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.


Books

BookKindEditionVersionLast update
  T’au Empire
  T’au EmpireCodex9Indomitus 1.0March 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q3June 2022
  Munitorum Field Manual 2022 Mk II
  Munitorum Field Manual 2022 Mk IIExpansion9June 2022
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.5May 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

Codex: T’au Empire

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.

The <SEPT> Keyword

Many datasheets in this faction have the <SEPT> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

Most T’au Empire units are drawn from a sept. When you include such a unit in your army, you must nominate which sept it is from and then replace the <SEPT> keyword in every instance on its datasheet with the name of your chosen sept. This could be one of the septs detailed in a Warhammer 40,000 publication, or one of your own design.

While the Farsight Enclaves are not themselves a sept, for all rules purposes we treat them as such, and the <SEPT> keyword can be replaced with the FARSIGHT ENCLAVES keyword.

Example: If you include a Cadre Fireblade in your army, and you decide he is from Vior’la, his <SEPT> keyword becomes VIOR’LA and his Volley Fire ability reads: ‘While a friendly VIOR’LA CORE unit is within 6" of this unit’s CADRE FIREBLADE model, each time a CORE model in that unit makes an attack with a pulse weapon, an unmodified hit roll of 6 scores one additional hit.’

If your army is Battle-forged, you cannot include units from two different T’au septs in the same Detachment. You can find out more about Battle-forged armies in the Warhammer 40,000 Core Book.


Philosophies of War

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.

MONT’KA
In battle rounds 1-3:
  • Each time this unit makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it counts as having Remained Stationary.
  • Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit within the range shown in the table below, re-roll a wound roll of 1.
CURRENT BATTLE ROUNDRANGE
118"
212"
39"

KAUYON
In battle rounds 3-5:
  • This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit within 12", if that model is not within Engagement Range of any enemy units and did not Fall Back this turn, on an unmodified hit roll of the value shown in the table below, if that attack scores a hit, it scores 1 additional hit.
CURRENT BATTLE ROUNDUNMODIFIED HIT ROLL
36
45+
54+


Abilities

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.

Battlesuits

BATTLESUIT models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of. In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

Note that if a BATTLESUIT model has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of its unit, but it will only be able to make the attacks with that weapon if all enemy units within Engagement Range of its unit have been destroyed when you come to resolve those attacks. In addition, when a BATTLESUIT model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.

Markerlights

Units in your army can perform the following action:

Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.’

While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.

Each time a T’AU EMPIRE unit (excluding T’AU AUXILIARY units) is selected to shoot:
  • Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight tokens, add 1 to that attack’s hit roll.
  • After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit.
At the end of your Shooting phase, remove all Markerlight tokens from enemy units.

Manta Strike

During deployment, if every model in this unit has this ability, you can set up this unit in a Manta hold instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Ambushing Predators

At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models.

Inspired to Greatness

In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU AUXILIARY unit within 6" of this unit’s ETHEREAL model (excluding FARSIGHT ENCLAVES units). Until the start of your next Command phase, while that unit is performing an action, it can make ranged attacks without that action failing.

Drones

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
  • A Gun Drone is equipped with: 2 pulse carbines.
  • An Interceptor Drone is equipped with: 2 ion rifles.
  • A Marker Drone is equipped with: markerlight.
  • A Recon Drone is equipped with: burst cannon.
  • A Shielded Missile Drone is equipped with: missile pod.
  • A Sniper Drone is equipped with: longshot pulse rifle.
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:
  • The Look Out, Sir rule.
  • Determining this unit’s Starting Strength, and whether this unit is below Half-strength.
  • Determining this unit’s Toughness characteristic, if it also contains models without the DRONE keyword.
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:
  • Any weapons this model is equipped with are considered to be equipped to the model it is docked with instead.
  • Attacks cannot be allocated to this model and it does not count as a model on the battlefield for any rules purposes.
  • If the model it is docked with is destroyed, this DRONE model is destroyed as well.
Keywords:
  • Drone models do not gain the keywords of any units that contain them (excluding Tactical Drones).
  • For the purposes of interacting with terrain features, DRONE models count as having the INFANTRY keyword.
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.
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.
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.
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.
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.
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.
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.
ABILITIES (Shield Drone and Shielded Missile Drone)
ABILITIES (Shield Drone and Shielded Missile Drone)
Drone Shield Generator: This model has a 4+ invulnerable save.
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.
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


Weapon Definitions

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:

Burst Weapons

A burst weapon is any weapon whose profile includes the word ‘burst’ (burst cannon, high-output burst cannon, etc.), and any Relic or Prototype System that replaces such a weapon.

Ion Weapons

An ion weapon is any weapon whose profile includes the word ‘ion’ (ion cannon, ion rifle, etc.), and any Relic or Prototype System that replaces such a weapon.

Missile Weapons

A missile weapon is any weapon whose profile includes the word ‘missile’ (missile pod, smart missile system, etc.), and any Relic or Prototype System that replaces such a weapon.

Plasma Weapons

A plasma weapon is any weapon whose profile includes the word ‘plasma’ (plasma rifle, twin plasma rifle, etc.), and any Relic or Prototype System that replaces such a weapon.

Pulse Weapons

A pulse weapon is any weapon whose profile includes the word ‘pulse’ (pulse carbine, pulse pistol, etc.), and any Relic or Prototype System that replaces such a weapon. Note that Shade (see Darkstrider datasheet) is also a pulse weapon.

Detachment Rules

A T’AU EMPIRE Detachment is one that only includes models with the T’AU EMPIRE keyword (excluding models with the UNALIGNED keyword).

A FARSIGHT ENCLAVES Detachment is one that only includes models with the FARSIGHT ENCLAVES keyword (excluding models with the T’AU AUXILIARY and UNALIGNED keyword).
  • T’AU EMPIRE Detachments gain the Cadre Command ability.
  • FARSIGHT ENCLAVES Detachments gain the Independent Power ability.
  • T’AU EMPIRE units (excluding T’AU AUXILIARY units) in T’AU EMPIRE Detachments gain the Sept Tenets ability.
  • Troops units in T’AU EMPIRE Detachments gain the Objective Secured ability.

Cadre Command

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.

  • You can include a maximum of one COMMANDER model in each Detachment in your army (excluding FARSIGHT ENCLAVES Detachments).
  • You can include a maximum of two COMMANDER models in each FARSIGHT ENCLAVES Detachment in your army.

Independent Power

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.

Sept Tenets

Each sept has its own combat philosophy suited to the skills of its warriors.

If every unit from your army (excluding T’AU AUXILIARY, SUPREME COMMANDER and UNALIGNED units) is from the same sept, all T’AU EMPIRE units with this ability, and all the models in them, gain a Sept Tenet. The Sept Tenet gained depends upon which sept they are from, as shown below.

Example: A VIOR’LA unit with the Sept Tenets ability gains the Strike Fast tenet.

If your sept does not have an associated Sept Tenet, you must instead create a new Sept Tenet for them, as described here. This allows you to customise the rules for your sept to best represent their fighting style.

In either case, write down all of your Detachments’ Sept Tenets on your army roster.

Septs

If your army is Battle-forged, <SEPT> units in T’AU EMPIRE Detachments gain access to the following sept rules, provided every <SEPT> unit (excluding SUPREME COMMANDER units) in your army is from the same sept. If every <SEPT> unit in a T’AU EMPIRE Detachment is from the same sept, that Detachment is referred to as a Sept Detachment.

WARLORD TRAITS
Each sept has an associated Sept Warlord Trait. If a T’AU EMPIRE <SEPT> CHARACTER model gains a Warlord Trait, they can have the relevant Sept Warlord Trait instead of a Warlord Trait from this section.

STRATAGEMS
Each sept has an associated Sept Stratagem. If your army includes a Sept Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Sept Stratagem.

SIGNATURE SYSTEMS
Each sept has an associated Sept Signature System. If your army is led by a T’AU EMPIRE <SEPT> CHARACTER WARLORD, you can give the relevant Sept Signature System to a T’AU EMPIRE <SEPT> CHARACTER model in your army instead of giving them a Signature System Relic. Named characters (such as COMMANDER SHADOWSUN) cannot be given a Signature System Relic.

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 System Relics your models have on your army roster.

Example: A Battle-forged army includes a T’AU EMPIRE Detachment in which every unit has the VIOR’LA keyword. A CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Academy Luminary Warlord Trait. You also have access to the Hot-blooded Stratagem and can spend CPs to use it, and if the army’s Warlord is selected from this Detachment, then a VIOR’LA CHARACTER model in your army that could be given an Signature System Relic can instead be given Automated Armour Defences.

T’au Sept

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.

SEPT TENET: COORDINATED FIRE ARCS

So exceptionally drilled and responsive are the warriors of T’au Sept that their fields of fire shift and overlap with inescapable efficiency.

  • Each time a unit with this tenet is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
  • Add 3" to the range of aura abilities of models with this tenet (to a maximum of 12").
  • Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3" to the range of that invocation or ability (to a maximum of 12").

WARLORD TRAIT: STRENGTH OF CONVICTION

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.

SIGNATURE SYSTEM: VECTORED MANOEUVRING THRUSTERS

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.
  • Add 2" to the bearer’s Move characteristic.
  • Once per battle round, when the bearer is selected as a target of a charge, if it is not within Engagement Range of any enemy units it can use this Relic. If it does, it can make a Normal Move. Until the end of the phase, the bearer cannot fire Overwatch or Set to Defend. Your opponent can select new targets for the charge.

