makes a Normal Move (or Advances, Falls Back, performs a Heroic Intervention or declares a charge), even if it is under the effects of a rule that says it counts as Remaining Stationary. Designer’s Note: This is true for every unit in Warhammer 40,000, and we will be adding this clarification to the next round of updates to the Core Rules, but as it predominantly affects T’au Empire players now due to the actions within their Codex, we wanted to make the answer clear to the upholders of the Greater Good ahead of time. |
If every unit from your army (excluding T’AU AUXILIARY, SUPREME COMMANDER and UNALIGNED units) is from the same Sept, then at the start of the battle, when you have determined who has the first turn, you can select one of the Tactical Philosophies below. T’AU EMPIRE units (excluding T’AU AUXILIARY units) from your army gain the benefits of that Tactical Philosophy. If both players have a similar ability, the player who has the first turn chooses first.
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A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.
Many datasheets in this section can be equipped with Drone models. In addition, some Vehicle models can start the battle with any Drones they are equipped with docked with that model.
The profiles, wargear, abilities and keywords for DRONE models can be found below:NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base | |
Advanced Guardian Drone, Command-link Drone, Grav-inhibitor Drone, Guardian Drone, Gun Drone, Marker Drone, Missile Drone, Pulse Accelerator Drone, Sniper Drone and Stealth Drone (base: 32mm flying base) | |||||||||||
Advanced Guardian Drone, Command-link Drone, Grav-inhibitor Drone, Guardian Drone, Gun Drone, Marker Drone, Missile Drone, Pulse Accelerator Drone, Sniper Drone and Stealth Drone | 10" | 5+ | 5+ | 3 | 4 | 1 | 1 | 6 | 4+ | 32mm flying base | |
Shield Drone and Shielded Missile Drone (base: 32mm flying base) | |||||||||||
Shield Drone and Shielded Missile Drone | 10" | 5+ | 5+ | 3 | 4 | 2 | 1 | 6 | 4+ | 32mm flying base | |
Interceptor Drone (base: 32mm flying base) | |||||||||||
Interceptor Drone | 20" | 5+ | 5+ | 3 | 4 | 1 | 1 | 6 | 4+ | 32mm flying base | |
Recon Drone (base: 32mm flying base) | |||||||||||
Recon Drone | 10" | 5+ | 5+ | 3 | 4 | 3 | 1 | 6 | 4+ | 32mm flying base |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Gun Drone | ||||||
Pulse carbine | ||||||
Pulse carbine | 24" | Assault 2 | 5 | 0 | 1 | - |
Interceptor Drone | ||||||
Ion rifle | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Ion rifle | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 30" | Heavy 3 | 7 | -2 | 1 | - |
- Overcharge | ||||||
- Overcharge | 30" | Heavy 3 | 8 | -2 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Missile Drone and Shielded Missile Drone | ||||||
Missile pod | ||||||
Missile pod | 30" | Assault 2 | 7 | -2 | 2 | - |
Recon Drone | ||||||
Burst cannon | ||||||
Burst cannon | 18" | Assault 6 | 5 | 0 | 1 | - |
Sniper Drone | ||||||
Longshot pulse rifle | ||||||
Longshot pulse rifle | 48" | Rapid Fire 1 | 5 | -2 | 1 | - |
OTHER WARGEAR | ABILITIES | ||||||
Marker Drone | |||||||
Markerlight | |||||||
The bearer gains the MARKERLIGHT keyword. | |||||||
Markerlight | The bearer gains the MARKERLIGHT keyword. |
ABILITIES | |
ABILITIES |
Manta Strike Valued Sacrifice: Each time a DRONE model in this unit is destroyed, it is ignored for the purpose of Morale tests if this unit also contains models without the DRONE keyword. Artificial Helpers: DRONE models are ignored for the purposes of:
Limited Parameters: If this unit contains only DRONE models, this unit cannot perform actions (excluding the Fire Markerlights action) and loses the Objective Secured ability if it has it, and cannot gain it through any means. Docked Drone: If this model is docked with another:
Keywords:
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ABILITIES (Advanced Guardian Drone) | |
ABILITIES (Advanced Guardian Drone) |
Advanced Guardian Shield Generator: This model has a 4+ invulnerable save. This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
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ABILITIES (Command-link Drone) | |
ABILITIES (Command-link Drone) |
Command-link: Add 3" to the range of this unit’s aura abilities (to a maximum of 12"). Each time a model in this unit uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability.
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ABILITIES (Grav-inhibitor Drone) | |
ABILITIES (Grav-inhibitor Drone) |
Gravity Wave Projector: Subtract 2 from charge rolls made for any unit that declares a charge against this unit.
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ABILITIES (Guardian Drone) | |
ABILITIES (Guardian Drone) |
Guardian Shield Generator: This model has a 4+ invulnerable save. Each time a ranged attack is made against this unit, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
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ABILITIES (Gun Drone) | |
ABILITIES (Gun Drone) |
Threat Identification Protocol: Each time this model makes a ranged attack, it can only target the nearest eligible unit.
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ABILITIES (Pulse Accelerator Drone) | |
ABILITIES (Pulse Accelerator Drone) |
Pulse Accelerator: Each time a model in this unit makes an attack with a pulse weapon, improve the Armour Penetration characteristic of that attack by 1.
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ABILITIES (Recon Drone) | |
ABILITIES (Recon Drone) |
Recon Suite: Each time a model in this unit makes a ranged attack that targets a unit within 18", the target does not receive the benefits of Light Cover against that attack.
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ABILITIES (Shield Drone and Shielded Missile Drone) | |
ABILITIES (Shield Drone and Shielded Missile Drone) |
Drone Shield Generator: This model has a 4+ invulnerable save.
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ABILITIES (Stealth Drone) | |
ABILITIES (Stealth Drone) |
Stealth Field Generator: This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model or the firing model is within 18" of it.
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FACTION KEYWORDS: T’AU EMPIRE, | |
KEYWORDS: DRONE, FLY | |
KEYWORDS (Advanced Guardian Drone): ADVANCED GUARDIAN DRONE | |
KEYWORDS (Command-link Drone): COMMAND-LINK DRONE | |
KEYWORDS (Grav-inhibitor Drone): GRAV-INHIBITOR DRONE | |
KEYWORDS (Guardian Drone): GUARDIAN DRONE | |
KEYWORDS (Gun Drone): GUN DRONE | |
KEYWORDS (Interceptor Drone): INTERCEPTOR DRONE | |
KEYWORDS (Marker Drone): MARKER DRONE | |
KEYWORDS (Missile Drone): MISSILE DRONE | |
KEYWORDS (Pulse Accelerator Drone): PULSE ACCELERATOR DRONE | |
KEYWORDS (Recon Drone): RECON DRONE | |
KEYWORDS (Shield Drone): SHIELD DRONE | |
KEYWORDS (Shielded Missile Drone): SHIELDED MISSILE DRONE | |
KEYWORDS (Sniper Drone): SNIPER DRONE | |
KEYWORDS (Stealth Drone): STEALTH DRONE |
Some rules refer to ‘ion weapons’ or ‘plasma weapons’ and so on. The definitions of these weapons for the purposes of such rules can be found below:
The organisational hierarchy of the Fire Caste places centralised responsibility for tactical deployment of each cadre in the hands of a single Commander, the better to ensure clarity and focus.
Unlike the T’au Empire from which they seceded, the Farsight Enclaves have nothing but antipathy for the Ethereal Caste. The feeling, it seems, is exceedingly mutual.
You cannot include any ETHEREAL models in this Detachment.The warriors of T’au Sept are all-too-aware of their status as the exemplars of their race’s military philosophy. It is a duty they take extremely seriously. Their cadres manoeuvre with slick efficiency, smoothly establishing flowing gun lines that hammer the enemy with an unrelenting rain of fire until the outmatched foe are reduced to corpses and blazing wreckage.
So exceptionally drilled and responsive are the warriors of T’au Sept that their fields of fire shift and overlap with inescapable efficiency.
This warlord’s dedication to the T’au’va is so great that they will not allow themselves to die with their duty undone.
Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.This enhanced movement system can be adapted for both battlesuits and vehicles. It consists of multiple high-output thruster nozzles, each hardwired into the pilot’s neural interface, allowing them to react with startling speed to any changes in the strategic situation.
BATTLESUIT model only.T’au Sept 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.
The Vior’lan T’au push the limits between blistering aggression and perilous incaution. Renowned for their hot-blooded tendencies, these natural warriors prefer proactive battle strategies that set the enemy onto the back foot from the very beginning, and keep them off balance until their inevitable defeat amidst a hurricane of firepower and swiftly redeploying T’au cadres.
The Commanders of Vior’la harness their warriors fiery temperament by embracing a highly mobile and aggressive form of warfare, taking the fight to the heart of the enemy.
This Warlord has been marked for greatness by the exacting Fire Caste tutors of Vior’la, exhibiting a swift and decisive grasp of grand strategy that sees them outmanoeuvre their foes with deceptive ease.
While this WARLORD is on the battlefield, each time you spend a Command point to use a T’au Empire Strategic Ploy or T’au Empire Wargear Stratagem, roll one D6: on a 3+, that Command point is refunded.These Al-targeted micro-laser defence systems deploy from pods sited between interlocking armour plates, providing point-defence fire as the wearer plunges into the enemy’s midst.
