T’au Empire – The Eight
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62

The Eight

NoNAME  M WS BS S T W! A Ld Sv Base
O’Vesa (base: 120 x 92mm)
1O’Vesa 12" 6+ 4+ 6 7 7-14 4 8 2+ 120 x 92mm
8" 6+ 5+ 6 7 4-6 3 8 2+
4" 6+ 5+ 6 7 1-3 2 8 2+
Commander Farsight (base: 40mm)
1Commander Farsight 8" 2+ 2+ 5 5 6 4 9 3+ 40mm
Commander Brightsword (base: 60mm)
1Commander Brightsword 8" 3+ 2+ 5 5 5 4 9 3+ 60mm
Commander Bravestorm (base: 60mm)
1Commander Bravestorm 8" 3+ 2+ 5 5 5 4 9 2+ 60mm
Shas’o Sha’vastos (base: 60mm)
1Shas’o Sha’vastos 8" 3+ 2+ 5 5 5 4 9 3+ 60mm
Shas’o Arra’kon (base: 60mm)
1Shas’o Arra’kon 8" 3+ 2+ 5 5 6 4 9 3+ 60mm
Sub-Commander Torchstar (base: 60mm)
1Sub-Commander Torchstar 8" 3+ 2+ 5 5 5 4 9 3+ 60mm
Broadside Shas’vre Ob’lotai 9-0 (base: 60mm)
1Broadside Shas’vre Ob’lotai 9-0 5" 5+ 4+ 5 5 6 3 8 2+ 60mm
MV1 Gun Drone (base: 32mm flying base)
6MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV4 Shield Drone (base: 32mm flying base)
2MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV7 Marker Drone (base: 32mm flying base)
2MV7 Marker Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV8 Missile Drone (base: 32mm flying base)
2MV8 Missile Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV84 Shielded Missile Drone (base: 32mm flying base)
2MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+ 32mm flying base
You can only include one of this unit in your army. This unit contains the following eight characters and their accompanying Drones:
 • Commander Farsight is a single model equipped with: high-intensity plasma rifle; Dawn Blade. It has a shield generator.
 • Commander Brightsword is a single model equipped with: Fusion Blades. It has a counterfire defence system and a target lock. It is accompanied by 2 MV4 Shield Drones.
 • Commander Bravestorm is a single model equipped with: flamer; plasma rifle; Onager Gauntlet. It has an advanced targeting system and a shield generator. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Shas’o Sha’vastos is a single model equipped with: flamer; plasma rifle. It has a drone controller and a shield generator. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Shas’o Arra’kon is a single model equipped with: airbursting fragmentation projector; cyclic ion blaster; plasma rifle. It has a counterfire defence system. It is accompanied by 2 MV1 Gun Drones, each equipped with: 2 pulse carbines.
 • Sub-Commander Torchstar is a single model equipped with: 2 flamers. It has an advanced targeting system and a drone controller. It is accompanied by 2 MV7 Marker Drones, each equipped with: markerlight.
 • Broadside Shas’vre Ob’lotai 9-0 is a single model equipped with: 2 high-yield missile pods; seeker missile; 2 smart missile systems. It has a velocity tracker. It is accompanied by 2 MV8 Missile Drones, each equipped with: missile pod.
 • O’Vesa is a single model equipped with: 2 fusion blasters; ion accelerator. It has an early warning override and a target lock. It is accompanied by 2 MV84 Shielded Missile Drones, each equipped with: missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
18"
Assault D6
4
0
1
Blast. This weapon can be fired at units that are not visible to the bearer.
Blast. This weapon can be fired at units that are not visible to the bearer.
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
Flamer
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.
Fusion Blades (ranged)
Fusion Blades (ranged)
18"
Assault 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
High-intensity plasma rifle
High-intensity plasma rifle
30"
Rapid Fire 1
6
-4
2
-
High-yield missile pod
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
72"
Heavy D6
8
-3
D3
Blast
Blast
 - Overcharge
 - Overcharge
72"
Heavy D6
9
-3
3
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Seeker missile
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Dawn Blade
Dawn Blade
Melee
Melee
+3
-4
D3
-
Fusion Blades (melee)
Fusion Blades (melee)
Melee
Melee
8
-4
D6
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Onager Gauntlet
Onager Gauntlet
Melee
Melee
10
-4
D6
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
ABILITIES
ABILITIES
For the Greater Good
Accompanying Drones: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency (see the Enclave Drone Support ability for details on how to place a model’s accompanying Drone models). From that point onwards, each CHARACTER model is treated as a separate unit and is considered to have a Power Rating of 7.
Manta Drop: During deployment, with the exception of O’Vesa, you can set up CHARACTER models (and any accompanying Drone models) in this unit in a Manta hold instead of setting them up on the battlefield. If you do, at the end of one of your Movement phases you can set up those CHARACTER models anywhere on the battlefield that is more than 9" away from any enemy models.
ABILITIES (Farsight)
ABILITIES (Farsight)
Master of War
Genius of Mont’ka: Once per battle, this model can declare Mont’ka even if Kauyon or Mont’ka has already been declared. Mont’ka and Kauyon cannot both be declared in the same turn.
Way of the Short Blade: Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly FARSIGHT ENCLAVES units whilst their unit is within 6" of this model. Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly FARSIGHT ENCLAVES units against an ORK unit whilst their unit is within 6" of this model.
ABILITIES (Brightsword)
ABILITIES (Brightsword)
Master of War
Warscaper Drones: Subtract 2 from charge rolls made for enemy units if they are within 12" of any of this model’s accompanying MV4 Shield Drone models when the roll is made.
ABILITIES (Bravestorm)
ABILITIES (Bravestorm)
Master of War
Advanced Support Cocoon: When this model would lose a wound, roll one D6; on a 6 that wound is not lost.
ABILITIES (Sha’vastos)
ABILITIES (Sha’vastos)
Master of War
Puretide Engram Neurochip: Once per battle, when resolving an attack made by a friendly FARSIGHT ENCLAVES model within 6" of this model, you can re-roll the hit roll, wound roll or damage roll. Whilst this model is on the battlefield, you can roll one D6 each time you or your opponent use a Stratagem; on a 6 you gain 1 Command Point. You can only gain 1 Command Point per battle round from this ability.
ABILITIES (Arra’kon)
ABILITIES (Arra’kon)
Master of War
Repulsor Impact Field: After an enemy unit finishes a charge move within 1" of this model, roll one D6; on a 2+, that enemy unit suffers 1 mortal wound.
ABILITIES (Torchstar)
ABILITIES (Torchstar)
Master of War
Neuroweb System Jammer: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. When resolving an attack made with a ranged weapon against this model’s unit, subtract 1 from the hit roll.
ABILITIES (Ob’lotai 9-0)
ABILITIES (Ob’lotai 9-0)
No Longer Flesh and Blood: When resolving an attack made with a weapon against this model, subtract 1 from the Damage characteristic of that weapon (to a minimum of 1) for that attack.
Advanced Scan Feeds: This model can Advance and fire Heavy weapons, but you must subtract 1 from its hit rolls when it does so.
ABILITIES (O’Vesa)
ABILITIES (O’Vesa)
Riptide Shield Generator: This model has a 5+ invulnerable save.
Earth Caste Pilot Array: When resolving an attack made with a ranged weapon by this model, you can re-roll a hit roll of 1. When this model would lose a wound as a result of its Nova Reactor ability, roll one D6; on a 4+ that wound is not lost.
Nova Reactor: In your Movement phase you can choose to use this model’s Nova Reactor. If you do, this model suffers 1 mortal wound and you can select one of the following effects to last until the start of your next turn:
  • Nova Shield: This model has a 3+ invulnerable save.
  • Boost: In your Charge phase, if this model does not make a charge move, it can make a move of 2D6" as if it were your Movement phase.
  • Nova-charge: Ion accelerators this model is equipped with have a Type characteristic of Heavy 6.
ABILITIES (Drones)
ABILITIES (Drones)
Saviour Protocols, Enclave Drone Support
Shield Generator: MV4 Shield Drones and MV84 Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time an MV4 Shield Drone or MV84 Shielded Missile Drone loses a wound; on a 5+ it does not lose a wound.
SUPPORT SYSTEMS
SUPPORT SYSTEMS
Advanced targeting system: When resolving an attack made with a weapon by a model that has an advanced targeting system, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
Counterfire defence system: When resolving an Overwatch attack made by a model that has a counterfire defence system, you can re-roll the hit roll.
Drone controller: When resolving an attack made by a model from a FARSIGHT ENCLAVES DRONE unit within 6" of any friendly models that have a drone controller, add 1 to the hit roll.
Early warning override: If any enemy units are set up on the battlefield as reinforcements within 12" of a model from your army that has an early warning override, at the end of the phase that model can shoot at one of those units as if it were your Shooting phase. When resolving each of those attacks, subtract 1 from the hit roll.
Shield generator: Models that have a shield generator have a 4+ invulnerable save. A XV104 RIPTIDE BATTLESUIT model cannot have a shield generator.
Target lock: A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so.
Velocity tracker: When resolving an attack made with a ranged weapon by a model that has a velocity tracker against a unit that can FLY, add 1 to the hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Hero of the Enclaves: This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". If this Warlord makes a charge move, is charged or performs a Heroic Intervention, until the end of the turn, when resolving an attack made by this Warlord, you can re-roll the hit roll.
FACTION KEYWORDS: T’AU EMPIRE, FARSIGHT ENCLAVES
KEYWORDS (Farsight): BATTLESUIT, CHARACTER, JET PACK, FLY, COMMANDER, FARSIGHT
KEYWORDS (Brightsword): BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, BRIGHTSWORD
KEYWORDS (Bravestorm): BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, BRAVESTORM
KEYWORDS (Sha’vastos): BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, SHAS’O SHA’VASTOS
KEYWORDS (Arra’kon): BATTLESUIT, CHARACTER, XV85 ENFORCER, JET PACK, FLY, COMMANDER, SHAS’O ARRA’KON
KEYWORDS (Torchstar): BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER, TORCHSTAR
KEYWORDS (Ob’lotai 9-0): BATTLESUIT, CHARACTER, XV88 BROADSIDE BATTLESUITS, SHAS’VRE OB’LOTAI 9-0
KEYWORDS (O’Vesa): BATTLESUIT, CHARACTER, MONSTER, JET PACK, FLY, XV104 RIPTIDE, O’VESA
KEYWORDS (Gun, Shield and Marker Drones): DRONE, FLY, TACTICAL DRONES
KEYWORDS (Missile Drones): DRONE, FLY, MV8 MISSILE DRONES
KEYWORDS (Shielded Missile Drones): DRONE, FLY, MV84 SHIELDED MISSILE DRONES

Datasheet-related Stratagems

1CP

SWORN BODYGUARDS

T’au Empire Stratagem

Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them.

Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll.
1CP

MODULATED WEAPONRY

T’au Empire Stratagem

The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal.

Use this Stratagem in your Shooting phase, when a RIPTIDE, GHOSTKEEL or VEHICLE model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots).
1CP

PROMISING PUPIL

T’au Empire Stratagem

The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good.

Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is 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).
1CP

FURIOUS ASSAULT

Farsight Enclaves Stratagem

Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray.

Use this Stratagem in your Charge phase, when a JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound.
1CP

MULTI-SPECTRUM SENSOR SUITE

T’au Empire Stratagem

The battlesuit’s integrated sensor suite scans multiple ranges on the electromagnetic spectrum, analysing telemetric data and feeding optimised firing solutions to the pilot.

Use this Stratagem before a BATTLESUIT unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.
1CP

FAIL-SAFE DETONATOR

T’au Empire Stratagem

The battlesuits of high-value T’au operatives are equipped with a fail-safe self-destruct algorithm, ensuring that the pilot cannot be taken alive for interrogation.

Use this Stratagem when a BATTLESUIT unit from your army is destroyed in the Fight phase, before removing the last model. Roll a dice for each unit (friend or foe) within 3" of that model. On a 4+ that unit suffers one mortal wound.
2CP

AUTOMATED REPAIR SYSTEM

T’au Empire Stratagem

Nanite repair drones swarm over the damaged battlesuit or vehicle, knitting together ruptured composite plating and repairing vital life-support systems.

Use this Stratagem at the start of any turn. Pick a VEHICLE or BATTLESUIT model from your army. That model regains D3 lost wounds. You can only use this Stratagem once per turn.
2CP

NEUROWEB SYSTEM JAMMER

T’au Empire Stratagem

This device emits an intense electrostatic jamming field, causing the enemy’s weapons to malfunction.

Use this Stratagem at the start of the enemy Shooting phase. Pick an enemy unit within 18" of a BATTLESUIT COMMANDER from your army. Your opponent must subtract 1 from hit rolls made for that unit this phase.
1CP

REPULSOR IMPACT FIELD

T’au Empire Stratagem

Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.

Use this Stratagem after an enemy unit successfully charges a BATTLESUIT unit from your army. Roll a dice for each model in the enemy unit within 3" of your unit. On a 6 that model suffers a mortal wound.
1CP

COMMAND-AND-CONTROL NODE

T’au Empire Stratagem

The Commander’s AI-networked transition system generates firing arcs and enhanced strike-patterns, feeding this raw data to nearby battlesuit teams.

Use this Stratagem at the start of your Shooting phase. Pick a <SEPT> COMMANDER from your army. That Commander may not shoot this phase, but one <SEPT> BATTLESUIT unit from your army that is within 6" of that Commander may re-roll failed wound rolls this phase.
1CP

BRANCHED NOVA CHARGE

T’au Empire Stratagem

This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.

Use this Stratagem when you choose to use a XV104 RIPTIDE BATTLESUIT’S Nova Reactor. You may choose two effects from those listed rather than one.
3CP

ORBITAL ION BEAM

T’au Empire Stratagem

A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.

Use this Stratagem in your Shooting phase if a T’AU EMPIRE COMMANDER from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick two points on the battlefield 2D6" apart. Draw an imaginary straight line 1mm wide between these two points and roll a dice for each unit (friend or foe) that has models under this line. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. This Stratagem can only be used once per battle.
1CP

STIMULANT INJECTOR

T’au Empire Stratagem

Many battlesuits contain an emergency revivication system to bring their injured pilot back from the brink of death.

Use this Stratagem at the start of any turn. Choose a BATTLESUIT model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
2CP

DROP ZONE CLEAR

Farsight Enclaves Stratagem

O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.

Use this Stratagem at the start of your Shooting phase. Choose a FARSIGHT ENCLAVES BATTLESUIT unit from your army that was set up on the battlefield using its Manta Strike ability this turn. Add 1 to hit rolls for that unit this phase.

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

Price per unit

Airbursting fragmentation projector used in the following datasheets:


– may take Airbursting fragmentation projector as an option.
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.
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.
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.

High-intensity plasma rifle used in the following datasheets:

Lords of War
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

High-yield missile pod used in the following datasheets:

Lords of War
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.

Ion accelerator used in the following datasheets:

Lords of War
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.
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.
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.
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).
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
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.
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.
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).
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.

Dawn Blade used in the following datasheets:

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

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

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Enclave Drone Support
When a CHARACTER from the Eight is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit with the HQ Battlefield Role, and are considered to have a Power Rating of 0.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Master of War
Once per battle, at the start of your turn, a single FARSIGHT ENCLAVES COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a FARSIGHT ENCLAVES COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly FARSIGHT ENCLAVES 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 FARSIGHT ENCLAVES COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly FARSIGHT ENCLAVES 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.
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 <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a <SEPT> COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly <SEPT> 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 <SEPT> COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly <SEPT> 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.
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.
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.
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.
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.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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.
Saviour Protocols
When resolving an attack made against a FARSIGHT ENCLAVES INFANTRY or FARSIGHT ENCLAVES BATTLESUIT unit whilst that unit is within 3" of a friendly FARSIGHT ENCLAVES DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that Drones unit suffers 1 mortal wound and the attack sequence ends.
Enclave Drone Support
When a CHARACTER from the Eight is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit with the HQ Battlefield Role, and are considered to have a Power Rating of 0.
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.
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.
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.

The XV104 RIPTIDE BATTLESUIT keyword is used in the following T’au Empire datasheets:

Lords of War
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
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 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.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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.

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

Lords of War

The XV8 CRISIS keyword is used in the following T’au Empire datasheets:

Lords of War

The XV85 ENFORCER keyword is used in the following T’au Empire datasheets:

Lords of War

The XV88 BROADSIDE BATTLESUITS keyword is used in the following T’au Empire datasheets:

Lords of War

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

Heavy Support
Lords of War

The XV104 RIPTIDE keyword is used in the following T’au Empire datasheets:

Lords of War

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

Fast Attack
Lords of War

The MV8 MISSILE DRONES keyword is used in the following T’au Empire datasheets:

Lords of War

The MV84 SHIELDED MISSILE DRONES keyword is used in the following T’au Empire datasheets:

Lords of War

The <SEPT> and XV8 CRISIS BODYGUARDS keywords are used in the following T’au Empire datasheets:

The XV104 RIPTIDE BATTLESUIT keyword is used in the following T’au Empire datasheets:

Lords of War

The XV95 GHOSTKEEL BATTLESUIT keyword is used in the following T’au Empire datasheets:

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.
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.
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.
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.
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).

The XV104 RIPTIDE BATTLESUIT keyword is used in the following T’au Empire datasheets:

Lords of War
© Vyacheslav Maltsev 2013-2021