T’au Empire – Tactical Drones
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Tactical Drones

NoNAME  M WS BS S T W A Ld Sv Base
10
Gun Drone (base: 32mm flying base)
0‑12
10
Gun Drone
10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
10
Marker Drone (base: 32mm flying base)
0‑12
10
Marker Drone
10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
15
Shield Drone (base: 32mm flying base)
0‑12
15
Shield Drone
10" 5+ 5+ 3 4 2 1 6 4+ 32mm flying base
This unit is equipped with 4 of the following, in any combination: 1 Gun Drone; 1 Marker Drone; 1 Shield Drone. A Gun Drone is equipped with: 2 pulse carbines. A Marker Drone is equipped with: markerlight.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gun Drone
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
OTHER WARGEAR
ABILITIES 
Marker Drone
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This unit can be equipped with up to an additional eight of the following, in any combination (Power Rating +2 for every four taken): 1 Gun Drone; 1 Marker Drone; 1 Shield Drone.
ABILITIES (Drones)
ABILITIES (Drones)
Manta Strike
Valued Sacrifice: Each time a DRONE model in this unit is destroyed, it is ignored for the purpose of Morale tests if this unit also contains models without the DRONE keyword.
Artificial Helpers: DRONE models are ignored for the purposes of:
  • The Look Out, Sir rule.
  • Determining this unit’s Starting Strength, and whether this unit is below Half-strength.
  • Determining this unit’s Toughness characteristic, if it also contains models without the DRONE keyword.
Limited Parameters: If this unit contains only DRONE models, this unit cannot perform actions (excluding the Fire Markerlights action) and loses the Objective Secured ability if it has it, and cannot gain it through any means.
Docked Drone: If this model is docked with another:
  • Any weapons this model is equipped with are considered to be equipped to the model it is docked with instead.
  • Attacks cannot be allocated to this model and it does not count as a model on the battlefield for any rules purposes.
  • If the model it is docked with is destroyed, this DRONE model is destroyed as well.
Keywords:
  • Drone models do not gain the keywords of any units that contain them (excluding Tactical Drones).
  • For the purposes of interacting with terrain features, DRONE models count as having the INFANTRY keyword.
ABILITIES (Shield Drone)
ABILITIES (Shield Drone)
Drone Shield Generator: This model has a 4+ invulnerable save.
ABILITIES (Gun Drone)
ABILITIES (Gun Drone)
Threat Identification Protocol: Each time this model makes a ranged attack, it can only target the nearest eligible unit.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Drones): DRONE, FLY, TACTICAL DRONES
KEYWORDS (Gun Drone): GUN DRONE
KEYWORDS (Marker Drone): MARKER DRONE
KEYWORDS (Shield Drone): SHIELD DRONE

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.
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.

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.

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


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

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

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

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.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

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

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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).
© Vyacheslav Maltsev 2013-2022