COMMANDER model only. At the start of your Shooting phase, roll one D6: on a 2-4, the closest enemy unit within 18" of and visible to the bearer suffers 1 mortal wound; on a 5+, the closest enemy unit within 12" of and visible to the bearer suffers D3 mortal wounds.The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.
The warriors of Sa’cea make a virtue of their willingness to plunge into the most gruelling campaigns amidst close and difficult terrain, and to carve out victory from such punishing war zones in the name of the Greater Good.
There are few more perilous and nightmarish battlefields than those created when a tangled cityscape is plunged into ruinous war. Yet it is amidst such conditions that the T’au of Sa’cea Sept excel. They make an art of fighting through half-collapsed cities, knowing just how to exploit this inimical environment to their advantage.
This warlord appreciates the strategic value of seizing static battlefield assets amidst the distinctly un-T’au-like grind of urban warfare.
In your Command phase, select one friendly SA’CEA unit within 9" of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If that unit already has this ability, models in that unit counts as one additional model when determining control of an objective marker.It was Commander O’Jir of Sac’ea who first utilised the Grav-inhibitor Field during the defence of Laguna Shard against Ork raiders. The gravitic-field generator mounted upon the Commander’s battlesuit unleashed waves of battering kinetic force, disrupting each and every attempt by the be’gel to overwhelm his position.
Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.
The armies of Daly’th Sept are renowned for their high concentrations of alien auxiliary forces, and for the diversity of technologies and armaments such allies bring.
Closer integration of alien auxiliaries sees Dal’yth cadres benefit from shared defensive technologies and unusually well-coordinated tactics.
This warlord is held in the highest favour by the alien auxiliaries serving alongside them.
This WARLORD gains the following abilities:Commanders hailing from Dal’yth prefer stealth and subterfuge to overt aggression, and their demands for improved camouflage technology have led to the development of the Dynamic Mirror Field. This advanced prototype is based upon the refraction technology utilised to such tremendous effect by Ghostkeel battlesuits, adapted for alternative armour chassis. Armour nodes project multiple light-distortion fields, creating false images of the bearer to draw enemy fire.
Inspired by the fieldcraft of alien auxilia, the warriors of Dal’yth are practised in subtly encircling their foes.
The cadres of Bork’an Sept epitomise the T’au application of technological supremacy as the solution to every challenge. The fearless progressives of their Earth Caste experiment and refine constantly to ensure that, when the armies of Bork’an march to war, they are armed and armoured with the highest specification wargear in the T’au Empire.
From Bork’an Sept’s renowned applied science divisions come the most advanced and ingenious weapon prototypes, and the finest suits of combat armour, field tested by elite contingents of Fire Caste soldiers.
Conscious that they wield the finest tools of war available to any T’au, this warlord seeks to be equal in skill to the weapons it is their privilege to bear.
Each time this WARLORD makes a ranged attack:Hyper-capacitors based upon micro-engineered Nicassar defence battery technologies provide this battlesuit’s wearer with triggered surges of additional offensive power.
COMMANDER model only. Select up to two ranged weapons this model is equipped with. Each time the bearer makes a ranged attack with one of those weapons that targets a unit within half range, add 1 to that attack’s wound roll.Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.
The armies of the Farsight Enclaves fight in a manner that echoes the dynamic heroism and fearless determination of their leader and beloved hero, Commander Farsight.
O’Shovah’s mastery of Mont’ka has bled into the martial culture of the Farsight Enclaves. Its warriors are experts in the deadly art of engaging the enemy in close confines.
This warlord knows that cutting the head from the snake is a sound battlefield tactic in any war, and they pursue enemy commanders and warlords relentlessly. Once they are successful in their hunt, their enemies’ forces collapse into disarray and are easy prey.
Each time this WARLORD makes an attack:The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet the T’au recovered a number of strange relics there, amongst them a hexagrammatic talisman. Farsight has seen first-hand that this arcane object protects its wearer and those around them from baleful energies, though neither he nor his advisors have the faintest idea of how it does so.
O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.
Service to the Greater Good requires that the T’au Empire’s borders expand ever outwards, and that the T’au themselves innovate constantly. For all this, the lack of warp travel and careful direction of the Ethereal Caste tends to see new ideas, technologies and strategies flow steadily across the empire like directed flows of water.
EMERGENCY DISPENSATION (T’au Empire – Requisition)
PROMISING PUPIL (T’au Empire – Requisition)
Battle Round
BACKUP AI (T’au Empire – Epic Deed)
BRANCHED NOVA CHARGE (T’au Empire – Epic Deed)
DESIGNATED TASKING (T’au Empire – Strategic Ploy)
ORBITAL ION BEAM (T’au Empire – Strategic Ploy)
COMBAT DEBARKATION (T’au Empire – Epic Deed)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
DROP THREAT ACQUISITION (T’au Empire – Battle Tactic)
DYNAMIC OFFENSIVE (T’au Empire – Battle Tactic)
FIRING LINE (T’au Empire – Boarding Actions – Strategic Ploy)
WALL OF MIRRORS (T’au Empire – Strategic Ploy)
DROP ZONE CLEAR (Farsight Enclaves – Battle Tactic)
OUTFLANK (Dal’yth – Strategic Ploy)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
ON-BOARD SENSORS (T’au Empire – Battle Tactic)
POINT-BLANK VOLLEY (T’au Empire – Battle Tactic)
STRIKE AND FADE (T’au Empire – Strategic Ploy)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
POINT-BLANK VOLLEY (T’au Empire – Boarding Actions – Battle Tactic)
BREACH AND CLEAR (T’au Empire – Battle Tactic)
COORDINATED ENGAGEMENT (T’au Empire – Strategic Ploy)
FREQUENCY LOCK (T’au Empire – Wargear)
IONISED SHOCKFIELD (T’au Empire – Wargear)
NEUROWEB SYSTEM JAMMER (T’au Empire – Wargear)
PULSE ONSLAUGHT (T’au Empire – Battle Tactic)
RECON SWEEP (T’au Empire – Strategic Ploy)
RELENTLESS FUSILLADE (T’au Empire – Battle Tactic)
SHOCKING FIRESTORM (T’au Empire – Strategic Ploy)
SUBMUNITIONS (T’au Empire – Wargear)
PULSEFIRE DRILL (T’au Empire – Boarding Actions – Battle Tactic)
EXPERIMENTAL WEAPONRY (Bork’an – Epic Deed)
FOCUSED FIRE (T’au Sept – Battle Tactic)
HOT-BLOODED (Vior’la – Battle Tactic)
ORBITAL UPLINK (Sa’cea – Strategic Ploy)
COUNTERFIRE DEFENCE SYSTEM (T’au Empire – Strategic Ploy)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
PHOTON GRENADES (T’au Empire – Wargear)
REPULSOR IMPACT FIELD (T’au Empire – Wargear)
PHOTON GRENADES (T’au Empire – Boarding Actions – Wargear)
A TRAP WELL LAID (T’au Empire – Strategic Ploy)
A TRAP WELL LAID (T’au Empire – Boarding Actions – Strategic Ploy)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
THE GRISLY FEAST (T’au Empire – Strategic Ploy)
THE BLOODY GORGING (T’au Empire – Boarding Actions – Battle Tactic)
THE GRISLY FEAST (T’au Empire – Strategic Ploy)
THE BLOODY GORGING (T’au Empire – Boarding Actions – Battle Tactic)
WISDOM OF THE MANY (T’au Empire – Epic Deed)
FAIL-SAFE DETONATOR (T’au Empire – Epic Deed)
SAVIOUR PROTOCOLS (T’au Empire – Epic Deed)
If your army includes any T’AU EMPIRE Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.
With mechanical efficiency instilled by endless drills, the T’au maintain a punishing fire rate even when engaging the enemy at long range.
The active sensor-nets employed by Devilfish transports are able to instantly outlink to nearby friendly forces to triangulate visible targets for elimination.
Engaging all systems, skilled battlesuit pilots can surge into battle in a blaze of deadly-accurate firepower.
Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns and systematically lay waste to the foe.
Some T’au perform complex drills in which they train to operate their weapons at extremely close range.
Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.
Drones will dive into the path of incoming fire without a second thought if it means protecting T’au lives.
This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.
Though the technique is frowned upon as dangerously reckless, the most dedicated or aggressive Fire Warriors sometimes spring from their moving transports, roll with the impact of landing, and come up with pulse weapons already blazing.
In their wisdom, the T’au Ethereals know how powerful the combined strength of the four other castes can be.
The battlesuits of high value T’au operatives are equipped with a fail-safes that ensure the pilot cannot be taken alive for interrogation.
Many T’au war engines and martial technologies incorporate backup Al that can lend support to pilots in extremis.
Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.
The Fire Caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number.
A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.
The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their advance. This process is known as mesme’j’kaara - the wall of mirrors.
By devouring the flesh of fallen foes, Kroot believe they also absorb the enemy’s vigour and vitality.
T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.
The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.
Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.
Having intentionally allowed the foe a false sense of security, the T’au now shatter that ill-founded confidence with a focused fusillade.
Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and blunting the onslaught.
Drone Al are adaptive enough to be assigned individual missions by their masters.
T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.
Seeker missiles are designed to lock onto the remote targeting beacon provided by a markerlight beam and ride the signal all the way to their target, even bypassing and evading intervening terrain in the process.
