T’au Empire – Ethereal
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3

Ethereal

NoNAME  M WS BS S T W A Ld Sv Base
90
Ethereal (base: 25mm)
1
90
Ethereal
6" 3+ 4+ 3 3 4 3 10 5+ 25mm
An Ethereal is equipped with: honour stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
OTHER WARGEAR
ABILITIES 
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hover drone (Power Rating +1).
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Inspired to Greatness
Embodiments of the Empire: This model cannot be drawn from the FARSIGHT ENCLAVES Sept.
Failure Is Not An Option (Aura): While a friendly T’AU EMPIRE CORE unit [excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units) is within 6" of this unit’s ETHEREAL model, models in that unit can use this model’s Leadership characteristic instead of their own.
This model knows two invocations from the Invocations of the Ethereals. In your Command phase, if this model is on the battlefield, it can intone one invocation it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned invocation is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, ETHEREAL

Datasheet-related Stratagems

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.
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.
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).
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.

Invocations of the Ethereals

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.

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.
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.
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.

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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.
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.
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.

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:

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.

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

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.
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.
© Vyacheslav Maltsev 2013-2023