FOCUSED FIRE2CP
T’au Sept – Battle Tactic Stratagem

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.

Use this Stratagem in your Shooting phase, when an enemy model loses any wounds as a result of an attack made by a T’AU SEPT model from your army. Until the end of the phase, each time a T’AU SEPT CORE model from your army makes an attack against that enemy model’s unit, add 1 to that attack’s wound roll.

Vior’la

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.

SEPT TENET: STRIKE FAST

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.

  • At the start of your first turn, for each unit from your army that is wholly within your deployment zone, until the end of the turn, add 2" to the Move characteristic of models in that unit.
  • You can re-roll Advance rolls and charge rolls made for units with this tenet.

WARLORD TRAIT: ACADEMY LUMINARY

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.

SIGNATURE SYSTEM: AUTOMATED ARMOUR DEFENCES

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.

HOT-BLOODED2CP
Vior’la – Battle Tactic Stratagem

The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.

Use this Stratagem in your Shooting phase, when a VIOR’LA unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit (excluding DRONE models) makes an attack that targets the closest eligible target, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

Sa’cea

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.

SEPT TENET: MASTERS OF URBAN WARFARE

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.

  • Each time a ranged attack targets a VEHICLE unit with this tenet, if the attacker is more than 18" away, then the target is treated as having the benefits of Dense Cover against that attack.
  • Each time a ranged attack targets an INFANTRY unit with this tenet, if the attacker is more than 12" away, then the target is treated as having the benefits of Dense Cover against that attack.
  • VEHICLE and BATTLESUIT models with this tenet do not suffer the penalty incurred to their hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of them.

WARLORD TRAIT: STRATEGIC CONQUEROR

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.

SIGNATURE SYSTEM: GRAV-INHIBITOR FIELD

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.

  • At the start of the Fight phase, all enemy units within Engagement Range of the bearer are not eligible to fight this phase until after all eligible units from your army have done so.
  • Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll.

ORBITAL UPLINK1CP
Sa’cea – Strategic Ploy Stratagem

Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a SA’CEA unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.

Dal’yth

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.

SEPT TENET: TRADING PARTNERS

Closer integration of alien auxiliaries sees Dal’yth cadres benefit from shared defensive technologies and unusually well-coordinated tactics.

  • Each time a ranged attack is made against an INFANTRY unit with this tenet, if the attacker is not within Engagement Range of that unit, models in that unit receive the benefit of Light Cover against that attack.
  • If you selected a Tactical Philosophy at the start of the battle, T’AU AUXILIARY units that are in the same Detachment as units with this tenet benefit from your army’s selected Tactical Philosophy.

WARLORD TRAIT: UNIFYING INFLUENCE

This warlord is held in the highest favour by the alien auxiliaries serving alongside them.

This WARLORD gains the following abilities:

Diplomatic Excellence (Aura): While a friendly DAL’YTH or T’AU AUXILIARY unit (excluding CHARACTER units) is within 6" of this WARLORD, add 1 to the Leadership characteristic of models in that unit.

Integrated Command Structure (Aura): While a friendly T’AU AUXILIARY unit is within 6" of this WARLORD, that unit is treated as not having the T’AU AUXILIARY keyword for the purpose of the Markerlights rule.

SIGNATURE SYSTEM: DYNAMIC MIRROR FIELD

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.

  • The bearer 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 12" of it.
  • The bearer has a 5+ invulnerable save.

OUTFLANK1CP
Dal’yth – Strategic Ploy Stratagem

Inspired by the fieldcraft of alien auxilia, the warriors of Dal’yth are practised in subtly encircling their foes.

Use this Stratagem at the end of your Movement phase. Select one DAL’YTH CORE unit or T’AU AUXILIARY unit from your army that is within 9" of any battlefield edges. If the mission you are playing is using the Strategic Reserves rule, you can remove that unit from the battlefield and place it in Strategic Reserves.

Bork’an

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.

SEPT TENET: SUPERIOR CRAFTSMANSHIP

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.

  • Add 4" to the Range characteristic of ranged weapons that models with this tenet are equipped with.
  • Each time a ranged attack is made with a weapon that has a Strength characteristic of 7 or less against a VEHICLE or BATTLESUIT unit with this tenet, subtract 1 from the Strength characteristic of that attack.

WARLORD TRAIT: SEEKER OF PERFECTION

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:
  • Improve the Armour Penetration characteristic of that attack by 1.
  • An unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 3 mortal wounds per phase).

SIGNATURE SYSTEM: OVERDRIVE POWER SYSTEMS

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.

EXPERIMENTAL WEAPONRY2CP
Bork’an – Epic Deed Stratagem

Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.

Use this Stratagem in your shooting phase, when a BORK’AN unit from your army is selected to shoot. Select one model in that unit and one weapon that model is equipped with. Until the end of the phase, each time that model makes an attack with that weapon, invulnerable saving throws cannot be taken against that attack.

Farsight Enclaves

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.

SEPT TENET: DEVASTATING COUNTERSTRIKE

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.

  • Each time a model with this tenet makes a ranged attack that targets a unit within 9", the target is treated as having a Markerlight token.
  • Each time a unit with this tenet is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.

WARLORD TRAIT: MASTER OF THE KILLING BLOW

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:
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 3.
  • The model that attack is allocated to cannot use any rules to ignore the wounds it loses.

SIGNATURE SYSTEM: TALISMAN OF ARTHAS MOLOCH

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.

  • In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER.
  • Add 1 to Deny the Witch tests taken for the bearer.

DROP ZONE CLEAR3CP/2CP
Farsight Enclaves – Battle Tactic Stratagem

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.

Use this Stratagem in your Movement phase, when a FARSIGHT ENCLAVES BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll and you can re-roll the wound roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem costs 3CP; otherwise, it costs 2CP.

Expanding Empire

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.

If your chosen sept does not have an associated Sept Tenet above, you must instead create their Sept Tenet. You do this by either by selecting the Allied World Sept Tenet below or by selecting two tenets from the Sector lists. Due to the slower migration of ideas and technologies across the T’au Empire, when selecting your second tenet, the following rules apply:
  • That tenet cannot be from the same Sector as the first tenet that you chose.
  • That tenet must be selected from a list corresponding to a Sector that is adjacent (as shown on the map below) to the one you selected your first tenet from.
Example: For his first tenet, Stephen selects Defensive Doctrines from the list for Sector B. Sector B is adjacent to Sector A and Sector C, so for his second tenet he must select one from either of those two Sectors. He chooses Pinpoint Targeting, and so his Sept Tenet becomes:
  • Each time a melee attack with an Armour Penetration characteristic of -1 or -2 is allocated to a model with this tenet, if that model was charged this turn, that attack has an Armour Penetration characteristic of 0 instead.
  • Each time a model with this tenet makes a ranged attack that targets a unit within 12", the target does not receive the benefits of Light Cover against that attack.

Allied World

Select one of the following septs and use the tenet of that sept:


If a CHARACTER model with this tenet gains a Warlord Trait, they can have the Sept Warlord Trait associated with the sept that you selected, instead of a Warlord Trait from this section. If it does so, replace all instances of the sept keyword on that Warlord Trait (e.g. VIOR’LA), if any, with the name of the sept that the CHARACTER is from.

Unless the only units with this tenet are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Sept Stratagem associated with the sept that you selected. When using such a Stratagem, replace all instances of the sept keyword on that Stratagem (e.g. VIOR’LA) with the sept that the units with this tenet are from.


Sector A


Strike Swiftly

At the start of the first battle round, before the first turn begins, INFANTRY units with this tenet that start the battle wholly within your deployment zone can make a Normal Move of up to 6". They cannot end this move within 9" of the enemy deployment zone or any enemy models.

Play Their Part

  • BATTLESUIT models with this tenet that have a Wounds characteristic of 9 or less count as 3 models when determining control of an objective marker.
  • BATTLESUIT models with this tenet that have a Wounds characteristic of 10 or more count as 5 models when determining control of an objective marker.

Adherents to the Teachings

  • Add 3" to the range of aura abilities of models with this tenet (to a maximum of 12").
  • Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3" to the range of that invocation or ability (to a maximum of 12").

Calm Under Pressure

Each time a model with this tenet makes a ranged attack with an Assault weapon that targets a unit within 12", add 1 to the Strength characteristic of that attack.

Sector B


Camouflage Experts

Each time a ranged attack is made against an INFANTRY unit with this tenet that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tenet is treated as receiving the benefits of Dense Cover against that attack.

Defensive Doctrines

Each time a melee attack with an Armour Penetration characteristic of -1 or -2 is allocated to a model with this tenet, if that model was charged this turn, that attack has an Armour Penetration characteristic of 0 instead.

Blocking Tactics

Each time a CORE INFANTRY unit with this tenet makes a charge move, until the start of your next Charge phase, CORE models in that unit have the Objective Secured ability. If such a model already has this ability, that model counts as one additional model when determining control of an objective marker.

Fire Caste Marksmen

Each time a model with this tenet makes a ranged attack with a pulse weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Sector C


EVASION MANOEUVRES
Each time a unit with this tenet Advances, until the start of your next Movement phase, models in that unit that can FLY have a 5+ invulnerable save against ranged attacks.