This device emits an intense neurostatic jamming field, scrambling the enemy’s senses and fouling their aim.
Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.
By modulating their weapons’ settings, skilled T’au marksmen can cause an ionised energy pulse to erupt from the point of impact to inflict neurological and wave-field disruption upon the foe.
Hammerhead railguns are able to fire short-ranged fragmentation rounds for anti-personnel defence.
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.
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The ignition thrusters on selected Coldstar Battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off. The result is an angled blast of ferocious propellant-flames that erupt out from beneath the battlesuit like a stellar flare even as it soars skywards and leaves its victims to writhe and burn.
COLDSTAR COMMANDER model only. Once per battle, when the bearer starts or ends a move, or when it uses its High-altitude Manoevures ability (before removing it from the battlefield), it can use this Prototype System. If it does, roll one D6 for each other unit within 3" of this model: on a 2+, that unit suffers D3 mortal wounds.This matrix of inlaid nodes is triggered when the foe approach at close-quarters, discharging a flurry of blinding light pulses, audio-disruption and neuro-electrological chaff that can overwhelm even the hardiest foes and leave them flailing about themselves in ill-directed panic and fury. This effect is extremely powerful, but currently burns out the node-matrix with a single discharge.
COMMANDER or CRISIS model only. Once per battle, at the start of the Fight phase, the bearer can use this Prototype System. If it does, select one enemy unit within Engagement Range of the bearer’s unit. Until the end of the next turn, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.This remarkable weapon employs a multi-state oscillating energy wave to project its fusion blast not only into and through unfortunate targets, but also in arcing secondary streams that flow around each impacted victim and onwards to the next. The effect is a coiling column of fusion energy capable of flowing through entire enemy formations.
COMMANDER or CRISIS model equipped with one or more fusion blasters only. This Prototype System replaces one fusion blaster and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Alternating fusion blaster | |||||
Alternating fusion blaster | 12" | Assault 1 | 8 | -4 | D6+2 |
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. |
This burst cannon is augmented with additional power accelerators and recoil-absorption modules, enabling it to unleash more firepower with every deadly salvo.
COMMANDER or CRISIS model equipped with one or more burst cannons only. This Prototype System replaces one burst cannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
DW-02 Advanced Burst Cannon | |||||
DW-02 Advanced Burst Cannon | 18" | Assault 8 | 6 | -1 | 1 |
Abilities: Each time an attack made with this weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses. |
This plasma rifle couples liquid hydrogen cooling flows with containment micro-field technology derived from the Sun Shark Bomber. These shielding measures allow the plasma generated within the weapon to reach far greater temperatures before being unleashed in searing blasts that few foes can long withstand.
COMMANDER or CRISIS model equipped with one or more plasma rifles only. This Prototype System replaces one plasma rifle and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Novasurge Plasma Rifle | |||||
Novasurge Plasma Rifle | 30" | Assault 1 | 8 | -5 | 3 |
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
This device is fuelled by canisters of volatile stellar gas syphoned from coronae of neutron stars. The result, when the weapon is fired, is a sheet of blinding white flame that burns so ferociously hot that it can reduce the armour of a battle tank to molten slag.
COMMANDER or CRISIS model equipped with one or more T’au flamers only. This Prototype System replaces one T’au flamer and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Thermoneutronic Projector [shooting) | |||||
Thermoneutronic Projector [shooting) | 12" | Assault D6+2 | 4 | -2 | 2 |
Thermoneutronic Projector [melee) | |||||
Thermoneutronic Projector [melee) | Melee | Melee | 4 | -2 | 2 |
Abilities: Each time the bearer fights, it makes D6+2 additional attacks with this weapon. |
Viewed with distaste by some amongst the Fire Caste, this insidious weapon launches fragmentation munitions laced with psychoreactive skin-contact agents and neural micro-dampers. Those foes not slain by the initial blast are reduced to a state of terrified incomprehension that shatters their morale or leaves them catatonic.
COMMANDER or CRISIS model equipped with one or more airbursting fragmentation projectors only. This Prototype System replaces one airbursting fragmentation projector and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Dominator Fragmentation Launcher | |||||
Dominator Fragmentation Launcher | 24" | Assault D6 | 5 | -2 | 1 |
Abilities: Blast. This weapon can target units that are not visible to the bearer. Each time the bearer shoots with this weapon, if any hits are scored, until the end of the turn, subtract 4 from the Leadership characteristic of models in the target unit. |
These experimental battlesuit thigh-plates house deployment rails of highly explosive bomblets. As the pilot jets over the foe, the racks can be triggered and the explosives deployed.
Once per turn, after this model has moved in your Movement phase, you can select one unit it moved across and roll one D6: on a 2+, that unit suffers D3 mortal wounds.Missiles fitted with these warheads emit pulsing shock waves of sonic and kinetic force upon detonation, leaving survivors dazed, staggering and ill-coordinated.
COMMANDER or CRISIS model equipped with one or more missile pods only. This Prototype System replaces one missile pod and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Resonator Warheads | |||||
Resonator Warheads | 30" | Assault 3 | 8 | -2 | 2 |
Abilities: Each time the bearer shoots with this weapon, if any hits are scored against an INFANTRY, BEAST or CAVALRY unit, until the start of your next Shooting phase, halve the Move characteristic of models in that unit (if models in that unit are affected by any other modifiers to their Move characteristic, this ability cannot reduce it to less than half). |
Abbreviated from ‘Event Horizon’ Disruption Suite, this highly experimental package employs salvaged alien tech to nullify energy-pulses, signal bursts and other more esoteric energies.
GHOSTKEEL BATTLESUIT model only. Once per battle, in your Command phase, the bearer can use this Prototype System. If it does, until the start of your next Command phase, it gains the following ability:This system injects the battlesuit pilot with a carefully measured dose of chemical stimulants intended to temporarily accelerate their phsyical aptitude and pain tolerances.
COMMANDER or CRISIS model only. Once per battle, when a saving throw is failed for the bearer, the bearer can use this Prototype System. If it does, until the end of the turn, each time the bearer would lose a wound, roll one D6: on a 4+, that wound is not lost.This additional scanning package predicts enemy threat vectors and directs harassing fire patterns accordingly.
Model equipped with early warning override only. At the end of the Reinforcements step of your opponent’s Movement phase, if the bearer is not within Engagement Range of any enemy units, it can shoot as if it were your Shooting phase, but it can only target a single eligible enemy unit that was set up as Reinforcements this turn and is within 12" of the bearer.Before the battle, generate the invocations that each ETHEREAL model from your army knows using the table below. You can either roll one D6 to generate each invocation randomly (re-rolling duplicate results), or you can select which invocations the ETHEREAL knows.
D6 | INVOCATION |
1 | STORM OF FIRE The steady gaze of the Ethereal reminds those of the Fire Caste that there lies within the heart of every storm a zone of silence that remains serene even as fury rages all about it. So inspired, they apply themselves to their assigned tasks with hard-eyed calm even as they continue to hammer the foe with unrelenting firepower. If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. That unit can make ranged attacks without any action it is performing failing. |
2 | SENSE OF STONE As stone resists the onslaught of the other elements in their endless quest to wear it away, so do the T’au exhibit that same unbending resilience. The result is a nigh-supernatural fortitude that sees them shrug off even the most punishing blows. If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a CORE model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. |
3 | ZEPHYR’S GRACE As a breath of air slips unseen and unheard through blades of grass in a night-time forest, so do the T’au filter swift and silent across the battlefield. If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a ranged attack is made against that unit, if it did not Remain Stationary in your previous Movement phase, subtract 1 from that attack’s hit roll. |
4 | POWER OF TIDES It is not only the T’au who are inspired by the presence of the Ethereals. As surely as a world’s moons govern the tides of its oceans, so are even the strangest alien auxiliaries given fresh heart by such a serene presence. If this invocation is inspiring, select one friendly T’AU AUXILIARY unit within 6" of this ETHEREAL. Each time a model in that unit makes an attack, add 1 to that attack’s wound roll. |
5 | UNIFYING MANTRA (AURA) With simple eloquence does the chanting of the Ethereal remind their comrades of their place within the Greater Good, and of how those of all castes are stronger when they stand shoulder to shoulder against adversity than when they strive alone. If this invocation is inspiring, then while a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) is within 6" of this ETHEREAL:
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6 | WISDOM OF THE GUIDES An unspoken sense of serene enlightenment flows through the T’au ranks. None questions its source, for all understand this is the wisdom of the Ethereals made manifest amongst them. Thus offered the calm for fresh perspective amidst the mayhem of battle, the T’au commanders swiftly glean insights into the strategic ebb and flow. If this invocation is inspiring, you gain 1 Command point. |
If a <SEPT> CHARACTER model is your WARLORD, you can use the T’au Empire Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a KROOT CHARACTER model is your WARLORD, you can instead use the Kroot Warlord Traits table below to determine what Warlord Trait they have in the same manner.
When you have determined a Warlord Trait for a T’AU EMPIRE CHARACTER model, replace all instances of the <SEPT> keyword in their Warlord Trait (if any) with the name of the sept that your model is from.
