T’au Empire – Pathfinder Team
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5

Pathfinder Team

NoNAME  M WS BS S T W A Ld Sv Base
Pathfinder (base: 25mm)
9Pathfinder 7" 5+ 4+ 3 3 1 1 7 5+ 25mm
Pathfinder Shas’ui (base: 25mm)
1Pathfinder Shas’ui 7" 5+ 4+ 3 3 1 2 8 5+ 25mm
Every model is equipped with: markerlight; pulse carbine; pulse pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
+5
Ion rifle
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
+5
Rail rifle
+5
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.
+5
Semi-automatic grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
OTHER WARGEAR
ABILITIES 
+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
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
Neuroweb system jammer
The bearer gains the NEUROWEB SYSTEM JAMMER keyword.
+5
Neuroweb system jammer
The bearer gains the NEUROWEB SYSTEM JAMMER keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 3 Pathfinders can each have their markerlight and pulse carbine replaced with one of the following: 1 ion rifle; 1 rail rifle.
 • 1 model equipped with a pulse carbine can be equipped with 1 semi-automatic grenade launcher. That model’s pulse carbine cannot be replaced.
 • 1 model equipped with a pulse carbine can be equipped with 1 neuroweb system jammer. That model’s pulse carbine cannot be replaced.
 • 1 model equipped with a pulse carbine can be equipped with 1 drone controller. That model’s pulse carbine cannot be replaced.
 • 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).
 • This unit can be equipped with 1 Grav-inhibitor Drone
+10
(Power Rating +1) (see Drones).
 • This unit can be equipped with 1 Pulse Accelerator Drone
+10
(Power Rating +1) (see Drones).
 • This unit can be equipped with 1 Recon Drone
+15
(Power Rating +1) (see Drones).
ABILITIES
ABILITIES
Target Uploaded: This unit can start the Fire Markerlights action at the end of your Movement phase, instead of at the start.
Vanguard: 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.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, PATHFINDER 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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

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
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.

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

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.
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.
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.
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.
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.
Price per unit

Drone controller used in the following datasheets:

Fast Attack
Lords of War

Rail rifle used in the following datasheets:

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

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

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

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.
© Vyacheslav Maltsev 2013-2023