Pinpoint Targeting

Each time a model with this tenet makes a ranged attack that targets a unit within 12", the target does not receive the benefits of Light Cover against that attack.

Disengagement Protocols

Each time an INFANTRY unit with this tenet is selected to Fall Back, select one enemy unit within Engagement Range of that INFANTRY unit and roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

Fire Saturation

Each time a model with this tenet makes a ranged attack with a burst weapon that targets a unit within 12", add 1 to that attack’s hit roll.

Sector D


Reliable Weaponry

Each time a unit with this tenet is selected to shoot, you can re-roll one wound roll when resolving that unit’s attacks.

Defenders of the Cause

Each time a model with this tenet (excluding DRONE models) would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Reinforced Armour

Each time a ranged attack is made with a weapon that has a Strength characteristic of 7 or less against a VEHICLE or BATTLESUIT unit with this tenet, subtract 1 from the Strength characteristic of that attack.

Hardened Warheads

Each time a model with this tenet makes a ranged attack with a missile weapon, the target does not receive the benefits of cover against that attack.

Sector E


Turbo-jets

Add 2" to the Move characteristic of models with this tenet that can FLY.

Loyal to the End

  • Add 1 to the Leadership characteristic of models with this tenet.
  • Each time a Morale test is taken for a unit with this tenet, you can re-roll that test.

Rapid Retreat

Each time a unit with this tenet Falls Back, add 3" to the distance that every model in that unit can move.

Enriched Reactors

Each time a model with this tenet makes a ranged attack with a plasma weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Stratagems by Phase

Before battle

EMERGENCY DISPENSATION (T’au Empire – Requisition)

PROMISING PUPIL (T’au Empire – Requisition)

Battle Round

Command phase

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)

Movement phase

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)

WALL OF MIRRORS (T’au Empire – Strategic Ploy)

DROP ZONE CLEAR (Farsight Enclaves – Battle Tactic)

OUTFLANK (Dal’yth – Strategic Ploy)

Psychic phase

WISDOM OF THE MANY (T’au Empire – Epic Deed)

Shooting phase

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)

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)

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)

Enemy Shooting phase

COUNTERFIRE DEFENCE SYSTEM (T’au Empire – Strategic Ploy)

Charge phase

WISDOM OF THE MANY (T’au Empire – Epic Deed)

Enemy Charge phase

PHOTON GRENADES (T’au Empire – Wargear)

REPULSOR IMPACT FIELD (T’au Empire – Wargear)

A TRAP WELL LAID (T’au Empire – Strategic Ploy)

Fight phase

WISDOM OF THE MANY (T’au Empire – Epic Deed)

THE GRISLY FEAST (T’au Empire – Strategic Ploy)

Enemy Fight phase

THE GRISLY FEAST (T’au Empire – Strategic Ploy)

Morale phase

WISDOM OF THE MANY (T’au Empire – Epic Deed)

Taking casualties

FAIL-SAFE DETONATOR (T’au Empire – Epic Deed)

SAVIOUR PROTOCOLS (T’au Empire – Epic Deed)


Stratagems

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.

BREACH AND CLEAR1CP
T’au Empire – Battle Tactic Stratagem

Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.

Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes a ranged attack:
  • The target does not receive the benefits of cover against that attack.
  • You can re-roll the wound roll.
RELENTLESS FUSILLADE1CP
T’au Empire – Battle Tactic Stratagem

With mechanical efficiency instilled by endless drills, the T’au maintain a punishing fire rate even when engaging the enemy at long range.

Use this Stratagem in your Shooting phase, when a STRIKE TEAM unit from your army is selected to shoot. Until the end of the phase:
  • Instead of following the normal rules for Rapid Fire weapons, models in that unit shooting pulse rifles make double the number of attacks.
  • Each time a CORE model in that unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
ON-BOARD SENSORS1CP
T’au Empire – Battle Tactic Stratagem

The active sensor-nets employed by Devilfish transports are able to instantly outlink to nearby friendly forces to triangulate visible targets for elimination.

Use this Stratagem at the start of your Shooting phase. Select one <SEPT> DEVILFISH model from your army and one enemy unit within 24" of and visible to that model. Until the end of the phase, that DEVILFISH model gains the following ability:

Sensor Link (Aura): While a friendly <SEPT> FIRE WARRIOR TEAM unit is within 6" of this model, each time a model in that unit makes a ranged attack against the selected enemy unit, re-roll a hit roll of 1.’
DYNAMIC OFFENSIVE1CP
T’au Empire – Battle Tactic Stratagem

Engaging all systems, skilled battlesuit pilots can surge into battle in a blaze of deadly-accurate firepower.

Use this Stratagem in your Movement phase, when a CRISIS BATTLESUIT unit from your army is selected to move. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
PULSE ONSLAUGHT1CP
T’au Empire – Battle Tactic Stratagem

Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns and systematically lay waste to the foe.

Use this Stratagem in your Shooting phase, when a FIRE WARRIOR TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes an attack with a pulse weapon, an unmodified hit roll of 6 automatically wounds the target.
POINT-BLANK VOLLEY1CP
T’au Empire – Battle Tactic Stratagem

Some T’au perform complex drills in which they train to operate their weapons at extremely close range.

Use this Stratagem at the start of your Shooting phase. Select one FIRE WARRIOR TEAM unit from your army that is within Engagement Range of any enemy units. Until the end of the phase, pulse blasters, pulse carbines and pulse rifles that models in that unit are equipped with have the Type characteristic Pistol 2.
DROP THREAT ACQUISITION3CP/2CP
T’au Empire – Battle Tactic Stratagem

Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.

Use this Stratagem in your Movement phase, when a BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem-costs 3CP; otherwise, it costs 2CP.
SAVIOUR PROTOCOLS1CP
T’au Empire – Epic Deed Stratagem

Drones will dive into the path of incoming fire without a second thought if it means protecting T’au lives.

Use this Stratagem in any phase, when a saving throw is failed for a model in a <SEPT> unit from your army. Select one friendly <SEPT> DRONE model within 3" of that unit, or within 6" of that unit if it contains a model equipped with a drone controller. That DRONE model is destroyed and the Damage characteristic of that attack is changed to 0.
BRANCHED NOVA CHARGE2CP
T’au Empire – Epic Deed Stratagem

This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.

Use this Stratagem in your Command phase, when a RIPTIDE BATTLESUIT model from your army uses its Nova Reactor ability and it burns out. That model’s nova reactor does not burn out, and you can select one of its reactor abilities. This Stratagem cannot be used to prevent the same model’s reactor from burning out more than once per battle.
COMBAT DEBARKATION1CP
T’au Empire – Epic Deed Stratagem

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.

Use this Stratagem at the start of your Movement phase.
  • If you selected the Mont’ka Tactical Philosophy at the start of the battle and it is the first, second or third battle round, select up to three DEVILFISH models from your army.
  • If you selected the Kauyon Tactical Philosophy at the start of the battle and it is the third, fourth or fifth battle round, select up to three DEVILFISH models from your army.
  • Otherwise, select one DEVILFISH model from your army.
Until the end of the phase, each time one of those models makes a Normal Move, after it has moved, any units embarked within that transport can disembark. Any units that do so cannot charge this turn.
WISDOM OF THE MANY2CP
T’au Empire – Epic Deed Stratagem

In their wisdom, the T’au Ethereals know how powerful the combined strength of the four other castes can be.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ETHEREAL unit from your army that has not intoned an invocation this turn. That model can intone one invocation that has not already been intoned by a friendly model this turn. That invocation is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
FAIL-SAFE DETONATOR1CP
T’au Empire – Epic Deed Stratagem

The battlesuits of high value T’au operatives are equipped with a fail-safes that ensure the pilot cannot be taken alive for interrogation.

Use this Stratagem in any phase, when a BATTLESUIT model from your army is destroyed. Before removing that model from play, instead of using any rules that are triggered when that model is destroyed (e.g. the Explodes ability), roll one D6 for each unit within 3" of that model, adding 1 to the roll if the destroyed model has a Wounds characteristic of 12 or more: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
BACKUP AI1CP
T’au Empire – Epic Deed Stratagem

Many T’au war engines and martial technologies incorporate backup Al that can lend support to pilots in extremis.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE model in your army Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
EMERGENCY DISPENSATION1CP
T’au Empire – Requisition Stratagem

Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
PROMISING PUPIL1CP
T’au Empire – Requisition Stratagem

The Fire Caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ORBITAL ION BEAM2CP
T’au Empire – Strategic Ploy Stratagem

A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.

Use this Stratagem in your Command phase. Place two Ion Beam markers anywhere on the battlefield within 12" of each other. At the start of your next Command phase, draw a straight, imaginary line between the two Ion Beam markers, and then roll one D6 for each unit that this line crosses over, adding 1 if the unit being rolled for is a BUILDING: on a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. The Ion Beam markers are then removed. You can only use this Stratagem once.
WALL OF MIRRORS1CP
T’au Empire – Strategic Ploy Stratagem

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.

Use this Stratagem at the end of your Movement phase. Select one STEALTH BATTLESUITS or GHOSTKEEL BATTLESUIT unit from your army that is wholly within 9" of any battlefield edges. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
THE GRISLY FEAST1CP
T’au Empire – Strategic Ploy Stratagem

By devouring the flesh of fallen foes, Kroot believe they also absorb the enemy’s vigour and vitality.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a KROOT unit from your army. Until the end of the battle, each time a model in that Kroot unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
COORDINATED ENGAGEMENT1CP
T’au Empire – Strategic Ploy Stratagem

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.