D6 | WARLORD TRAIT |
1 | PRECISION OF THE HUNTER This warlord prowls the battlefield like a high-tech apex predator, stalking and assessing their quarry before they strike. When they do launch their assault, their every shot and blow is informed by their careful observations, perfectly aimed where they will do the greatest harm. Each time this WARLORD makes an attack, you can re-roll the hit roll and you can re-roll the wound roll. |
2 | THROUGH UNITY, DEVASTATION (AURA) Having studied every nuance of the art of applied mass-firepower, this warlord has mastered its deployment. Under their calm tutelage and stern gaze, warriors of the Fire Caste maximise every shot they fire, creating a blizzard of deadly-accurate energy that can pick apart even the most heavily armoured targets. While a friendly <SEPT> CORE unit is within 6" of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
3 | A GHOST WALKS AMONG US Whether through application of personalised active camouflage or hard-earned stealth techniques mastered over dozens of missions behind enemy lines, this warlord can become virtually invisible to the foe should they choose to. They reveal themselves only when the moment is right to strike, exploding from the shadows with sudden and shocking ferocity.
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4 | THROUGH BOLDNESS, VICTORY This warlord favours courageous, some would say reckless, tactics that see them close swiftly on the foe and eliminate them through violent and decisive action. Enemies fall before their thunderbolt offensive, barely realising they are under attack before they have been slain in the name of the Greater Good. In your Command phase, select one friendly <SEPT> CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a CORE model in that unit makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target. |
5 | EXEMPLAR OF THE KAUYON Long meditation upon the tenets of the Patient Hunter have seen this warlord master the application of this cunning ambush strategy. When they take to battlefield, they embody the teachings of the Kauyon, much to the dismay of their luckless prey. After both players have deployed their armies and determined who has the first turn, select up to one friendly <SEPT> unit, or up to three friendly <SEPT> units if you selected the Kauyon Tactical Philosophy this battle, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first. |
6 | EXEMPLAR OF THE MONT’KA This warlord has studied the strategic and tactical precepts of the Mont’ka, the art of the Killing Blow. They both lead and fight accordingly, formulating swift and decisive battle-plans and leading their cadres from the front in aggressive strikes that send the enemy reeling. In your Command phase, select one friendly <SEPT> CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a Core model in that unit makes a ranged attack that targets an enemy unit within 9", or 12" if you selected the Mont’ka Tactical Philosophy this battle, you can re-roll the wound roll. |
D3 | WARLORD TRAIT |
1 | MASTER OF THE HUNT (AURA) This warlord is an accomplished tracker of prey through even the most treacherous terrain or most extreme of weather conditions. They can detect camouflaged foes at fifty paces through a blizzard, employing only fieldcraft and instinct, and direct the warriors under their control to strike and slaughter their hapless quarry accordingly. While a friendly KROOT unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack that targets a unit within 12", the target does not receive the benefits of cover against that attack. |
2 | PACK LEADER (AURA) Rugged and rough-mannered, this warlord is more at home amongst the rank and file of their followers than attending high-level briefings. In battle they fight fierce and dirty, leading their warriors from front and centre, and urging them into the fray with a carnivore’s ferocious hunger. While a friendly KROOT unit is within 6" of this WARLORD, each time you make a charge roll for that unit, roll one additional D6 and discard one of the dice. |
3 | NOMADIC HUNTER (AURA) This warlord keeps their warriors always on the move, tracking fresh prey whose bodies may be consumed in order to claim their strength. His followers have become adept at the loping pursuit, snapping off harassing fire even as they tirelessly and mercilessly run their victims to ground. While a friendly KROOT unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, if that unit did not Fall Back this turn, it counts as having Remained Stationary during its previous Movement phase. |
CHARACTER | WARLORD TRAIT |
Aun’Shi | Academy Luminary |
Aun’Va | Through Unity, Devastation (Aura) |
Commander Farsight | Exemplar of the Mont’ka |
Commander Shadowsun | Exemplar of the Kauyon |
Darkstrider | A Ghost Walks Among Us |
Longstrike | Through Boldness, Victory |
Shas’o R’alai | Inspiring Leader (Aura) |
Shas’o R’myr | Inspiring Leader (Aura) |
If every model in your army (excluding UNALIGNED units) has the T’AU EMPIRE keyword, and your WARLORD has the T’AU EMPIRE keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the T’au Empire secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
As efforts to secure this region continue, we must site sensor-beacons so as to help coordinate combined arms assaults and guide in orbital fire support and aerial combat assets.
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Effective strategy requires not just the successful capture of crucial battlefield assets, or their denial to the enemy, but also proper implementation of the Code of Fire in matters of strategic timing. We must demonstrate our mastery of all these principles if we are to best serve the Greater Good.
A sloppy and costly victory is, to the T’au, no victory at all. We must execute the battle plan with faultless efficiency, and in so doing avoid unnecessary losses.
In this section you’ll find additional rules for playing Crusade battles with T’au Empire, such as Agendas, Battle Traits and Crusade Relics that are bespoke to T’au Empire units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
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This world is pivotal to the faith of the local populace, be it a site of pilgrimage or of religious governance. Its conquest may shake the faith of some foes, but will likely stoke the fervour and fury of others.
Diplomat Power: 5Made rich by its mineral deposits and the labour of countless unlucky souls, this world - and the military forces who guard and oversee excavations - have become lazy and easily corrupted. Conquering this planet will effectively starve the enemy war machine across the wider system.
Diplomat Power: 3Worlds such as this boast large population centres, but are typically less well-defended than are more strategically valuable worlds. Conquering this planet will cut off a stream of recruits for local military forces, but will also spur neighbouring planets to accelerate their own martial preparations, fearing they may be invaded next!
Diplomat Power: 3The fall of such a pivotal military strongpoint would weaken local defences enormously. Of course, overcoming this world’s conventional fortifications may prove extremely challenging. Other, subtler methods of conquest may prove more efficacious.
Diplomat Power: 4A powerful and valuable voidborne stronghold, this location acts as not only a centre for military might in the system but also a nexus for intelligence gathering and contingency planning. Its conquest would hurt the enemy both strategically and tactically, and likely produce a rich bounty of valuable information.
Diplomat Power: 5It is a truism that lines of supply win or lose wars. Capturing this breadbasket world will threaten enemy planets throughout the system with potential starvation, while also ensuring the invaders’ supplies are replenished and their warriors fed.
Diplomat Power: 2From this well-defended world do the local rulers govern their system-wide empire. The conquest of such a world will have huge ramifications, undermining the positions of local rulers on neighbouring worlds while bolstering the morale of the invaders as they see the heart of the enemy power structure laid low.
Diplomat Power: 6Worlds such as this are no easy prize. Success in trade requires finely honed negotiating skill, while the combination of private contractors and heavy military investment ensures impressive defensive forces always on station. Should such a well-protected world fall, however, the shock waves will ripple through the rest of the system to great effect.
Diplomat Power: 4Whether it is an industrial manufacturing centre or an enclave of high-minded scientific experimentation, the technological advancements this world will yield to its conquerors are more than worth the military expenditure required to seize them.
Diplomat Power: 4There are times when words may prove a greater weapon than any quantity of bombs or bullets. A world overthrown through diplomatic means enters the fold willingly and unmarred by the devastation of war, sending the message to all that meek compliance may spare the defenders many horrors.
If your Crusade force has a number of Diplomat points equal to or higher than that planet’s Diplomat Power, subtract that planet’s Diplomat Power from your Crusade force’s Diplomat points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over.Those who will not accept the message of the T’au’va, and who cannot see the benefits of willing assimilation into the T’au Empire, must be rendered compliant through military force. They will still fall, of course, as battlesuit teams drop from the heavens with guns blazing and Hunter Cadres sweep unstoppably from one battlefront to the next. Regrettably, however, such conflicts may reduce the world’s infrastructure to ruins before they are done.
If your Crusade force has a number of Military points equal to or higher than that planet’s Military Power, subtract that planet’s Military Power from your Crusade force’s Military points total and your Crusade force takes over that planet. Remember to apply that planet’s Assimilation Abilities when it is taken over.Should local defenders begin to waver, and an opportunity be spotted to shatter their morale without further bloodshed, then the Air and Fire Castes will gladly engage in the necessary theatrics. Sometimes all it takes is a little posturing and implied threat to see the hostile forces stand down and peace talks to begin in earnest.
The T’au make little distinction between void fleets intended for military conquest, and those set up for rapid colonisation. When an enemy world is brought to heel, therefore, all the necessary Earth, Air and Water Caste assets are already on hand to establish new supply lines.
It is considered no small privilege to field-test one of the Earth Castes many powerful experimental weapon systems or other pieces of military hardware. Some T’au Commanders will selflessly request the honour through a desire to further the Greater Good. Others humbly accept such a vital responsibility when they are chosen for it as a reward for their military achievements.
T’au Commanders must master the piloting of many different marks of battlesuit during their career, donning a new mantle with thankful humility each time a fresh tactical challenge requires its particular tactical strengths.
Through a long period of serene meditation upon the nature of the T’au’va, an Ethereal may unlock new revelations within their own psyche and thus gain a deeper understanding of the castes that make up T’au society.
Some amongst the enemy’s command structure are more open to the message of the Ethereals than others. Such contacts must be encouraged and exploited.
Whether they be defecting enemy officers or T’au diplomats or scientists who have been caught woefully out of position, these individuals must be secured swiftly.
