T’au Empire – Breacher Team
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5

Breacher Team

NoNAME  M WS BS S T W A Ld Sv Base
Breacher Fire Warrior (base: 25mm)
9Breacher Fire Warrior 6" 5+ 4+ 3 3 1 1 7 4+ 25mm
Breacher Fire Warrior Shas’ui (base: 25mm)
1Breacher Fire Warrior Shas’ui 6" 5+ 4+ 3 3 1 2 8 4+ 25mm
+10
Support Turret (base: 40mm)
0‑1
+10
Support Turret
- - 4+ 3 3 1 - 4 4+ 40mm
If this unit contains a Support Turret model, it has Power Rating 6.
  • The Breacher Fire Warrior Shas’ui and every Breacher Fire Warrior is equipped with: pulse blaster; pulse pistol.
  • A Support Turret is equipped with: missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Missile pod
+10
Missile pod
30"
Assault 2
7
-2
2
-
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 pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Smart missile system
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.
OTHER WARGEAR
ABILITIES 
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Breacher Fire Warrior Shas’ui can be equipped with 1 markerlight.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Guardian Drone
+10
(maximum 1 per unit); 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
 • The Support Turret’s missile pod can be replaced with 1 smart missile system.
ABILITIES
ABILITIES
Set Up Turret: If this unit contains a Support Turret, that model is not set up until this unit performs the following action:

Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. The action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.’
DS8 Support Turret: The following rules apply to Support Turret models.
  • Support Turret models are ignored for the purposes of determining a unit’s Starting Strength, and whether it is below Half-strength.
  • The destruction of Support Turret models is ignored for the purpose of Morale Tests.
  • Support Turret models do not take up space in a TRANSPORT.
  • In your Movement phase, each time this unit is selected to move, if it contains a Support Turret model that is on the battlefield you can remove that model from the battlefield (it does not count as destroyed).
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, BREACHER TEAM

Datasheet-related Stratagems

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.
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.
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.
POINT-BLANK VOLLEY1CP
T’au Empire – Boarding Actions – 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, BREACHER TEAM or PATHFINDER 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.
PULSEFIRE DRILL1CP
T’au Empire – Boarding Actions – Battle Tactic Stratagem

T’au are trained to dominate the battlefield with relentless volleys of overlapping pulsefire.

Use this Stratagem in your Shooting phase, when a T’AU EMPIRE unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a pulse weapon, an unmodified successful hit roll of 5+ automatically wounds the target.
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.
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.
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.
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.
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.
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.
FIRING LINE1CP
T’au Empire – Boarding Actions – Strategic Ploy Stratagem

Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.

Use this Stratagem when a T’AU EMPIRE unit from your army successfully completes the Set Overwatch action. While that unit is Set Overwatch it also Holds Steady.
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.
PHOTON GRENADES1CP
T’au Empire – Boarding Actions – 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 the target of a charge. Until the end of the turn:
  • Subtract 2 from the charging unit’s charge rolls (this is not cumulative with any other reductions to the charge roll).
  • Each time a model in the charging unit makes an attack, subtract 1 from that attack’s hit roll.
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.
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.
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 MARKERLIGHT keyword is used in the following T’au Empire datasheets:


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

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

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.
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.
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.
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.
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. 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).
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.

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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.
Price per unit
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

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

Dedicated Transport
Lords of War
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.

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

Fast Attack

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

Fast Attack

Pulse pistol used in the following datasheets:

Fast Attack

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

Fast Attack

This datasheet has Troops Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:

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

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

Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

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

Fast Attack

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

Fast Attack

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

Fast Attack
© Vyacheslav Maltsev 2013-2023