Use this Stratagem in your Shooting phase, before selecting a unit to shoot with. Select one enemy unit and two <SEPT> units from your army that are within 18" of and visible to that enemy unit. Until the end of the phase, each time a model in one of those <SEPT> units makes an attack:
  • That attack can only target that enemy unit (and only if it is an eligible target).
  • Improve the Armour Penetration characteristic of that attack by 1.
A TRAP WELL LAID1CP
T’au Empire – Strategic Ploy Stratagem

The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one KROOT unit from your army that is not within Engagement Range of any enemy units. Until the end of the turn:
  • Add 1 to the Attacks characteristic of models in that unit.
  • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • That unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention move with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.
RECON SWEEP1CP
T’au Empire – Strategic Ploy Stratagem

Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.

Use this Stratagem in your Shooting phase, when a PATHFINDER TEAM unit from your army successfully completes the Fire Markerlights action. Each time you roll to see if an enemy unit gains a Markerlight token as a result of that action completing, add 1 to the roll. That unit can make a Normal Move.
SHOCKING FIRESTORM1CP
T’au Empire – Strategic Ploy Stratagem

Having intentionally allowed the foe a false sense of security, the T’au now shatter that ill-founded confidence with a focused fusillade.

Use this Stratagem in your Shooting phase, when a <SEPT> unit from your army is selected to shoot. Select one enemy unit within 18" of that <SEPT> unit. Until the end of the phase, each time a model in that enemy unit is destroyed as a result of an attack made by a model in that <SEPT> unit, the destroyed model counts as two destroyed models for the purposes of Morale tests this turn.
COUNTERFIRE DEFENCE SYSTEM1CP/2CP
T’au Empire – Strategic Ploy Stratagem

Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and blunting the onslaught.

Use this Stratagem in your opponent’s Shooting phase, when an attack is allocated to a COUNTERFIRE DEFENCE SYSTEM model from your army. The Damage characteristic of that attack is changed to 1. If that model has a Wounds characteristic of 14 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
DESIGNATED TASKING1CP
T’au Empire – Strategic Ploy Stratagem

Drone Al are adaptive enough to be assigned individual missions by their masters.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE unit from your army that is not within Engagement Range of any enemy units and contains both DRONE models and models without the DRONE keyword. Split that unit into two units, one containing all of the DRONE models, and the other containing all of the models without the DRONE keyword.

If any of those DRONE models are docked with another model, set them up within 1" of the model they are docked with before splitting the unit. Those DRONE models are no longer docked with that model.
STRIKE AND FADE1CP/2CP
T’au Empire – Strategic Ploy Stratagem

T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.

Use this Stratagem at the start of your Shooting phase. Select one T’AU EMPIRE JET PACK unit from your army. You can shoot with that unit and then it can make a Normal Move of up to 6". That unit cannot shoot again this phase.

If that unit contains 5 or fewer models (excluding DRONE models), this Stratagem costs 1CP; otherwise, it costs 2CP.
FREQUENCY LOCK1CP
T’au Empire – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when a T’AU EMPIRE model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a seeker missile, seeker missile rack or destroyer missile:
  • That attack can target units with one or more Markerlight tokens that are not visible to the attacking model.
  • Add 1 to that attack’s wound roll.
NEUROWEB SYSTEM JAMMER1CP
T’au Empire – Wargear Stratagem

This device emits an intense neurostatic jamming field, scrambling the enemy’s senses and fouling their aim.

Use this Stratagem in your Shooting phase. Select one enemy unit within 18" of and visible to a NEUROWEB SYSTEM JAMMER unit from your army. Roll one D6: on a 3+, until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.
REPULSOR IMPACT FIELD1CP
T’au Empire – Wargear Stratagem

Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.

Use this Stratagem in your opponent’s Charge phase, when a BATTLESUIT unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that BATTLESUIT unit. The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.
IONISED SHOCKFIELD2CP
T’au Empire – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when a model in an enemy unit is destroyed as a result of an attack made with an ion weapon by a <SEPT> model from your army. Until the start of your next Shooting phase, that enemy unit is not affected by the aura abilities of other enemy units.
SUBMUNITIONS1CP
T’au Empire – Wargear Stratagem

Hammerhead railguns are able to fire short-ranged fragmentation rounds for anti-personnel defence.

Use this Stratagem in your Shooting phase, when a HAMMERHEAD model from your army is selected to shoot. If that model is equipped with a railgun, instead of making attacks with that weapon this phase, select one enemy unit that is not within Engagement Range of any units from your army and is within 36" of and visible to that model. Roll one D6 for each model in that unit, adding 1 to each roll if that unit has 11 or more models: for each 4+, that unit suffers 1 mortal wound (to a maximum of 8 mortal wounds).
PHOTON GRENADES1CP
T’au Empire – Wargear Stratagem

Hurling a volley of photon grenades, the T’au leave their enemies dazzled and disorientated, unable to close the distance into combat at a crucial moment.

Use this Stratagem in your opponent’s Charge phase, when a PHOTON GRENADES unit from your army is selected as a target of a charge declared with an enemy unit (excluding VEHICLE and MONSTER units). Until the end of the turn:
  • Subtract 2 from that unit’s charge rolls.
  • Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.

Prototype Systems

If your army is Battle-forged and includes any T’AU EMPIRE Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the following models in your army by giving them a Prototype System:
Each time you give a model a Prototype System, its unit’s Power Rating is increased as shown in the table below If you are playing a matched play game, or a game that uses a points limit, then the points value of that model’s unit is also increased by the amount shown in the same table. Make a note on your army roster each time you give a model a Prototype System.


Note that some Prototype Systems replace one of the model’s 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.

Named characters cannot be given Prototype Systems. Each model can only have one Prototype System. An army (or a Crusade force) cannot include the same Prototype System more than once. Prototype Systems are not considered to be Relics for any rules purposes - this means a CHARACTER model can be equipped with both a Relic and a Prototype System.

A Crusade force cannot start with any models having Prototype Systems - to include one in a Crusade force you must use the Prototype System Requisition.

Starflare Ignition System

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.

Sensory Negation Countermeasures

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.

Alternating Fusion Blaster

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.

DW-02 Advanced Burst Cannon

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.

Novasurge Plasma Rifle

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.

Thermoneutronic Projector

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.

Dominator Fragmentation Launcher

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.

Internal Grenade Racks

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.

Resonator Warheads

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).

E-H Disruption Suite

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:

E-H Disruption (Aura): While an enemy unit is within 12" of this model, each time your opponent selects that unit for a Stratagem and each time your opponent uses a Stratagem when that unit is selected to shoot or fight, increase the CP cost of that Stratagem by 1CP. Note that the CP cost is only increased by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.’

Stimm Injectors

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.

Wide-spectrum Scanners

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.

Invocations of the Ethereals

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.

D6INVOCATION
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:

  • You can re-roll Morale tests taken for that unit.
  • Add 1 to Combat Attrition tests taken for that unit.

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.


Warlord Traits

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.

T’au Empire Warlord Traits

D6WARLORD 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.

  • Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.
  • Each time this WARLORD Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this WARLORD.

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.


Kroot Warlord Traits

D3WARLORD 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.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below:
CHARACTERWARLORD TRAIT
Aun’ShiAcademy Luminary 
Aun’VaThrough Unity, Devastation (Aura) 
Commander FarsightExemplar of the Mont’ka 
Commander ShadowsunExemplar of the Kauyon 
DarkstriderA Ghost Walks Among Us 
LongstrikeThrough Boldness, Victory 
Shas’o R’alaiInspiring Leader (Aura) 
Shas’o R’myrInspiring Leader (Aura) 

Chapter Approved Rules

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.).

Shadow Operations

AEROSPACE TARGETING RELAYS
End Game Objective

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.

If you select this objective, place an Aerospace Designation marker half way along each battlefield edge.

Units in your army can perform the following action:

Install Targeting Relay (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 6" of the centre of a different Aerospace Designation marker that has not had a targeting relay installed at it (see below). The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first. If this action is successfully completed, that Aerospace Designation marker is said to have had a targeting relay installed at it.’

At the end of the battle, you score a number of victory points based on how many targeting relays were installed, as shown below:

TARGETING RELAYS
NUMBER OF TARGETING RELAYS INSTALLEDVICTORY POINTS
12
26
39
415

Battlefield Supremacy

DECISIVE ACTION
Progressive Objective

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.

If you selected the Mont’ka Tactical Philosophy at the start of the battle, then at the end of your turn in battle rounds one, two and three, score 4 victory points if you control half or more of the total number of objective markers on the battlefield.

If you selected the Kauyon Tactical Philosophy at the start of the battle, then at the end of your turn in battle rounds three, four and five, score 4 victory points if you control half or more of the total number of objective markers on the battlefield.

No Mercy, No Respite

A CLEAN VICTORY
End Game Objective

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.

If you selected the Mont’ka Tactical Philosophy at the start of the battle, then at the end battle rounds one, two and three you can score each of the following:
  • 1 victory point if one or more enemy units were destroyed that battle round.
  • 3 victory points if three or more enemy units were destroyed that battle round.
If you selected the Kauyon Tactical Philosophy at the start of the battle, then at the end battle rounds three, four and five you can score each of the following:
  • 1 victory point if one or more enemy units were destroyed that battle round.
  • 3 victory points if three or more enemy units were destroyed that battle round.