An enemy without the food, munitions or fuel to keep fighting is one more swiftly brought to heel with minimal loss of life on either side.
The Code of Fire dictates that stand-up battles of attrition are a last resort, and that speed and clever manoeuvre should always be employed in preference.
It is incumbent upon T’au Commanders to embody at all times the teachings of the Code of Fire, and to follow their tenets with skill and flair.
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Seismic Destabiliser Designed to undermine fortified positions and drive enemy soldiers from cover, the Seismic Destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spider’s web of fractures, and any garrisoned troops must evacuate or risk being buried under tonnes of rubble. At the start of your Shooting phase, select one enemy unit within 12" of the bearer that is on or within a BUILDING or an Area Terrain feature. Roll one D6, adding 2 to the roll if the unit is on or within a BUILDING or an Area Terrain feature that has the Obscuring terrain trait: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. |
Serenity This simple and elegant staff of office is said to have been carved through the erosion of flowing water over a thousand years. The touch of an Ethereal seems to awaken something within the stave, sending ripples of enlightened calm rolling outward to bring peace to all nearby T’au. ETHEREAL model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, it gains the following ability: |
Supernova Launcher The Supernova Launcher was developed during the bloody fighting against Hive Fleet Gorgon. Unable to get close enough to effectively deploy anti-armour ordnance against the Tyranids’ deadliest bio-organisms, Earth Caste scientists adapted several fragmentation launchers to hurl experimental plasma grenades. Launched high into the air, these projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike. Recent advancements upon the original prototypes have seen the payload augmented with thrassium targeting flares, which burn bright in multiple spectra to light up the target for T’au targeting systems. Model equipped with an airbursting fragmentation projector only. This Relic replaces an airbursting fragmentation projector and has the following profile:
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Sceptre of Unity This stave was originally crafted for the legendary Aun’Wei by the grateful Jagordian technisists as thanks for bringing their world into the T’au’va. It is said to impart all-encompassing wisdom upon its bearer, fit to match Aun’Wei’s own. ETHEREAL model only.
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A relatively young race on the galactic stage, the T’au are a highly driven and ambitious race, determined to bring as many worlds into the fold of the Greater Good as possible backed by their highly advanced weaponry.
ADVANCED TARGETING PROTOCOL SYSTEM This piece of advanced technology collects targeting telemetry based on the weapons not of the wearer but those of nearby allies, which they can use to destroy their foes all the more swiftly. <SEPT> model only. In your Command phase, select one friendly T’AU EMPIRE CORE unit within 9" of the bearer. Each time a CORE model in that unit makes a ranged attack that targets an enemy unit within half range, improve the Armour Penetration characteristic of that attack by 1. |
GUIDANCE OF THE AUN Merely knowing that an Ethereal is on the battlefield is enough to inspire T’au warriors to acts of great courage. ETHEREAL model only. Each time the bearer intones an invocation, if it is inspiring and when resolving that invocation it says to select a friendly unit within 6" of the bearer, you can select an equivalent unit anywhere on the battlefield, instead of just within 6". |
PICK UP THE SCENT Lethal and skilled hunters, the Kroot press hard into the pursuit, stopping at nothing to get to grips with their prey. KROOT model only. In your Command phase, select one friendly KROOT unit within 9" of the bearer. Until the start of your next Command phase:
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Some T’au perform complex drills in which they train to operate their weapons at extremely close range.
Through the consumption of the enemy’s flesh, Kroot are revitalised and absorb a portion of the foe’s strength.
T’au are trained to dominate the battlefield with relentless volleys of overlapping pulsefire.
The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.
Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.
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.
If your army is led by a T’AU EMPIRE WARLORD, you can, when mustering your army, give one of the following Signature Systems to a T’AU EMPIRE CHARACTER model in your army. Named characters cannot be given any of the following Relics.
When a model in your army is given a Signature System, replace all instances of the <SEPT> keyword on that Relic’s rules (if any) with the name of the sept that your model is drawn from.
Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Signature Systems your models have on your army roster.
ADVANCED EM SCRAMBLER
The alien race of the Nin’aenh possessed the uncanny ability to scramble electrical systems with a single touch. Defeated after a brutal war, the Earth Caste have worked tirelessly to integrate their abilities with technology.
BORTHROD GLAND
The Kroot found the flesh of the Borthrod super-predators so irresistible that, despite the creatures’ terrifying nature, they hunted them to extinction, This preserved gland from a bull Borthrod still exudes pheromones that drive nearby Kroot into a ravenous frenzy.
KROOT model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, the bearer gains the following ability:KA’CHAK’TARR
Kroot legend has it that the ornate rifle known as Ka’chak’tarr has consumed numerous weapons just as Kroot devour their foes, gaining ever more power and poise from each such supposed feast. It is beautifully balanced, a tool of such precision marksmanship that it only renders the violent detonations of each impacting shot all the more shocking.
Model equipped with Shaper Kroot rifle only. This Relic has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Ka’chak’tarr | |||||
Ka’chak’tarr | 24" | Rapid Fire 2 | 5 | -2 | 2 |
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
MULTI-SENSORY DISCOURAGEMENT ARRAY
The Multi-Sensory Discouragement Array was first designed as a non-lethal response to quell rioting civilians. The device resembles a pulsing sensor beacon, and emits both sub-sonic frequencies and scatter-bursts of ultraviolet colour, stunning and nauseating targets and rendering them compliant.
At the end of your Movement phase, select one enemy unit within 12" of the bearer and roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, select one of the results below to take effect until the start of your next Movement phase:NEURO-EMPATHIC NULLIFIER
This device was fashioned for Aun’Jash during the troubled War of Integration against the Pohu-Agg of the Batrazadji Cluster. Though they had much to offer and gain by accepting the Greater Good, the sheer ferocity of the Pohu-Aggfouled any effort at Water Caste diplomacy. Only by employing the Neuro-empathic Nullifier was Aun’Jash finally able to render the aliens docile long enough to open their minds to the offer of unity that the T’au brought.
ETHEREAL model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one enemy unit within 18" of and visible to the bearer and roll one D6: on a 2+, until the start of your next Command phase, the target cannot perform actions (if that unit is currently performing an action, it immediately fails).OHR’TU’S LANTERN
Shas’vre Bork’an Ohr’tu was a renowned Pathfinder who made some distinctly non-standard modifications to his markerlight. The finest minds of the applied sciences division have yet to replicate his mystifying feat, but it cannot be argued that - while occasionally unreliable - the modified markerlight is remarkably improved.
Model equipped with a markerlight only. Each time this model performs the Fire Markerlights action, roll five additional D6s (each of which causes the enemy unit to gain one Markerlight token on a roll of 3+).ONAGER GAUNTLET
Onager gauntlets were developed during the Damocles Crusade to counter the massed heavy armour spearheads of the Imperium. Armed with such a weapon, a warrior could punch straight through the thick armour of a tank, though the technology proved successful, the casualty rate amongst bearers was extremely high, and of the original twelve prototypes, only one remains.
BATTLESUIT model only. This Relic has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Onager Gauntlet | |||||
Onager Gauntlet | Melee | Melee | 12 | -4 | 3 |
PURETIDE ENGRAM NEUROCHIP
Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a holostoragepersonality unit on his birth world of Dal’yth. A sliver of that genius has been crafted into a bio-chip. When surgically implanted into the brain of a Fire Caste Commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.
While the bearer is on the battlefield, each time you spend a Command point to use a T’au Empire Battle Tactic or T’au Empire Epic Deed Stratagem, roll one D6: on a 3+, that Command point is refunded.SOLID-IMAGE PROJECTION UNIT
A recent innovation by T’au science divisions is the solid-image projection unit. This miniaturised holowave-emitter drone projects beams of so-called ‘heavy light’, forming an utterly convincing illusory image that is solid to the touch, while simultaneously masking the true target with an advanced refraction field. Many foes have been fatally wrong-footed by this cunning device.
THE BE’GEL HUNTER’S PLATE
Rumour has it this armour-cladding incorporates plates salvaged from one of Commander Puretide’s own battlesuits, piloted by the martial savant during his wars against the Orks during the Second Sphere Expansion. It emphasises protective fortitude, rerouting gravitic micro-buffering and ionised counter-surges in response to incoming impacts. The result is personal protective plating that adapts and reacts to the enemy’s attacks with impressive speed.
THE HUMBLE STAVE
This unadorned baton was once the only symbol of office born by the softly spoken Aun’Ghu. Its mere presence reminds T’au of their humble status within the Greater Good.
ETHEREAL model only.THE KINDLED BLADE
It is said of the Kindled Blade that it was employed in the very first ta’lissera ritual ever performed. During times of peace it rests in state in one or other of the septs’ Fire Caste academies, being transferred to a new location every thirty-three years. In battle, the blade carries tremendous significance; brandishing it aloft symbolises a ta’lissera bond between all of the Fire Caste who are present.
