T’au Empire – Commander in XV81 Crisis Battlesuit
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7

Commander in XV81 Crisis Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
100
Commander in XV81 Crisis Battlesuit (base: 60mm)
1
100
Commander in XV81 Crisis Battlesuit
8" 3+ 2+ 5 5 5 4 9 3+ 60mm
This unit can contain up to two Tactical Drones for Power Rating +1. A Commander in XV81 Crisis Battlesuit is equipped with: plasma rifle; smart missile system. You can only include one XV81 CRISIS COMMANDER model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 6
5
0
1
-
+8
Plasma rifle
+8
Plasma rifle
30"
Assault 1
8
-4
3
-
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.
 • This model’s plasma rifle can be replaced with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
 • This model can be equipped with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
Commander in XV81 Crisis Battlesuit can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, XV81 CRISIS, JET PACK, FLY, COMMANDER

Datasheet-related Stratagems

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.
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 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.
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.
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.

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


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Airbursting fragmentation projector
+8
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.
+8
Burst cannon
+8
Burst cannon
18"
Assault 6
5
0
1
-
+18
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
+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.
+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.
+15
Fusion blaster
+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.
+15
Missile pod
+15
Missile pod
30"
Assault 2
7
-2
2
-
+8
Plasma rifle
+8
Plasma rifle
30"
Assault 1
8
-4
3
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Advanced targeting system
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
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).
+10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
+10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
+5
Drone controller
DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
+5
Drone controller
DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
+5
Early warning override
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
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
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.
+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.
+10
Shield generator
The bearer has a 4+ invulnerable save.
+10
Shield generator
The bearer has a 4+ invulnerable save.
+5
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
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.
+5
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.

Prototype Systems

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.

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).

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.
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.
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.
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).
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.
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. 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).
For the Greater Good

The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.

  • Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
  • While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.
Designer’s Note: This allows T’au units to fire Overwatch in the same way that they did in the previous edition, and as such, units with this ability do not require the Fire Overwatch Stratagem from the Warhammer 40,000 Core Book in order to do so.
Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the start of your turn, a single COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

Mont’ka: In a turn in which a COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
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.
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.
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.

The XV81 CRISIS and COMMANDER keywords are used in the following T’au Empire datasheets:

Plasma rifle used in the following datasheets:

Elites
Heavy Support
Fortifications
Fast Attack

– may take Plasma rifle as an option.
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.
Ranged Weapons
 • Airbursting fragmentation projector
+8
 • Burst cannon
+8
 • Cyclic ion blaster1
+18
 • Flamer
+5
 • Fusion blaster
+15
 • Missile pod
+15
 • Plasma rifle
+8
Support Systems
 • Advanced targeting system
+5
 • Counterfire defence system
+10
 • Drone controller
+5
 • Early warning override
+5
 • Multi-tracker
+5
 • Shield generator
+10
 • Target lock
+5
 • Velocity tracker
+5
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.

Airbursting fragmentation projector used in the following datasheets:

Elites

– may take Airbursting fragmentation projector as an option.

Cyclic ion blaster used in the following datasheets:

Elites

– may take Cyclic ion blaster as an option.

Flamer used in the following datasheets:


– may take Flamer as an option.

Fusion blaster used in the following datasheets:

Heavy Support
Fortifications
Fast Attack

– may take Fusion blaster as an option.

Advanced targeting system (Legendary) used in the following datasheets:


– may take Advanced targeting system as an option.

Counterfire defence system (Legendary) used in the following datasheets:


– may take Counterfire defence system as an option.
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.

Drone controller (Legendary) used in the following datasheets:


– may take Drone controller as an option.

Early warning override (Legendary) used in the following datasheets:


– may take Early warning override as an option.
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 CRISIS keyword is used in the following T’au Empire datasheets:

© Vyacheslav Maltsev 2013-2022