Crusade Rules

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.

Expanding the Empire

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

GENERATING A NEW STAR SYSTEM

Creating a new star system involves the three following steps:
1. Determine the temperament of the system’s inhabitants.
2. Determine the number of planets.
3. Determine what each of those planets are.

More detail on each of these steps can be found on the following pages. This information should be recorded on a System Crusade card, as shown below. You can use a blank System Crusade card that you can photocopy.

PLANETS
Each planet has the following characteristics:

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

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

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

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

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


When Andrew’s forces entered the system of Hayol, they discovered that it had six planets inhabitated by a Prideful people. As such he was unable to use the Show of Force Requisition while bringing the system into the fold. He began by taking over the civilian world of Drel Kan through diplomatic means, which reduced the Military Power of Hath’mai. Wanting to grow his forces for the coming battles he then performed a military takeover of the research world of Emyin’orl, earning his Crusade force some precious Requisition points. Unfortunately, the planet was razed in the fighting, making it impossible to set up a long-term supply line there. He then set his sights on the agri world of Zol-eng, which offered little resistance. Its capitulation reduced the Diplomat Power at Hath’mai and allowed his forces to recover using the Repair and Recuperate Requisition. Andrew plans to conquer Uhs next, further weakening the Diplomat Power at Hath’mai, and making it susceptable to a Diplomat Takeover.

Determine the Temperament of the Inhabitants


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

TEMPERAMENT
D6INHABITANT’S TEMPERAMENT
1Warlike

The inhabitants of this system are heavily militarised, and possessed of a volatile and aggressive temperament.

Add 1 to the Military Power of each planet in this star system.
2Prideful

So full of their own pomp and self-importance are the denizens of this system that they will not be easily cowed.

You cannot use the Show of Force Requisition while assimilating this star system.
3Ideologues

The inhabitants of this system adhere rigidly to their beliefs, which must be reconciled with the T’au’va to
secure their allegiance.

Add 1 to the Diplomat Power of each planet in this star system.
4Trade Contacts

The empire already has a foothold in this system thanks to reciprocal trade contracts with friendly local mercantile concerns.

Select 1 planet and halve its Diplomat Power (rounding up).
5Corrupt and Decadent

It will be hard to convince such indolent and hedonistic beings of the benefits to be gained from devoting themselves to the Greater Good.

Add 2 to the Diplomat Power of this star system’s Core World.
6Dictatorship

This system lies firmly in the grip of a tyrannical regime, which must be defeated and the fear of it broken before victory can be achieved.

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

Once you have determined the temperament of this system’s inhabitants, you must work out the number of planets that lie in this star system.

Determine the Number of Planets


Each star system has 2D3+2 planets.

Determine Each Planet


For each of the planets in your current star system, you must determine what type of planet it is. To do this, roll a D33 to determine one of the planets below. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.


Shrine World

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

Diplomat Power: 5

Military Power: 2


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

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

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

Mining World

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

Diplomat Power: 3

Military Power: 4


Assimilation Abilities
Harvest Resources: Gain D3 Requisition points.

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

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

Civilian World

Worlds 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: 3

Military Power: 2


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

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

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

Military Base

The 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: 4

Military Power: 6


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

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

Supply Line Effect
Repurposed Infrastructure: Increase your Crusade force’s Supply Limit by 15 Power.

Fleet Installation

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

Diplomat Power: 5

Military Power: 5


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

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

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

Agri World

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

Diplomat Power: 2

Military Power: 2


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

Full Stomachs: You can use the Repair And Recuperate Requisition once without spending any Requisition points.

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

Political Centre

From 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: 6

Military Power: 3


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

Belief in the Cause: You can use the Warlord Trait Requisition once without spending any Requisition points.

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

Traders’ Hub

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

Diplomat Power: 4

Military Power: 4


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

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

Research World

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

Diplomat Power: 4

Military Power: 3


Assimilation Abilities
Review Research: Gain 2D3 Requisition Points.

Supply Line Effect
Scientific Integration: Select up to three T’AU EMPIRE models from your Order of Battle. Each of those models can be given one Prototype System. These must still be Prototype Systems that those models can have, and, if a Prototype System replaces a weapon, it cannot replace a weapon a model is equipped with if that weapon has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of these Prototype Systems on those models’ Crusade cards and increase their Power Rating appropriately. You cannot give a model a Prototype System in this manner if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

Taking Over a Planet

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

Diplomatic Takeover

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

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

Military Takeover

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

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

Each time a planet is taken over in this way, roll one D6: on a 1-3, that planet has been razed by the conflict and cannot be selected for the Set Up Supply Lines Requisition. Make a note of this on your System Crusade card.

Requisitions

If your Crusade force includes any T’AU EMPIRE units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

SHOW OF FORCE1RP

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

Purchase this Requisition after a battle, if you won that battle. If you have 2 or more Military points, subtract 2 from your Military points and add 2 to your Diplomat points.
SET UP SUPPLY LINES1RP/2RP

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

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

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

After purchasing this Requisition, generate a new active star system for your Crusade force.
PROTOTYPE SYSTEM1RP

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

Purchase this Requisition when you add a T’AU EMPIRE model to your Order of Battle, or when a T’AU EMPIRE model in your Crusade force gains a rank.

You can give that model one Prototype System. The Prototype System the model is given must be one that it can have, and, if a Prototype System replaces a weapon, it cannot replace a weapon a model is equipped with if that weapon has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Prototype Systems on the model’s Crusade card and increase its Power Rating appropriately. You cannot give a model a Prototype System in this manner if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
THE HERO’S MANTLE1RP

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.

Purchase this Requisition at any time when a COMMANDER model from your Crusade force gains a rank. Remove that model from your Order of Battle and replace it with another COMMANDER model from the same sept (excluding named characters). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The newly added COMMANDER model starts with the same number of experience points as the one it replaced, has the same Battle Honours, the same Prototype Systems (if eligible), but has no Battle Scars.
DEEP MEDITATIONS1RP

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.

Purchase this Requisition at any time when an ETHEREAL model from your Crusade force gains a rank. That model knows one additional invocation from the Invocations of the Ethereals.

Agendas

If your Crusade army includes any T’AU EMPIRE units, you can select an Agenda from the T’au Empire Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from T’au Empire Agenda).

SECRET MEETING
T’au Empire Agenda

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.

If you selected this Agenda, then after both sides have finished deploying, select one ETHEREAL model from your army. That model’s unit can attempt the following action:

Secret Meeting (Action): At the end of your Movement phase, the selected ETHEREAL’s unit can start to perform this action if it is within 3" of the centre of the battlefield. This action is completed at the start of your next Movement phase. When this action is completed, that unit gains 3 experience points and your Crusade force gains D3 Diplomat points. If this action is completed within the first three battle rounds, your Crusade force gains 3 Diplomat points, instead of D3.’
PROTECT THE LEADERSHIP
T’au Empire Agenda

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.

If you selected this Agenda, then after both sides have finished deploying, you must set up two objective markers anywhere on the battlefield that are:
  • Not within 9" of each other.
  • Not within 9" of any models from your army.
  • Not within 9" of your deployment zone.
These objective markers represent high-ranking political figures, but do not count as objective markers for any rules purposes other than for this Agenda. Each of these objective markers starts with a life total of 3.

At the end of the battle round, for each of the high-ranking political figure objective markers, if that objective marker is not controlled by you, subtract 1 from its life total. If an objective marker’s life total reaches 0, it is destroyed; remove it from the battlefield.

At the end of the battle:
  • If only one high-ranking political figure objective marker is on the battlefield, your Crusade force gains D3 Diplomat points.
  • If both high-ranking political figure objective markers are on the battlefield, your Crusade force gains 3 Diplomat points and you can mark one additional unit from your army to be Marked for Greatness after the battle.
HIT THEIR SUPPLY LINES
T’au Empire Agenda

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.

If you selected this Agenda, then T’AU EMPIRE INFANTRY units in your army can perform the following action:

Damage Supply Line (Action): One or more units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not yet been damaged. This action is completed at the end of the turn. When this action is completed, that unit gains 1 experience point and that objective marker is damaged.’

At the end of the battle:
  • If units from your army damaged at least half the objective markers, your Crusade force gains D3 Military points.
  • If units from your army damaged all of the objective markers, your Crusade force gains 3 Military points, instead of D3.
OUTFLANK AND ENCIRCLE
T’au Empire Agenda

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.

If you selected this Agenda, at the end of the battle, if there are more units from your army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army. Each of those units gains 1 experience point.
TEACHINGS OF WAR
T’au Empire Agenda

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.

If you selected this Agenda:
  • If you select the Mont’ka Tactical Philosophy at the start of the battle, each time a unit from your army destroys an enemy unit in the first battle round, that unit from your army gains 1 experience point.
  • If you select the Kauyon Tactical Philosophy at the start of the battle, each time a unit from your army destroys an enemy unit in the last battle round, that unit from your army gains 1 experience point.