CADRE FIREBLADE model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, it gains the following ability:Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Accelerator bow | ||||||
Accelerator bow | 18" | Assault 1 | 6 | -2 | 1 | Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
+0..5 Accelerator burst cannon | ||||||
+0..5 Accelerator burst cannon | 18" | Assault 8 | 6 | -1 | 1 | - |
+8..10 Airbursting fragmentation projector | ||||||
+8..10 Airbursting fragmentation projector | 24" | Assault D6 | 4 | -1 | 1 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
+0..10 Burst cannon | ||||||
+0..10 Burst cannon | 18" | Assault 6 | 5 | 0 | 1 | - |
Cluster rocket system | ||||||
Cluster rocket system | 48" | Heavy 4D6 | 5 | -1 | 1 | Blast |
Blast | ||||||
+0..18 Cyclic ion blaster | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+0..18 Cyclic ion blaster | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 18" | Assault 3 | 7 | -2 | 1 | - |
- Overcharge | ||||||
- Overcharge | 18" | Assault 3 | 8 | -2 | 2 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. | ||||||
Cyclic ion raker | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Cyclic ion raker | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy 6 | 7 | -2 | 2 | - |
- Overcharge | ||||||
- Overcharge | 36" | Heavy 6 | 8 | -2 | 3 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. | ||||||
Defensive charge | ||||||
Defensive charge | 12" | Assault 1 | 5 | 0 | 1 | - |
Destroyer missile | ||||||
Destroyer missile | 72" | Heavy 1 | 12 | -5 | 2D3 | The bearer can only shoot with each destroyer missile it is equipped with once per battle. Each time the bearer is selected to shoot, it cannot shoot with more than two of the destroyer missiles it is equipped with. |
The bearer can only shoot with each destroyer missile it is equipped with once per battle. Each time the bearer is selected to shoot, it cannot shoot with more than two of the destroyer missiles it is equipped with. | ||||||
Dispersed fusion blaster | ||||||
Dispersed fusion blaster | 18" | Assault 2 | 7 | -4 | 2 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3. | ||||||
Dvorgite skinner | ||||||
Dvorgite skinner | 12" | Assault D6 | 4 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Experimental pulse submunitions rifle | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Experimental pulse submunitions rifle | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- EMP | ||||||
- EMP | 24" | Assault 1 | 1 | 0 | 1 | Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends. |
Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends. | ||||||
- Hyper density sabot | ||||||
- Hyper density sabot | 36" | Assault 2 | 9 | -2 | 2 | - |
- Ionic cluster-beam shell | ||||||
- Ionic cluster-beam shell | 24" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
Fireblade pulse rifle | ||||||
Fireblade pulse rifle | 36" | Rapid Fire 1 | 5 | -2 | 2 | - |
+5 Flamer | ||||||
+5 Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Flechette launcher | ||||||
Flechette launcher | 18" | Assault 5 | 3 | 0 | 1 | - |
Fletchette pod | ||||||
Fletchette pod | 12" | Assault 5 | 3 | 0 | 1 | - |
Fragmentation cluster shell launcher | ||||||
Fragmentation cluster shell launcher | 36" | Heavy 3D6 | 5 | -1 | 1 | Blast |
Blast | ||||||
+0..15 Fusion blaster | ||||||
+0..15 Fusion blaster | 18" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Fusion cascade | ||||||
+10 Fusion cascade | 12" | Assault D3 | 8 | -4 | D6 | Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Fusion collider | ||||||
Fusion collider | 24" | Heavy 3 | 9 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Fusion eradicator | ||||||
Fusion eradicator | 24" | Heavy 5 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Grenade belt | ||||||
Grenade belt | 6" | Grenade 2D6 | 5 | -1 | 1 | Blast. The bearer can only shoot with this weapon once per battle. |
Blast. The bearer can only shoot with this weapon once per battle. | ||||||
Heavy burst cannon | ||||||
Heavy burst cannon | 36" | Heavy 12 | 6 | -2 | 2 | - |
Heavy rail cannon | ||||||
Heavy rail cannon | 72" | Heavy 2 | 14 | -5 | D3+6 | Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. | ||||||
Heavy rail cannon array | ||||||
Heavy rail cannon array | 120" | Heavy 2 | 18 | -5 | D6+6 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. | ||||||
Heavy rail rifle | ||||||
Heavy rail rifle | 60" | Heavy 2 | 9 | -4 | D3+3 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. | ||||||
High intensity markerlight | ||||||
High intensity markerlight | 36" | Heavy 3 | - | - | - | Markerlight |
Markerlight | ||||||
High-energy fusion blaster | ||||||
High-energy fusion blaster | 24" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
High-intensity plasma rifle | ||||||
High-intensity plasma rifle | 36" | Assault 2 | 8 | -4 | 3 | - |
+15 High-output burst cannon | ||||||
+15 High-output burst cannon | 18" | Assault 10 | 5 | -1 | 1 | - |
+0..10 High-yield missile pod | ||||||
+0..10 High-yield missile pod | 30" | Heavy 4 | 7 | -2 | 2 | - |
+10 Ion accelerator | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Ion accelerator | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 72" | Heavy 6 | 7 | -3 | 3 | - |
- Overcharge | ||||||
- Overcharge | 72" | Heavy 6 | 8 | -3 | 4 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. | ||||||
+0..10 Ion cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+0..10 Ion cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 3D3 | 7 | -2 | 2 | - |
- Overcharge | ||||||
- Overcharge | 60" | Heavy 3D3 | 8 | -2 | 3 | Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. |
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. | ||||||
Ion rifle | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Ion rifle | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 30" | Heavy 3 | 7 | -2 | 1 | - |
- Overcharge | ||||||
- Overcharge | 30" | Heavy 3 | 8 | -2 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Ionic discharge cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Ionic discharge cannon | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 24" | Heavy 6 | 8 | -1 | 2 | - |
- Nova | ||||||
- Nova | 24" | Heavy 6 | 9 | -1 | 3 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Kroot bolt thrower | ||||||
Kroot bolt thrower | 36" | Assault 6 | 6 | -1 | 1 | - |
Kroot gun | ||||||
Kroot gun | 48" | Heavy 2 | 7 | -1 | 2 | - |
Kroot hunting rifle | ||||||
Kroot hunting rifle | 36" | Heavy 1 | 6 | -1 | 2 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Kroot pistol | ||||||
Kroot pistol | 12" | Pistol 1 | 5 | -1 | 1 | - |
Kroot pistol (Kroot Farstalkers) | ||||||
Kroot pistol (Kroot Farstalkers) | 12" | Pistol 1 | 4 | 0 | 1 | - |
Kroot rifle (shooting) | ||||||
Kroot rifle (shooting) | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Kroot scattergun | ||||||
Kroot scattergun | 18" | Assault 2 | 4 | 0 | 1 | - |
Light missile pod | ||||||
Light missile pod | 24" | Assault 2 | 7 | -1 | 2 | - |
Londaxi tribalest | ||||||
Londaxi tribalest | 18" | Heavy 3 | 7 | -1 | 1 | Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. |
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. | ||||||
36" | Heavy 4 | 5 | 0 | 1 | - | |
Longshot pulse rifle | ||||||
Longshot pulse rifle | 48" | Rapid Fire 1 | 5 | -2 | 1 | - |
Markerlight | ||||||
Markerlight | 36" | Heavy 1 | - | - | - | Markerlights |
Markerlights | ||||||
Miniaturised flechette pod | ||||||
Miniaturised flechette pod | 12" | Pistol 4 | 3 | 0 | 1 | - |
+0..15 Missile pod | ||||||
+0..15 Missile pod | 30" | Assault 2 | 7 | -2 | 2 | - |
Neutron blaster | ||||||
Neutron blaster | 18" | Assault 2 | 5 | -3 | 2 | - |
Nexus missile launcher | ||||||
Nexus missile launcher | 60" | Heavy 3D6 | 6 | -3 | 1 | Blast |
Blast | ||||||
Phased ion gun | ||||||
Phased ion gun | 30" | Assault 4 | 6 | -1 | 1 | - |
Phased plasma-flamer | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Phased plasma-flamer | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 12" | Heavy 2D6 | 6 | -2 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
- Nova | ||||||
- Nova | 12" | Heavy 3D6 | 6 | -2 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Piranha burst cannon | ||||||
Piranha burst cannon | 18" | Assault 6 | 6 | 0 | 1 | - |
+10 Piranha fusion blaster | ||||||
+10 Piranha fusion blaster | 18" | Assault 1 | 8 | -4 | D6+2 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4. | ||||||
+0..10 Plasma rifle | ||||||
+0..10 Plasma rifle | 30" | Assault 1 | 8 | -4 | 3 | - |
+10 Pulse blastcannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Pulse blastcannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Focused shot | ||||||
- Focused shot | 24" | Heavy 2 | 16 | -4 | 12 | - |
- Dispersed shot | ||||||
- Dispersed shot | 48" | Heavy 6 | 12 | -2 | 4 | - |
Pulse blaster | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Pulse blaster | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Close range | ||||||
- Close range | 8" | Assault 2 | 6 | -2 | 1 | - |
- Long range | ||||||
- Long range | 14" | Assault 2 | 5 | -1 | 1 | - |
Pulse carbine | ||||||
Pulse carbine | 24" | Assault 2 | 5 | 0 | 1 | - |
Pulse driver cannon | ||||||
Pulse driver cannon | 72" | Heavy 3D3 | 10 | -4 | 3 | Blast |
Blast | ||||||
Pulse ordnance driver | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Pulse ordnance driver | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Concentrated | ||||||
- Concentrated | 90" | Heavy 2 | 10 | -4 | 5 | - |
- Dispersed | ||||||
- Dispersed | 72" | Heavy D6 | 8 | -2 | 2 | Blast |
Blast | ||||||
Pulse pistol | ||||||
Pulse pistol | 12" | Pistol 1 | 5 | 0 | 1 | - |
Pulse rifle | ||||||
Pulse rifle | 36" | Rapid Fire 1 | 5 | -1 | 1 | - |
Pulse submunitions cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | ||||||
Pulse submunitions cannon | Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 3D3 | 6 | -2 | 2 | Blast |
Blast | ||||||
- Nova | ||||||
- Nova | 60" | Heavy 9 | 7 | -2 | 2 | Blast |
Blast | ||||||
Quad ion turret | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Quad ion turret | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 30" | Assault 8 | 7 | -2 | 1 | - |
- Overcharge | ||||||
- Overcharge | 30" | Assault 8 | 8 | -2 | 2 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Quill grenades | ||||||
Quill grenades | 6" | Grenade D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
+0..2 Rail rifle | ||||||
+0..2 Rail rifle | 30" | Heavy 1 | 8 | -4 | 3 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. | ||||||
Railgun | ||||||
Railgun | 72" | Heavy 1 | 14 | -6 | D3+6 | Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. |
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage. | ||||||
Remora seeker missile | ||||||
Remora seeker missile | 72" | Heavy 1 | 8 | -2 | D3 | This weapon can be used once per battle. |
This weapon can be used once per battle. | ||||||
+0..5 Seeker missile | ||||||
+0..5 Seeker missile | 72" | Heavy 1 | 9 | -3 | 2D3 | The bearer can only shoot with each seeker missile it is equipped with once per battle. |
The bearer can only shoot with each seeker missile it is equipped with once per battle. | ||||||
Seeker missile rack | ||||||
Seeker missile rack | 72" | Heavy D3+1 | 9 | -3 | 2D3 | - |
Semi-automatic grenade launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Semi-automatic grenade launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Fusion grenade | ||||||
- Fusion grenade | 20" | Assault 1 | 6 | -1 | 3 | - |
- EMP grenade | ||||||
- EMP grenade | 20" | Assault 1 | 3 | 0 | 1 | Each time a successful hit roll is made for an attack with this weapon, if the target is a VEHICLE unit (excluding TITANIC units) whose characteristics change as it loses wounds, then, until the start of your next Shooting phase, it halves the number of wounds it has remaining when determining what characteristics to use. |
Each time a successful hit roll is made for an attack with this weapon, if the target is a VEHICLE unit (excluding TITANIC units) whose characteristics change as it loses wounds, then, until the start of your next Shooting phase, it halves the number of wounds it has remaining when determining what characteristics to use. | ||||||
Shade | ||||||
Shade | 24" | Assault 2 | 5 | -2 | 2 | - |
Shaper Kroot rifle | ||||||
Shaper Kroot rifle | 24" | Rapid Fire 2 | 4 | -1 | 1 | - |
+25 Skyspear missile rack | ||||||
+25 Skyspear missile rack | 72" | Heavy D6 | 6 | -2 | 2 | Blast |
Blast | ||||||
+0..5 Smart missile system | ||||||
+0..5 Smart missile system | 30" | Heavy 4 | 5 | -1 | 1 | Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. |
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. | ||||||
Supremacy railgun | ||||||
Supremacy railgun | 72" | Heavy 2 | 12 | -4 | D3+3 | Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage. | ||||||
+35 Swiftstrike burst cannon | ||||||
+35 Swiftstrike burst cannon | 36" | Heavy 12 | 6 | -1 | 1 | - |
+50 Swiftstrike railgun | ||||||
+50 Swiftstrike railgun | 48" | Heavy 2 | 10 | -4 | D3+3 | Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. |
Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage. | ||||||
+0..5 T’au flamer | ||||||
+0..5 T’au flamer | 12" | Assault D6+2 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Tri-axis ion cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Tri-axis ion cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 60" | Heavy 9 | 7 | -2 | 2 | - |
- Overcharge | ||||||
- Overcharge | 60" | Heavy 3D6 | 8 | -2 | 3 | Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon. |
Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon. | ||||||
+5 Twin airbursting fragmentation projector | ||||||
+5 Twin airbursting fragmentation projector | 24" | Assault 2D6 | 4 | -1 | 1 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
+5 Twin burst cannon | ||||||
+5 Twin burst cannon | 18" | Assault 12 | 5 | 0 | 1 | - |
Twin hazard burst cannons | ||||||
Twin hazard burst cannons | 18" | Assault 8 | 5 | 0 | 1 | - |
+10 Twin heavy fusion cannon | ||||||
+10 Twin heavy fusion cannon | 24" | Heavy 2 | 9 | -4 | D6+2 | Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+4. |
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+4. | ||||||
Twin Kroot gun | ||||||
Twin Kroot gun | 48" | Rapid Fire 2 | 7 | -1 | D3 | - |
Twin plasma rifle (Legendary) | ||||||
Twin plasma rifle (Legendary) | 24" | Rapid Fire 2 | 6 | -3 | 1 | - |
+10 Twin plasma rifle | ||||||
+10 Twin plasma rifle | 30" | Assault 2 | 8 | -4 | 3 | - |
+15 Twin smart missile system | ||||||
+15 Twin smart missile system | 30" | Heavy 8 | 5 | -1 | 1 | Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. |
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. | ||||||
+25 Twin swiftstrike burst cannon | ||||||
+25 Twin swiftstrike burst cannon | 36" | Heavy 16 | 6 | -1 | 1 | - |
Twin T’au flamer | ||||||
Twin T’au flamer | 12" | Assault 2D6+4 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+10 Twin T’au plasma cannon | ||||||
+10 Twin T’au plasma cannon | 48" | Heavy 6 | 7 | -3 | 2 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Crushing bulk | ||||||
Crushing bulk | Melee | Melee | +1 | -1 | 1 | - |
Crushing feet | ||||||
Crushing feet | Melee | Melee | User | -2 | 2 | Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack. |
Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack. | ||||||
Dawn Blade | ||||||
Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | ||||||
Dawn Blade | Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | |||||
- Strike | ||||||
- Strike | Melee | Melee | x2 | -3 | 3 | - |
- Sweep | ||||||
- Sweep | Melee | Melee | +1 | -2 | 1 | Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. | ||||||
Fidelity | ||||||
Fidelity | Melee | Melee | +2 | -2 | 2 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores one additional hit. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores one additional hit. | ||||||
Ghostkeel fists | ||||||
Ghostkeel fists | Melee | Melee | +1 | -1 | 2 | - |
Great Knarloc beak and talons | ||||||
Great Knarloc beak and talons | Melee | Melee | User | -4 | 3 | - |
Honour stave | ||||||
Honour stave | Melee | Melee | +2 | -1 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Knarloc beak and talons | ||||||
Knarloc beak and talons | Melee | Melee | +2 | -2 | 2 | Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. |
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. | ||||||
Kroot rifle (melee) | ||||||
Kroot rifle (melee) | Melee | Melee | User | -1 | 1 | - |
Krootox fists | ||||||
Krootox fists | Melee | Melee | User | -2 | 2 | - |
Ripping fangs | ||||||
Ripping fangs | Melee | Melee | User | -1 | 1 | - |
Riptide fists | ||||||
Riptide fists | Melee | Melee | +1 | -2 | 2 | - |
Ritual blade | ||||||
Ritual blade | Melee | Melee | +1 | -1 | 1 | - |
Stingwing claws | ||||||
Stingwing claws | Melee | Melee | User | -1 | 1 | - |
Supreme honour blade | ||||||
Supreme honour blade | Melee | Melee | +2 | -1 | 2 | - |
Thunderous footfalls | ||||||
Thunderous footfalls | Melee | Melee | User | -2 | 2 | - |
OTHER WARGEAR | ABILITIES | ||||||
+5 Advanced targeting system (Legendary) | |||||||
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). | |||||||
+5 Advanced targeting system (Legendary) | A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). | ||||||
Advanced targeting system | |||||||
Each time the bearer makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target. | |||||||
Advanced targeting system | Each time the bearer makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target. | ||||||
Baggage harness | |||||||
The bearer gains the following ability: ‘Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’ | |||||||
Baggage harness | The bearer gains the following ability: ‘Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’ | ||||||
+0..10 Counterfire defence system | |||||||
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword. | |||||||
+0..10 Counterfire defence system | The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword. | ||||||
+10 Counterfire defence system (Legendary) | |||||||
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. | |||||||
+10 Counterfire defence system (Legendary) | A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. | ||||||
+0..5 Drone controller | |||||||
In your Command phase, you can select one DRONE unit within 6" of the bearer. Until the start of your next Command phase:
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+0..5 Drone controller | In your Command phase, you can select one DRONE unit within 6" of the bearer. Until the start of your next Command phase:
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+5 Drone controller (Legendary) | |||||||
DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls. | |||||||
+5 Drone controller (Legendary) | DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls. | ||||||
+5 Early warning override (Legendary) | |||||||
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots. | |||||||
+5 Early warning override (Legendary) | If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots. | ||||||
+0..10 Early warning override | |||||||
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+0..10 Early warning override |
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Flare launcher | |||||||
Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost. | |||||||
Flare launcher | Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost. | ||||||
+5 Homing Beacon | |||||||
If this unit is equipped with a homing beacon, it can perform the following action: ‘Homing Beacon (Action): In your Command phase, any number of units from your army that are equipped with homing beacons can start to perform this action. The action is completed at the start of the Reinforcements step of your next Movement phase. When it is completed, the unit performing the action loses its homing beacon and one friendly CRISIS CORE unit that was setup in a Manta hold (see Manta Strike) can be set up on the battlefield within 3" of the unit and more than 9" away from any enemy models, even if it is the first battle round.’ We recommend placing a Homing Beacon model next to the unit as a reminder, removing it once this action has been completed (a Homing Beacon does not count as a model for any rules purposes). | |||||||