Battle Traits

When a T’AU EMPIRE unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

BATTLESUIT UNITS
D6TRAIT
1Sentry AI

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

BATTLESUIT models in this unit count as one additional model when determining control of an objective marker.
2Warden Drones

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

If you use the Saviour Protocols Stratagem when a saving throw is failed for a model in this unit, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
3Reactive Thrust System

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

This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
4Integrated Enhancement AI

This AI assistant monitors onboard fuel optimisation and micro-attitudinal fin-adjustment in order to optimise battlesuit aerodynamics and thrust-acceleration.

Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
5Electrochaff Backups

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

Each time a ranged attack is made against this unit, if the attacker is more than 12" away, subtract 1 from that attack’s hit roll.
6Leaping Flame

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

In your Shooting phase, if you use the Strike and Fade Stratagem and select this unit, reduce the CP cost of that Stratagem by 1CP (to a minimum of 1CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.

ETHEREAL UNITS
D6TRAIT
1-2Esteemed Leader

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

In your Command phase, if this model is on the battlefield, it can intone one additional invocation it knows that has not already been intoned by a friendly model that turn.
3-4The Healer’s Hands

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

If this ETHEREAL model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a T’AU EMPIRE CORE unit - that test is treated as having been passed instead.
5-6Heralds of the T’au’va

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

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

FIRE WARRIOR TEAM UNITS
D6TRAIT
1-2Merciless Marksmen

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

In your Shooting phase, when this unit is selected to shoot, unless the Stratagem has already been used this phase, you can use the Pulse Onslaught Stratagem for 0CP.
3-4Quick-shots

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

If this unit is selected to fire Overwatch, models in this unit score hits on unmodified hit rolls of 4+, instead of 6.
5-6Practised Aim

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

Each time a model in this unit makes an attack with a pulse weapon, an unmodified hit roll of 6 scores 1 additional hit.

Crusade Relics

When a T’AU EMPIRE CHARACTER model gains aCrusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A T’AU EMPIRE CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

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:

Control Stave (Aura): While a friendly T’AU EMPIRE unit (excluding FARSIGHT ENCLAVES units) is within 9" of this model, that unit automatically passes Morale tests.’


Antiquity Relics

A T’AU EMPIRE CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

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:

WEAPON
RANGE
TYPE
S
AP
D
Supernova Launcher
Supernova Launcher
24"
Assault 6
5
-2
2
Abilities: Indirect Fire. 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, each time a friendly T’AU EMPIRE unit makes a ranged attack against the target, add 1 to that attack’s hit roll and add 1 to that attack's wound roll.


Legendary Relics

A T’AU EMPIRE CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

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.

  • The bearer knows all six Invocations of the Ethereals.
  • In your Command phase, if this model is on the battlefield, it can intone one additional invocation it knows that has not already been intoned by a friendly model that turn.
  • Each time the bearer intones an invocation, add 1 to the roll.



Signature Systems

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.

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer.
  • In your Command phase, select one enemy unit within 6" of the bearer. Until the start of your next Command phase, that unit cannot be affected by the aura abilities (excluding those that are psychic powers) of other units from your opponent’s army.

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:

Alien Glands (Aura): While a friendly KROOT unit is within 6" of this model, add 1 to the Attacks characteristic and add 1 to the Strength characteristic of models in that unit.’

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:
  • The selected unit loses the Objective Secured ability.
  • Halve the Move characteristic of models in that unit and halve charge rolls made for that unit.
  • Each time a model in that unit makes a ranged attack, it can only target the closest eligible target.

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.

  • Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.
  • The bearer has a 4+ invulnerable save.

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.

  • Add 1 to armour saving throws made for the bearer.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

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.
  • In your Command phase, if the bearer is on the battlefield, it can intone one additional invocation it knows from the Invocations of the Ethereals that has not already been intoned by a friendly model that turn.
  • Each time the bearer intones an invocation, add 1 to the roll to see if it is inspiring.

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:

Bonding Ritual (Aura): While a friendly <SEPT> FIRE WARRIOR TEAM unit is within 6" of this model, that unit automatically passes Morale tests.’


Optional Wargear

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.

RANGED WEAPONS

 • Airbursting fragmentation projector

 • Burst cannon

 • Cyclic ion blaster1

 • Flamer

 • Fusion blaster

 • Missile pod

 • Plasma rifle

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
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 pistol
Kroot pistol
12"
Pistol 1
5
-1
1
-
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Light missile pod
Light missile pod
24"
Assault 2
7
-1
2
-
Long-barrelled burst cannon
Long-barrelled burst cannon
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
-
+10
Twin plasma rifle
+10
Twin plasma rifle
30"
Assault 2
8
-4
3
-
Twin plasma rifle (Legendary)
Twin plasma rifle (Legendary)
24"
Rapid Fire 2
6
-3
1
-
+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
-

Melee Weapons

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

OTHER WARGEAR
ABILITIES 
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.
+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).
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:
  • DRONE models in that unit have a Ballistic Skill characteristic of 4+.
  • GUN DRONE models in that unit lose the Threat Identification Protocol ability.
+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:
  • DRONE models in that unit have a Ballistic Skill characteristic of 4+.
  • GUN DRONE models in that unit lose the Threat Identification Protocol ability.
+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.
+0..10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+0..10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+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.
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.
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.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Any number of models can each have their Weapon A replaced with Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have their weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Burst weapon: A weapon whose profile includes the word ‘burst’, or a Relic that replaces a burst weapon.

Cadre Command: Detachment ability for T’AU EMPIRE Detachments.

Farsight Enclaves Detachment: A Detachment in a Battle-forged army where every model has the FARSIGHT ENCLAVES keyword (excluding models with the T’AU AUXILIARY or UNALIGNED keywords).

From: The sept that a unit belongs to is the sept they are from. A unit is from a certain sept if they have that sept’s name listed on its Faction keyword line.

Independent Power: Detachment ability for T’AU EMPIRE Detachments.

Ion weapon: A weapon whose profile includes the word ‘ion’, or a Relic that replaces an ion weapon.

Markerlights: Markerlights allow a unit to perform the Fire Markerlights action in order to give enemy units Markerlight tokens.

Missile weapon: A weapon whose profile includes the word ‘missile’, or a Relic that replaces a missile weapon.

Plasma weapon: A weapon whose profile includes the word ‘plasma’, or a Relic that replaces a plasma weapon.

Prototype Systems: A unique upgrade that can be given to COMMANDER, Crisis Shas’vre, Crisis Bodyguard Shas’vre or Ghostkeel Shas’vre models (excluding named characters).

Pulse weapon: A weapon whose profile includes the word ‘pulse’, or a Relic that replaces a pulse weapon.

Signature System: A type of Relic that can be given to T’AU EMPIRE CHARACTER models.

Sept: T’AU EMPIRE units with the <SEPT> keyword will belong to one sept (or Farsight Enclaves). When you include such a unit in your army, you must select a sept’s keyword or FARSIGHT ENCLAVES to replace this keyword with.

Sept Detachment: A T’AU EMPIRE Detachment in which every T’AU EMPIRE unit that is from a sept is from the same sept.

Sept Signature System: A Signature System associated with a specific sept. These are only available to CHARACTER models that are part of a sept Detachment (and only if they, and your WARLORD are drawn from the associated sept).

Sept Stratagem: A Stratagem associated with a specific sept. These are only available if your army includes a Sept Detachment of the associated sept. All Sept Stratagems have the T’au Empire label.

Sept Tenets: Detachment ability for T’AU EMPIRE Detachments.

<SEPT> unit: A unit that is from a sept and has the name of a sept as a Faction keyword on its datasheet. Note that units that are from, a specified sept, such as named characters like Aun’shi, are also <SEPT> units. Farsight Enclaves units with the FARSIGHT ENCLAVES Faction keyword are also <SEPT> units.

Sept Warlord Trait: A Warlord Trait associated with a specific sept. These are only available to WARLORDS that are part of a Sept Detachment (and only if they are from the associated sept).

Stratagem label: A Stratagem’s labels are written beneath its title and can include: T’au Empire; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘T’au Empire - Wargear Stratagem’ has both the T’au Empire and Wargear labels.

T’au Empire Detachment: A Detachment in a Battle-forged army where every model has the T’AU EMPIRE keyword (excluding models with the UNALIGNED keyword).

T’au Empire secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs, if every Detachment in your army is a T’AU EMPIRE Detachment.


Reference

Below you will find a bullet-pointed summary of several T’au Empire rules.

<SEPT> KEYWORD
  • When you include a unit with the <SEPT> keyword, nominate which sept (or FARSIGHT ENCLAVES) it is from.
  • Replace every instance of the <SEPT> keyword on that unit’s datasheet with the name of your chosen sept.

CADRE COMMAND
  • If your army is Battle-forged, for each Detachment with this ability (excluding FARSIGHT ENCLAVES Detachments), that Detachment cannot contain more than one COMMANDER model.
  • If your army is Battle-forged, for each FARSIGHT ENCLAVES Detachment with this ability, that Detachment cannot contain more than two COMMANDER models.

DETACHMENT ABILITIES

DIPLOMAT POWER
  • In Crusade, when assimilating a star system, each of the planets will have a Diplomat Power. This represents the number of Diplomat points your Crusade force needs to earn in order to perform a Diplomatic Takeover of that planet.

INDEPENDENT POWER
  • If your army is Battle-forged, for each Detachment with this ability, that Detachment cannot contain any ETHEREAL models.

MARKERLIGHTS
  • MARKERLIGHT units can perform the Fire Markerlights action.
  • Action begins at the start of your Movement phase, ends at the start of next Shooting phase.
  • When action is completed, for each MARKERLIGHT model, select one enemy unit within 36" that is eligible for a ranged attack and roll one D6: on a 3+, that enemy unit gains a Markerlight token.
  • VEHICLE and DRONE models can move without the action failing, but only those models can fire their markerlights in their respective units.
  • When a unit with Markerlight tokens is targeted by ranged attacks by a T’AU EMPIRE unit (excluding T’AU AUXILIARY units), add 1 to hit rolls and afterwards remove one token.

MILITARY POWER
  • In Crusade, when assimilating a star system, each of the planets will have a Military Power. This represents the number of Military points your Crusade force needs to earn in order to perform a Military Takeover of that planet.

PHILOSOPHIES OF WAR
  • Philosophies of War only applies if every model in your army is from the same sept (excluding T’AU AUXILIARY, SUPREME COMMANDER and UNALIGNED models).
  • At the start of the battle, select either the Mont’ka or Kauyon Tactical Philosophy.
  • Until the end of the battle, T’AU EMPIRE units (excluding T’AU AUXILIARY units) gain new abilities based on the Tactical Philosophy that was selected and the current battle round number.

PROTOTYPE SYSTEMS
  • If your army is Battle-forged, you can upgrade COMMANDER, Crisis Shas’vre, Crisis Bodyguard Shas’vre or Ghostkeel Shas’vre models with a Prototype System.
  • Doing so increases a model’s Power Rating and points value.
  • A model cannot have more than one Prototype System.
  • Your army cannot contain more than one model with the same Prototype System.
  • Crusade armies must use the Prototype System Requisition to gain Prototype Systems.
  • You cannot give named characters Prototype Systems.

SEPT TENETS
  • If every unit in a Detachment is drawn from the same sept, all T’AU EMPIRE units in that Detachment that are drawn from that sept gain a Sept Tenet.
  • The Sept Tenet gained depends on what sept they are from.
  • If a sept does not have an associated Sept Tenet, you must create one for them. To do so, select two tenets from this section.

Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

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

Fast Attack
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The VIOR’LA and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack

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

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

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


– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

The AIRCRAFT and MARKERLIGHT keywords are used in the following T’au Empire datasheets:

Lords of War

– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

The VEHICLE and MARKERLIGHT keywords are used in the following T’au Empire datasheets:

Fast Attack
Heavy Support
Lords of War

– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

The DRONE and MARKERLIGHT keywords are used in the following T’au Empire datasheets:

Heavy Support

– if equipped with the Markerlight the bearer gains the DRONE keyword.
– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

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

Fast Attack

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

Pulse carbine used in the following datasheets:

Dedicated Transport
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Ion rifle used in the following datasheets:

Fast Attack
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Manta Strike
During deployment, if every model in this unit has this ability, you can set up this unit in a Manta hold instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Markerlights
Units in your army can perform the following action:

Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.’

While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.

Each time a T’AU EMPIRE unit (excluding T’AU AUXILIARY units) is selected to shoot:
  • Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight tokens, add 1 to that attack’s hit roll.
  • After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit.
At the end of your Shooting phase, remove all Markerlight tokens from enemy units.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

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


– if equipped with Drones this unit may have GUARDIAN DRONE models.

The SHIELDED MISSILE DRONE keyword is used in the following T’au Empire datasheets:


– if equipped with Drones this unit may have SHIELDED MISSILE DRONE models.

The COMMANDER and SHADOWSUN keywords are used in the following T’au Empire datasheets:

Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

The T’AU SEPT and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The DAL’YTH and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

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

Fast Attack
EMERGENCY DISPENSATION1CP
T’au Empire – Requisition Stratagem

Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
PROMISING PUPIL1CP
T’au Empire – Requisition Stratagem

The Fire Caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
BACKUP AI1CP
T’au Empire – Epic Deed Stratagem

Many T’au war engines and martial technologies incorporate backup Al that can lend support to pilots in extremis.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE model in your army Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

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

Heavy Support
BRANCHED NOVA CHARGE2CP
T’au Empire – Epic Deed Stratagem

This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.

Use this Stratagem in your Command phase, when a RIPTIDE BATTLESUIT model from your army uses its Nova Reactor ability and it burns out. That model’s nova reactor does not burn out, and you can select one of its reactor abilities. This Stratagem cannot be used to prevent the same model’s reactor from burning out more than once per battle.
DESIGNATED TASKING1CP
T’au Empire – Strategic Ploy Stratagem

Drone Al are adaptive enough to be assigned individual missions by their masters.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE unit from your army that is not within Engagement Range of any enemy units and contains both DRONE models and models without the DRONE keyword. Split that unit into two units, one containing all of the DRONE models, and the other containing all of the models without the DRONE keyword.

If any of those DRONE models are docked with another model, set them up within 1" of the model they are docked with before splitting the unit. Those DRONE models are no longer docked with that model.

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

ORBITAL ION BEAM2CP
T’au Empire – Strategic Ploy Stratagem

A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.

Use this Stratagem in your Command phase. Place two Ion Beam markers anywhere on the battlefield within 12" of each other. At the start of your next Command phase, draw a straight, imaginary line between the two Ion Beam markers, and then roll one D6 for each unit that this line crosses over, adding 1 if the unit being rolled for is a BUILDING: on a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. The Ion Beam markers are then removed. You can only use this Stratagem once.

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

Dedicated Transport
COMBAT DEBARKATION1CP
T’au Empire – Epic Deed Stratagem

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.

Use this Stratagem at the start of your Movement phase.
  • If you selected the Mont’ka Tactical Philosophy at the start of the battle and it is the first, second or third battle round, select up to three DEVILFISH models from your army.
  • If you selected the Kauyon Tactical Philosophy at the start of the battle and it is the third, fourth or fifth battle round, select up to three DEVILFISH models from your army.
  • Otherwise, select one DEVILFISH model from your army.
Until the end of the phase, each time one of those models makes a Normal Move, after it has moved, any units embarked within that transport can disembark. Any units that do so cannot charge this turn.
WISDOM OF THE MANY2CP
T’au Empire – Epic Deed Stratagem

In their wisdom, the T’au Ethereals know how powerful the combined strength of the four other castes can be.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ETHEREAL unit from your army that has not intoned an invocation this turn. That model can intone one invocation that has not already been intoned by a friendly model this turn. That invocation is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
DROP THREAT ACQUISITION3CP/2CP
T’au Empire – Battle Tactic Stratagem

Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.

Use this Stratagem in your Movement phase, when a BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem-costs 3CP; otherwise, it costs 2CP.

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

DYNAMIC OFFENSIVE1CP
T’au Empire – Battle Tactic Stratagem

Engaging all systems, skilled battlesuit pilots can surge into battle in a blaze of deadly-accurate firepower.

Use this Stratagem in your Movement phase, when a CRISIS BATTLESUIT unit from your army is selected to move. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

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:

WALL OF MIRRORS1CP
T’au Empire – Strategic Ploy Stratagem

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.

Use this Stratagem at the end of your Movement phase. Select one STEALTH BATTLESUITS or GHOSTKEEL BATTLESUIT unit from your army that is wholly within 9" of any battlefield edges. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
DROP ZONE CLEAR3CP/2CP
Farsight Enclaves – Battle Tactic Stratagem

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.

Use this Stratagem in your Movement phase, when a FARSIGHT ENCLAVES BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll and you can re-roll the wound roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem costs 3CP; otherwise, it costs 2CP.
OUTFLANK1CP
Dal’yth – Strategic Ploy Stratagem

Inspired by the fieldcraft of alien auxilia, the warriors of Dal’yth are practised in subtly encircling their foes.

Use this Stratagem at the end of your Movement phase. Select one DAL’YTH CORE unit or T’AU AUXILIARY unit from your army that is within 9" of any battlefield edges. If the mission you are playing is using the Strategic Reserves rule, you can remove that unit from the battlefield and place it in Strategic Reserves.

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

Dedicated Transport

The and FIRE WARRIOR TEAM keywords are used in the following T’au Empire datasheets:

Fast Attack
ON-BOARD SENSORS1CP
T’au Empire – Battle Tactic Stratagem

The active sensor-nets employed by Devilfish transports are able to instantly outlink to nearby friendly forces to triangulate visible targets for elimination.

Use this Stratagem at the start of your Shooting phase. Select one DEVILFISH model from your army and one enemy unit within 24" of and visible to that model. Until the end of the phase, that DEVILFISH model gains the following ability:

Sensor Link (Aura): While a friendly FIRE WARRIOR TEAM unit is within 6" of this model, each time a model in that unit makes a ranged attack against the selected enemy unit, re-roll a hit roll of 1.’

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

Fast Attack
POINT-BLANK VOLLEY1CP
T’au Empire – Battle Tactic Stratagem

Some T’au perform complex drills in which they train to operate their weapons at extremely close range.

Use this Stratagem at the start of your Shooting phase. Select one FIRE WARRIOR TEAM unit from your army that is within Engagement Range of any enemy units. Until the end of the phase, pulse blasters, pulse carbines and pulse rifles that models in that unit are equipped with have the Type characteristic Pistol 2.
STRIKE AND FADE1CP/2CP
T’au Empire – Strategic Ploy Stratagem

T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.

Use this Stratagem at the start of your Shooting phase. Select one T’AU EMPIRE JET PACK unit from your army. You can shoot with that unit and then it can make a Normal Move of up to 6". That unit cannot shoot again this phase.

If that unit contains 5 or fewer models (excluding DRONE models), this Stratagem costs 1CP; otherwise, it costs 2CP.

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

BREACH AND CLEAR1CP
T’au Empire – Battle Tactic Stratagem

Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.

Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes a ranged attack:
COORDINATED ENGAGEMENT1CP
T’au Empire – Strategic Ploy Stratagem

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.

Use this Stratagem in your Shooting phase, before selecting a unit to shoot with. Select one enemy unit and two units from your army that are within 18" of and visible to that enemy unit. Until the end of the phase, each time a model in one of those units makes an attack:
  • That attack can only target that enemy unit (and only if it is an eligible target).
  • Improve the Armour Penetration characteristic of that attack by 1.
FREQUENCY LOCK1CP
T’au Empire – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when a T’AU EMPIRE model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a seeker missile, seeker missile rack or destroyer missile:
  • That attack can target units with one or more Markerlight tokens that are not visible to the attacking model.
  • Add 1 to that attack’s wound roll.
IONISED SHOCKFIELD2CP
T’au Empire – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when a model in an enemy unit is destroyed as a result of an attack made with an ion weapon by a model from your army. Until the start of your next Shooting phase, that enemy unit is not affected by the aura abilities of other enemy units.

The NEUROWEB SYSTEM JAMMER keyword is used in the following T’au Empire datasheets:

Fast Attack

– if equipped with the Neuroweb system jammer the bearer gains the NEUROWEB SYSTEM JAMMER keyword.
NEUROWEB SYSTEM JAMMER1CP
T’au Empire – Wargear Stratagem

This device emits an intense neurostatic jamming field, scrambling the enemy’s senses and fouling their aim.

Use this Stratagem in your Shooting phase. Select one enemy unit within 18" of and visible to a NEUROWEB SYSTEM JAMMER unit from your army. Roll one D6: on a 3+, until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.
PULSE ONSLAUGHT1CP
T’au Empire – Battle Tactic Stratagem

Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns and systematically lay waste to the foe.

Use this Stratagem in your Shooting phase, when a FIRE WARRIOR TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes an attack with a pulse weapon, an unmodified hit roll of 6 automatically wounds the target.
RECON SWEEP1CP
T’au Empire – Strategic Ploy Stratagem

Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.

Use this Stratagem in your Shooting phase, when a PATHFINDER TEAM unit from your army successfully completes the Fire Markerlights action. Each time you roll to see if an enemy unit gains a Markerlight token as a result of that action completing, add 1 to the roll. That unit can make a Normal Move.

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

RELENTLESS FUSILLADE1CP
T’au Empire – Battle Tactic Stratagem

With mechanical efficiency instilled by endless drills, the T’au maintain a punishing fire rate even when engaging the enemy at long range.

Use this Stratagem in your Shooting phase, when a STRIKE TEAM unit from your army is selected to shoot. Until the end of the phase:
  • Instead of following the normal rules for Rapid Fire weapons, models in that unit shooting pulse rifles make double the number of attacks.
  • Each time a CORE model in that unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
SHOCKING FIRESTORM1CP
T’au Empire – Strategic Ploy Stratagem

Having intentionally allowed the foe a false sense of security, the T’au now shatter that ill-founded confidence with a focused fusillade.

Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Select one enemy unit within 18" of that unit. Until the end of the phase, each time a model in that enemy unit is destroyed as a result of an attack made by a model in that unit, the destroyed model counts as two destroyed models for the purposes of Morale tests this turn.

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

SUBMUNITIONS1CP
T’au Empire – Wargear Stratagem

Hammerhead railguns are able to fire short-ranged fragmentation rounds for anti-personnel defence.

Use this Stratagem in your Shooting phase, when a HAMMERHEAD model from your army is selected to shoot. If that model is equipped with a railgun, instead of making attacks with that weapon this phase, select one enemy unit that is not within Engagement Range of any units from your army and is within 36" of and visible to that model. Roll one D6 for each model in that unit, adding 1 to each roll if that unit has 11 or more models: for each 4+, that unit suffers 1 mortal wound (to a maximum of 8 mortal wounds).
EXPERIMENTAL WEAPONRY2CP
Bork’an – Epic Deed Stratagem

Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.

Use this Stratagem in your shooting phase, when a BORK’AN unit from your army is selected to shoot. Select one model in that unit and one weapon that model is equipped with. Until the end of the phase, each time that model makes an attack with that weapon, invulnerable saving throws cannot be taken against that attack.
FOCUSED FIRE2CP
T’au Sept – Battle Tactic Stratagem

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.

Use this Stratagem in your Shooting phase, when an enemy model loses any wounds as a result of an attack made by a T’AU SEPT model from your army. Until the end of the phase, each time a T’AU SEPT CORE model from your army makes an attack against that enemy model’s unit, add 1 to that attack’s wound roll.
HOT-BLOODED2CP
Vior’la – Battle Tactic Stratagem

The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.

Use this Stratagem in your Shooting phase, when a VIOR’LA unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit (excluding DRONE models) makes an attack that targets the closest eligible target, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).
ORBITAL UPLINK1CP
Sa’cea – Strategic Ploy Stratagem

Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a SA’CEA unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.

The COUNTERFIRE DEFENCE SYSTEM keyword is used in the following T’au Empire datasheets:

Heavy Support
Lords of War

– if equipped with the Counterfire defence system the bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
COUNTERFIRE DEFENCE SYSTEM1CP/2CP
T’au Empire – Strategic Ploy Stratagem

Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and blunting the onslaught.

Use this Stratagem in your opponent’s Shooting phase, when an attack is allocated to a COUNTERFIRE DEFENCE SYSTEM model from your army. The Damage characteristic of that attack is changed to 1. If that model has a Wounds characteristic of 14 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.

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

Fast Attack
PHOTON GRENADES1CP
T’au Empire – Wargear Stratagem

Hurling a volley of photon grenades, the T’au leave their enemies dazzled and disorientated, unable to close the distance into combat at a crucial moment.

Use this Stratagem in your opponent’s Charge phase, when a PHOTON GRENADES unit from your army is selected as a target of a charge declared with an enemy unit (excluding VEHICLE and MONSTER units). Until the end of the turn:
  • Subtract 2 from that unit’s charge rolls.
  • Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.
REPULSOR IMPACT FIELD1CP
T’au Empire – Wargear Stratagem

Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.

Use this Stratagem in your opponent’s Charge phase, when a BATTLESUIT unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that BATTLESUIT unit. The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.

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

Heavy Support
A TRAP WELL LAID1CP
T’au Empire – Strategic Ploy Stratagem

The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one KROOT unit from your army that is not within Engagement Range of any enemy units. Until the end of the turn:
  • Add 1 to the Attacks characteristic of models in that unit.
  • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • That unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention move with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.
THE GRISLY FEAST1CP
T’au Empire – Strategic Ploy Stratagem

By devouring the flesh of fallen foes, Kroot believe they also absorb the enemy’s vigour and vitality.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a KROOT unit from your army. Until the end of the battle, each time a model in that Kroot unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
FAIL-SAFE DETONATOR1CP
T’au Empire – Epic Deed Stratagem

The battlesuits of high value T’au operatives are equipped with a fail-safes that ensure the pilot cannot be taken alive for interrogation.

Use this Stratagem in any phase, when a BATTLESUIT model from your army is destroyed. Before removing that model from play, instead of using any rules that are triggered when that model is destroyed (e.g. the Explodes ability), roll one D6 for each unit within 3" of that model, adding 1 to the roll if the destroyed model has a Wounds characteristic of 12 or more: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
SAVIOUR PROTOCOLS1CP
T’au Empire – Epic Deed Stratagem

Drones will dive into the path of incoming fire without a second thought if it means protecting T’au lives.

Use this Stratagem in any phase, when a saving throw is failed for a model in a unit from your army. Select one friendly DRONE model within 3" of that unit, or within 6" of that unit if it contains a model equipped with a drone controller. That DRONE model is destroyed and the Damage characteristic of that attack is changed to 0.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
PROTOTYPE SYSTEM1RP

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

Purchase this Requisition when you add a T’AU EMPIRE model to your Order of Battle, or when a T’AU EMPIRE model in your Crusade force gains a rank.

You can give that model one Prototype System. The Prototype System the model is given must be one that it can have, and, if a Prototype System replaces a weapon, it cannot replace a weapon a model is equipped with if that weapon has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Prototype Systems on the model’s Crusade card and increase its Power Rating appropriately. You cannot give a model a Prototype System in this manner if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

The COLDSTAR and COMMANDER keywords are used in the following T’au Empire datasheets:

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

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

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

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
SET UP SUPPLY LINES1RP/2RP

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

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

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

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

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

Purchase this Requisition after a battle, if you won that battle. If you have 2 or more Military points, subtract 2 from your Military points and add 2 to your Diplomat points.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
REPAIR AND RECUPERATE1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
REARM AND RESUPPLY1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
Artificer Weapon
Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). Each unmodified hit roll of 6 made for an attack with that weapon inflicts 1 mortal wound on the target in addition to the normal damage. Note that this is cumulative with any other mortal wounds inflicted by the weapon.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.