+5 Homing Beacon | If this unit is equipped with a homing beacon, it can perform the following action: ‘Homing Beacon (Action): In your Command phase, any number of units from your army that are equipped with homing beacons can start to perform this action. The action is completed at the start of the Reinforcements step of your next Movement phase. When it is completed, the unit performing the action loses its homing beacon and one friendly CRISIS CORE unit that was setup in a Manta hold (see Manta Strike) can be set up on the battlefield within 3" of the unit and more than 9" away from any enemy models, even if it is the first battle round.’ We recommend placing a Homing Beacon model next to the unit as a reminder, removing it once this action has been completed (a Homing Beacon does not count as a model for any rules purposes). | ||||||
+5 Hover drone | |||||||
The bearer has a Move characteristic of 10" and the FLY keyword. | |||||||
+5 Hover drone | The bearer has a Move characteristic of 10" and the FLY keyword. | ||||||
+10 Iridium battlesuit | |||||||
The bearer has a Save characteristic of 2+. | |||||||
+10 Iridium battlesuit | The bearer has a Save characteristic of 2+. | ||||||
Markerlight | |||||||
The bearer gains the MARKERLIGHT keyword. | |||||||
Markerlight | The bearer gains the MARKERLIGHT keyword. | ||||||
+0..5 Multi-tracker | |||||||
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model. | |||||||
+0..5 Multi-tracker | Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model. | ||||||
Neuroweb system jammer | |||||||
The bearer gains the NEUROWEB SYSTEM JAMMER keyword. | |||||||
Neuroweb system jammer | The bearer gains the NEUROWEB SYSTEM JAMMER keyword. | ||||||
Pech’ra | |||||||
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of cover against that attack. | |||||||
Pech’ra | Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of cover against that attack. | ||||||
Positional relay | |||||||
Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer. | |||||||
Positional relay | Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer. | ||||||
+0..10 Shield generator | |||||||
The bearer has a 4+ invulnerable save. | |||||||
+0..10 Shield generator | The bearer has a 4+ invulnerable save. | ||||||
Stabilised optics | |||||||
The bearer does not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved, and does not suffer the penalty to hit rolls incurred for firing Heavy weapons at a target that is within Engagement Range of their unit. | |||||||
Stabilised optics | The bearer does not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved, and does not suffer the penalty to hit rolls incurred for firing Heavy weapons at a target that is within Engagement Range of their unit. | ||||||
+0..10 Target lock | |||||||
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | |||||||
+0..10 Target lock | Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | ||||||
+0..10 Velocity tracker | |||||||
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model. | |||||||
+0..10 Velocity tracker | Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model. |
Below you will find a glossary that contains a number of terms used in this Codex.
Below you will find a bullet-pointed summary of several T’au Empire rules.
The DRONE keyword is used in the following T’au Empire datasheets:
The PATHFINDER TEAM keyword is used in the following T’au Empire datasheets:
The keyword is used in the following T’au Empire datasheets:
The VIOR’LA and CORE keywords are used in the following T’au Empire datasheets:
The CADRE FIREBLADE keyword is used in the following T’au Empire datasheets:
The T’AU AUXILIARY keyword is used in the following T’au Empire datasheets:
The SUPREME COMMANDER keyword is used in the following T’au Empire datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
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The BATTLESUIT keyword is used in the following T’au Empire datasheets:
The MARKERLIGHT keyword is used in the following T’au Empire datasheets:
The AIRCRAFT and MARKERLIGHT keywords are used in the following T’au Empire datasheets:
The VEHICLE and MARKERLIGHT keywords are used in the following T’au Empire datasheets:
The DRONE and MARKERLIGHT keywords are used in the following T’au Empire datasheets:
The T’AU EMPIRE and CORE keywords are used in the following T’au Empire datasheets:
The FARSIGHT ENCLAVES keyword is used in the following T’au Empire datasheets:
Pulse carbine used in the following datasheets:
Ion rifle used in the following datasheets:
Missile pod used in the following datasheets:
Burst cannon used in the following datasheets:
Markerlight used in the following datasheets:
The T’AU EMPIRE keyword is used in the following T’au Empire datasheets:
The keyword is used in the following T’au Empire datasheets:
The DRONE keyword is used in the following T’au Empire datasheets:
The FLY keyword is used in the following T’au Empire datasheets:
The GUARDIAN DRONE keyword is used in the following T’au Empire datasheets:
The GUN DRONE keyword is used in the following T’au Empire datasheets:
The MARKER DRONE keyword is used in the following T’au Empire datasheets:
The SHIELD DRONE keyword is used in the following T’au Empire datasheets:
The SHIELDED MISSILE DRONE keyword is used in the following T’au Empire datasheets:
The COMMANDER keyword is used in the following T’au Empire datasheets:
The T’AU EMPIRE, and CHARACTER keywords are used in the following T’au Empire datasheets:
The COMMANDER and SHADOWSUN keywords are used in the following T’au Empire datasheets:
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The T’AU SEPT and CORE keywords are used in the following T’au Empire datasheets:
The VEHICLE keyword is used in the following T’au Empire datasheets:
The INFANTRY keyword is used in the following T’au Empire datasheets:
The CHARACTER keyword is used in the following T’au Empire datasheets:
The DAL’YTH and CORE keywords are used in the following T’au Empire datasheets:
The FARSIGHT ENCLAVES and BATTLESUIT keywords are used in the following T’au Empire datasheets:
The CORE and INFANTRY keywords are used in the following T’au Empire datasheets:
The T’AU EMPIRE and CHARACTER keywords are used in the following T’au Empire datasheets:
Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.
The Fire Caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number.
Many T’au war engines and martial technologies incorporate backup Al that can lend support to pilots in extremis.
The RIPTIDE BATTLESUIT keyword is used in the following T’au Empire datasheets:
This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.
Drone Al are adaptive enough to be assigned individual missions by their masters.
The BUILDING keyword is used in the following T’au Empire datasheets:
A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.
The DEVILFISH keyword is used in the following T’au Empire datasheets:
Though the technique is frowned upon as dangerously reckless, the most dedicated or aggressive Fire Warriors sometimes spring from their moving transports, roll with the impact of landing, and come up with pulse weapons already blazing.
In their wisdom, the T’au Ethereals know how powerful the combined strength of the four other castes can be.
Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.
The CRISIS and BATTLESUIT keywords are used in the following T’au Empire datasheets:
Engaging all systems, skilled battlesuit pilots can surge into battle in a blaze of deadly-accurate firepower.
Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.
The STEALTH BATTLESUITS keyword is used in the following T’au Empire datasheets:
The GHOSTKEEL BATTLESUIT keyword is used in the following T’au Empire datasheets:
The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their advance. This process is known as mesme’j’kaara - the wall of mirrors.
O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.
Inspired by the fieldcraft of alien auxilia, the warriors of Dal’yth are practised in subtly encircling their foes.
The active sensor-nets employed by Devilfish transports are able to instantly outlink to nearby friendly forces to triangulate visible targets for elimination.
The FIRE WARRIOR TEAM keyword is used in the following T’au Empire datasheets:
Some T’au perform complex drills in which they train to operate their weapons at extremely close range.
The T’AU EMPIRE and JET PACK keywords are used in the following T’au Empire datasheets:
T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.
The BREACHER TEAM keyword is used in the following T’au Empire datasheets:
Some T’au perform complex drills in which they train to operate their weapons at extremely close range.
Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.
T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.
Seeker missiles are designed to lock onto the remote targeting beacon provided by a markerlight beam and ride the signal all the way to their target, even bypassing and evading intervening terrain in the process.
By modulating their weapons’ settings, skilled T’au marksmen can cause an ionised energy pulse to erupt from the point of impact to inflict neurological and wave-field disruption upon the foe.
The NEUROWEB SYSTEM JAMMER keyword is used in the following T’au Empire datasheets:
This device emits an intense neurostatic jamming field, scrambling the enemy’s senses and fouling their aim.
Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns and systematically lay waste to the foe.
Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.
The STRIKE TEAM keyword is used in the following T’au Empire datasheets:
With mechanical efficiency instilled by endless drills, the T’au maintain a punishing fire rate even when engaging the enemy at long range.
Having intentionally allowed the foe a false sense of security, the T’au now shatter that ill-founded confidence with a focused fusillade.
The HAMMERHEAD keyword is used in the following T’au Empire datasheets:
Hammerhead railguns are able to fire short-ranged fragmentation rounds for anti-personnel defence.
T’au are trained to dominate the battlefield with relentless volleys of overlapping pulsefire.
Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.
T’au Sept 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.
The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.
Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.
The COUNTERFIRE DEFENCE SYSTEM keyword is used in the following T’au Empire datasheets:
Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and blunting the onslaught.
The PHOTON GRENADES keyword is used in the following T’au Empire datasheets: