T’au Empire – Datasheets
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HQ


5

Aun’Shi

NoNAME  M WS BS S T W A Ld Sv Base
105
Aun’Shi (base: 25mm)
1
105
Aun’Shi
6" 2+ 4+ 3 3 5 5 10 7+ 25mm
Aun’Shi is equipped with: Fidelity. Your army can only include one AUN’SHI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fidelity
Fidelity
Melee
Melee
+2
-2
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores one additional hit.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores one additional hit.
ABILITIES
ABILITIES
Inspired to Greatness
Shield Generator: This model has a 4+ invulnerable save.
Leadership Caste: This model can be included in any T’AU EMPIRE Detachment (excluding FARSIGHT ENCLAVES Detachments) without preventing that Detachment from being a Sept Detachment and without preventing other units in your army from benefiting from a Sept Tenet, but this model can only benefit from a Sept Tenet if every unit (excluding SUPREME COMMANDER units) in your army is from VIOR’LA.
Failure Is Not An Option (Aura): While a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units] is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Inspirational Defiance (Aura): While a friendly VIOR’LA CORE unit is within 6" of this model, each time an enemy unit declares a charge against that friendly unit, if that friendly unit is not within Engagement Range of any enemy units, it can Hold Steady or Set to Defend.
SERENE UNIFIER
SERENE UNIFIER
This model knows three invocations from the Invocations of the Ethereals. In your Command phase, if this model is on the battlefield, it can intone up to two invocations it knows that have not already been intoned by a friendly model this turn. Roll one D6: on a 2+, the intoned invocation is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Academy Luminary: While this WARLORD is on the battlefield, each time you spend a Command point to use a T’au Empire Strategic Ploy or T’au Empire Wargear Stratagem, roll one D6: on a 3+, that Command point is refunded.
FACTION KEYWORDS: T’AU EMPIRE, VIOR’LA
KEYWORDS: INFANTRY, CHARACTER, ETHEREAL, AUN’SHI


4

Aun’Va

NoNAME  M WS BS S T W A Ld Sv Base
Aun’Va (base: 40mm)
1Aun’Va 6" 6+ 4+ 2 3 6 1 10 5+ 40mm
Ethereal Guard (base: 25mm)
2Ethereal Guard 6" 3+ 3+ 3 3 2 3 10 5+ 25mm
Aun’Va is equipped with: nothing. Every Ethereal Guard is equipped with: supreme honour blade. Your army can only include one AUN’VA unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Supreme honour blade
Supreme honour blade
Melee
Melee
+2
-1
2
-
ABILITIES
ABILITIES
Inspired to Greatness
Supreme Loyalty (Aura): While a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units) is within 9" of this unit’s ETHEREAL model, models in that unit can use this unit’s Leadership characteristic instead of their own.
Paradox of Duality: Models in this unit have a 5+ invulnerable save. Each time an attack is made against this unit, subtract 1 from that attack’s wound roll.
Leadership Caste: This unit can be included in any T’AU EMPIRE Detachment (excluding FARSIGHT ENCLAVES Detachments) without preventing that Detachment from being a Sept Detachment and without preventing other units in your army from benefiting from a Sept Tenet, but this unit can only benefit from a Sept Tenet if every unit (excluding SUPREME COMMANDER units) in your army is from T’AU SEPT.
SERENE UNIFIER
SERENE UNIFIER
This unit’s Aun’va model knows three invocations from the Invocations of the Ethereals. In your Command phase, if this unit’s Aun’va model is on the battlefield, it can intone up to two invocations it knows that have not already been intoned by a friendly model this turn. Roll one D6: on a 2+, the intoned invocation is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Through Unity, Devastation (Aura): While a friendly CORE unit is within 6" of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Aun’Va): INFANTRY, CHARACTER, ETHEREAL, AUN’VA
KEYWORDS (Ethereal Guard): INFANTRY, ETHEREAL GUARD


3

Cadre Fireblade

NoNAME  M WS BS S T W A Ld Sv Base
50
Cadre Fireblade (base: 25mm)
1
50
Cadre Fireblade
6" 4+ 3+ 3 3 4 3 8 4+ 25mm
A Cadre Fireblade is equipped with: Fireblade pulse rifle; markerlight.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fireblade pulse rifle
Fireblade pulse rifle
36"
Rapid Fire 1
5
-2
2
-
OTHER WARGEAR
ABILITIES 
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 two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Volley Fire (Aura): While a friendly CORE unit is within 6" of this unit’s CADRE FIREBLADE model, each time a CORE model in that unit makes an attack with a pulse weapon, an unmodified hit roll of 6 scores one additional hit.
Target Sighted: In your Command phase, select one friendly FIRE WARRIOR TEAM unit within 9" of this unit’s CADRE FIREBLADE model; until the start of your next Command phase, each time a CORE model in that unit makes a ranged attack, re-roll a hit roll of 1.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, PHOTON GRENADES, CADRE FIREBLADE


7

Commander Farsight

NoNAME  M WS BS S T W A Ld Sv Base
130
Commander Farsight (base: 40mm)
1
130
Commander Farsight
10" 2+ 2+ 5 5 7 5 10 3+ 40mm
Commander Farsight is equipped with: high-intensity plasma rifle; Dawn Blade. Your army can only include one COMMANDER FARSIGHT model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
High-intensity plasma rifle
High-intensity plasma rifle
36"
Assault 2
8
-4
3
-
Dawn Blade
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Dawn Blade
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Strike
 - Strike
Melee
Melee
x2
-3
3
-
 - Sweep
 - Sweep
Melee
Melee
+1
-2
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
ABILITIES
ABILITIES
Battlesuits, Manta Strike
Tactical Acumen: In your Command phase, you can select one friendly FARSIGHT ENCLAVES CRISIS CORE unit within 9" of this model. Until the end of the turn:
  • That unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.
  • Each time a CORE model in that unit makes a ranged attack, you can ignore any or all hit roll modifiers.
Way of the Short Blade: At the start of the Fight phase, you can select one friendly FARSIGHT ENCLAVES CORE unit within 6" of this model; until the end of the phase, each time a CORE model in that unit makes an attack, add 1 to that attack’s hit roll.
Master of War (Aura): While a friendly FARSIGHT ENCLAVES CORE unit is within 6" of this model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Enclave Commander: If your army is Battle-forged, this model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
Shield Generator: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Exemplar of the Mont’ka: In your Command phase, select one friendly CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a Core model in that unit makes a ranged attack that targets an enemy unit within 9", or 12" if you selected the Mont’ka Tactical Philosophy this battle, you can re-roll the wound roll.
FACTION KEYWORDS: T’AU EMPIRE, FARSIGHT ENCLAVES
KEYWORDS: INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, COMMANDER, FARSIGHT


7

Commander in Coldstar Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
120
Commander in Coldstar Battlesuit (base: 60mm)
1
120
Commander in Coldstar Battlesuit
14" 3+ 2+ 5 5 7 4 10 3+ 60mm
A Commander in Coldstar Battlesuit is equipped with: high-output burst cannon; target lock.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
24"
Assault D6
4
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+15
High-output burst cannon
+15
High-output burst cannon
18"
Assault 10
5
-1
1
-
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
T’au flamer
T’au flamer
12"
Assault D6+2
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.
OTHER WARGEAR
ABILITIES 
Positional relay
Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer.
Positional relay
Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer.
+10
Shield generator
The bearer has a 4+ invulnerable save.
+10
Shield generator
The bearer has a 4+ invulnerable save.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Commander in Coldstar Battlesuit’s high-output burst cannon can be replaced with one of the following: 1 airbursting fragmentation projector; 1 burst cannon; 1 fusion blaster; 1 missile pod; 1 plasma rifle; 1 positional relay; 1 shield generator; 1 T’au flamer; 1 velocity tracker.
 • The Commander in Coldstar Battlesuit can be equipped with up to three of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 fusion blaster; 1 missile pod; 1 plasma rifle; 1 positional relay; 1 shield generator; 1 T’au flamer; 1 velocity tracker.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
High-altitude Manoeuvres: Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield. If you do, then in the Reinforcements step of that phase, you can do one of the following:
  • Set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models.
  • If the mission you are playing is using the Strategic Reserves rule, place this unit into Strategic Reserves.
Master of War (Aura): While a friendly CORE unit is within 6" of this unit’s COLDSTAR BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Aggressive Tactics: In your Command phase, you can select one friendly CRISIS CORE unit within 9" of this unit’s COLDSTAR BATTLESUIT COMMANDER model. Until the end of the turn, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit.
UPGRADES
UPGRADES
Commander in Coldstar Battlesuit can receive the following Prototype Systems upgrades:
 • Starflare Ignition System+20Power Rating: +1
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Thermoneutronic Projector+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, COLDSTAR, COMMANDER


7

Commander in Crisis Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
110
Commander in Crisis Battlesuit (base: 50mm)
1
110
Commander in Crisis Battlesuit
10" 3+ 2+ 5 5 6 4 10 3+ 50mm
A Commander in Crisis Battlesuit is equipped with: burst cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
24"
Assault D6
4
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
T’au flamer
T’au flamer
12"
Assault D6+2
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.
OTHER WARGEAR
ABILITIES 
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+10
Shield generator
The bearer has a 4+ invulnerable save.
+10
Shield generator
The bearer has a 4+ invulnerable save.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Commander in Crisis Battlesuit’s burst cannon can be replaced with upto four of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 counterfire defence system; 1 cyclic ion blaster; 1 early warning override; 1 fusion blaster; 1 missile pod; 1 multi-tracker; 1 plasma rifle; 1 shield generator; 1 target lock; 1 T’au flamer; 1 velocity tracker.
 • The Commander in Crisis Battlesuit can be equipped with 1 iridium battlesuit.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
Master of War (Aura): While a friendly CORE unit is within 6" of this unit’s CRISIS BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Tactical Acumen: In your Command phase, you can select one friendly CRISIS CORE unit within 9" of this unit’s CRISIS BATTLESUIT COMMANDER model. Until the end of the turn:
  • That unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.
  • Each time a Core model in that unit makes a ranged attack, you can ignore any or all hit roll modifiers.
UPGRADES
UPGRADES
Commander in Crisis Battlesuit can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Thermoneutronic Projector+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, CRISIS, COMMANDER


8

Commander in Enforcer Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
130
Commander in Enforcer Battlesuit (base: 60mm)
1
130
Commander in Enforcer Battlesuit
8" 3+ 2+ 5 5 7 4 10 2+ 60mm
A Commander in Enforcer Battlesuit is equipped with: burst cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
24"
Assault D6
4
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
T’au flamer
T’au flamer
12"
Assault D6+2
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.
OTHER WARGEAR
ABILITIES 
Positional relay
Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer.
Positional relay
Once per battle round, when you set up a friendly Strategic Reserves unit, the bearer can use this wargear item. If it does, that unit counts the battle round number as one higher than the current battle round number for the purpose of determining where it is set up, but when doing so it must be set up within 6" of the bearer.
+10
Shield generator
The bearer has a 4+ invulnerable save.
+10
Shield generator
The bearer has a 4+ invulnerable save.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Commander in Enforcer Battlesuit’s burst cannon can be replaced with up to four of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 cyclic ion blaster; 1 fusion blaster; 1 missile pod; 1 plasma rifle; 1 positional relay; 1 shield generator; 1 T’au flamer; 1 velocity tracker.
 • This unit can be equipped with upto two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
Hardened Armour: Each time an attack is allocated to this unit’s ENFORCER BATTLESUIT COMMANDER model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Master of War (Aura): While a friendly CORE unit is within 6" of this unit’s ENFORCER BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Resolute Firebase: In your Command phase, you can select one friendly CRISIS CORE unit within 9" of this unit’s ENFORCER BATTLESUIT COMMANDER model. Until the start of your next Command phase, that unit gains the Objective Secured ability.
UPGRADES
UPGRADES
Commander in Enforcer Battlesuit can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Thermoneutronic Projector+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, ENFORCER, COMMANDER


8

Commander Shadowsun

NoNAME  M WS BS S T W A Ld Sv Base
150
Commander Shadowsun (base: 50mm)
1
150
Commander Shadowsun
10" 3+ 2+ 5 5 7 4 10 3+ 50mm
Advanced Guardian Drone (base: 32mm flying base)
1Advanced Guardian Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Command-link Drone (base: 32mm flying base)
1Command-link Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Commander Shadowsun is equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; Advanced Guardian Drone; Command-link Drone. Your army can only include one COMMANDER SHADOWSUN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dispersed fusion blaster
Dispersed fusion blaster
18"
Assault 2
7
-4
2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3.
Flechette launcher
Flechette launcher
18"
Assault 5
3
0
1
-
High-energy fusion blaster
High-energy fusion blaster
24"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Light missile pod
Light missile pod
24"
Assault 2
7
-1
2
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Commander Shadowsun’s 2 high-energy fusion blasters can be replaced with one of the following: 1 high-energy fusion blaster and 1 dispersed fusion blaster; 2 dispersed fusion blasters.
ABILITIES (Shadowsun)
ABILITIES (Shadowsun)
Battlesuits, Manta Strike
Defender of the Greater Good: In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU EMPIRE CHARACTER unit within 6" of this unit’s COMMANDER SHADOWSUN model. Until the start of your next Command phase, each time a CORE or CHARACTER model in that unit makes an attack, you can re-roll the hit roll.
Camouflage Fields: While this unit’s COMMANDER SHADOWSUN model has any wounds remaining, each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
XV22 Stalker Battlesuit: This unit’s COMMANDER SHADOWSUN model has a 5+ invulnerable save.
Master of War (Aura): While a friendly T’AU EMPIRE CORE unit is within 6" of this unit’s COMMANDER SHADOWSUN model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Infiltrator: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Hero of the Empire: If your army is Battle-forged, this unit’s COMMANDER SHADOWSUN model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
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 (Advanced Guardian Drone)
ABILITIES (Advanced Guardian Drone)
Advanced Guardian Shield Generator: This model has a 4+ invulnerable save. This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
ABILITIES (Command-link Drone)
ABILITIES (Command-link Drone)
Command-link: Add 3" to the range of this unit’s aura abilities (to a maximum of 12"). Each time a model in this unit uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability.
WARLORD TRAIT!
WARLORD TRAIT!
Exemplar of the Kauyon: After both players have deployed their armies and determined who has the first turn, select up to one friendly unit, or up to three friendly units if you selected the Kauyon Tactical Philosophy this battle, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Shadowsun): INFANTRY, CHARACTER, BATTLESUIT, FLY, SUPREME COMMANDER, JET PACK, COMMANDER, SHADOWSUN
KEYWORDS (Advanced Guardian Drone): DRONE, FLY, ADVANCED GUARDIAN DRONE
KEYWORDS (Command-link Drone): DRONE, FLY, COMMAND-LINK DRONE


3

Darkstrider

NoNAME  M WS BS S T W A Ld Sv Base
60
Darkstrider (base: 32mm)
1
60
Darkstrider
7" 3+ 2+ 3 3 5 3 9 4+ 32mm
Darkstrider is equipped with: markerlight; Shade. Your army can only include one DARKSTRIDER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shade
Shade
24"
Assault 2
5
-2
2
-
OTHER WARGEAR
ABILITIES 
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
ABILITIES
ABILITIES
Structural Analyser: In your Command phase, you can select one friendly T’AU SEPT CORE unit within 6" of this model and one enemy unit visible to this model. Until the end of the turn, each time a model in that T’AU SEPT CORE unit makes a ranged attack against that enemy unit, add 1 to that attack’s wound roll.
Target Uploaded: This unit can start the Fire Markerlights action at the end of your Movement phase, instead of at the start.
Drone Familiar Cluster: Each time this model is selected to shoot, you can re-roll one hit roll and you can re-roll one wound roll when resolving this model’s attacks.
Fighting Retreat (Aura): While a friendly T’AU SEPT CORE unit (excluding BATTLESUIT units) is within 6" of this model, that unit is eligible to shoot in a turn in which it Fell Back.
Vanguard: At the start of the first battle round, this model can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models.
WARLORD TRAIT!
WARLORD TRAIT!
A Ghost Walks Among Us:
  • Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.
  • Each time this WARLORD Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this WARLORD.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS: INFANTRY, CHARACTER, PHOTON GRENADES, DARKSTRIDER


3

Ethereal

NoNAME  M WS BS S T W A Ld Sv Base
90
Ethereal (base: 25mm)
1
90
Ethereal
6" 3+ 4+ 3 3 4 3 10 5+ 25mm
An Ethereal is equipped with: honour stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Honour stave
Honour stave
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Hover drone
The bearer has a Move characteristic of 10" and the FLY keyword.
+5
Hover drone
The bearer has a Move characteristic of 10" and the FLY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hover drone (Power Rating +1).
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Inspired to Greatness
Embodiments of the Empire: This model cannot be drawn from the FARSIGHT ENCLAVES Sept.
Failure Is Not An Option (Aura): While a friendly T’AU EMPIRE CORE unit [excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units) is within 6" of this unit’s ETHEREAL model, models in that unit can use this model’s Leadership characteristic instead of their own.
SERENE UNIFIER
SERENE UNIFIER
This model knows two invocations from the Invocations of the Ethereals. In your Command phase, if this model is on the battlefield, it can intone one invocation it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned invocation is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, ETHEREAL


2

Kroot Shaper

NoNAME  M WS BS S T W A Ld Sv Base
25
Kroot Shaper (base: 25mm)
1
25
Kroot Shaper
7" 2+ 4+ 4 3 4 3 8 6+ 25mm
A Kroot Shaper is equipped with: Shaper Kroot rifle; ritual blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot pistol
Kroot pistol
12"
Pistol 1
5
-1
1
-
Shaper Kroot rifle
Shaper Kroot rifle
24"
Rapid Fire 2
4
-1
1
-
Pulse rifle
Pulse rifle
36"
Rapid Fire 1
5
-1
1
-
Ritual blade
Ritual blade
Melee
Melee
+1
-1
1
-
Grenade belt
Grenade belt
6"
Grenade 2D6
5
-1
1
Blast. The bearer can only shoot with this weapon once per battle.
Blast. The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Shaper Kroot rifle can be replaced with 1 pulse rifle.
 • This model’s ritual blade can be replaced with 1 Kroot pistol and 1 grenade belt.
ABILITIES
ABILITIES
Ambushing Predators
Wisest of Their Kind (Aura): While a friendly KROOT unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
The Shaper Commands (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Stealthy Hunter: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, CHARACTER, T’AU AUXILIARY, KROOT SHAPER


9

Longstrike

NoNAME  M WS BS S T W! A Ld Sv Base
160
Longstrike (base: 60mm flying base)
1
160
Longstrike
12" 6+ 3+ 6 7 8-14 3 9 3+ 60mm flying base
8" 6+ 4+ 6 7 4-7 D3 9 3+
4" 6+ 5+ 6 7 1-3 1 9 3+
Gun Drone (base: 32mm flying base)
2Gun Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Longstrike is equipped with: railgun. This unit is equipped with 2 Gun Drones. A Gun Drone is equipped with: 2 pulse carbines. Your army can only include one LONGSTRIKE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Longstrike
+5
Accelerator burst cannon
+5
Accelerator burst cannon
18"
Assault 8
6
-1
1
-
+10
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
60"
Heavy 3D3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy 3D3
8
-2
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Railgun
Railgun
72"
Heavy 1
14
-6
D3+6
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Gun Drones
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Longstrike’s railgun can be replaced with 1 ion cannon.
 • Longstrike can be equipped with up to 2 seeker missiles.
 • Instead of this unit being equipped with 2 Gun Drones, Longstrike can be equipped with one of the following: 2 accelerator burst cannons; 2 smart missile systems.
ABILITIES (Longstrike)
ABILITIES (Longstrike)
Drone Dock: If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s HAMMERHEAD model.
Gunship Ace: Each time this unit’s HAMMERHEAD model makes a ranged attack against a MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.
Targeting Array: Each time this unit’s HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving its attacks.
Hover Tank: Distances are always measured to and from this hull of this unit’s HAMMERHEAD model.
XV02 Pilot Battlesuit: In your Command phase, you can select one other friendly T’AU SEPT CORE or T’AU SEPT HAMMERHEAD unit within 6" of this unit’s HAMMERHEAD model. Until the start of your next Command phase, each time a model in that unit makes an attack, the target is treated as having a Markerlight token.
Explodes: When this unit’s HAMMERHEAD model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun 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.
Threat Identification Protocol: Each time this model makes a ranged attack, it can only target the nearest eligible unit.
WARLORD TRAIT!
WARLORD TRAIT!
Through Boldness, Victory: In your Command phase, select one friendly CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a CORE model in that unit makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Longstrike): VEHICLE, CHARACTER, FLY, HAMMERHEAD, LONGSTRIKE
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONE


5

Shas’o R’alai

NoNAME  M WS BS S T W A Ld Sv Base
Shas’o R’alai (base: 65mm)
1Shas’o R’alai 8" 3+ 2+ 5 5 7 4 9 3+ 65mm
Blacklight Marker Drone (base: 32mm flying base)
2Blacklight Marker Drone 8" 5+ 4+ 3 3 1 1 6 4+ 32mm flying base
Shas’o R’alai is equipped with: drone controller; experimental pulse submunitions rifle. Blacklight Marker Drones are equipped with: markerlight. Your army can only include one SHAS’O R’ALAI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Experimental pulse submunitions rifle
Before selecting targets, select one of the profiles below to make attacks with.
Experimental pulse submunitions rifle
Before selecting targets, select one of the profiles below to make attacks with.
 - EMP
 - EMP
24"
Assault 1
1
0
1
Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends.
Each time an attack is made with this weapon against a VEHICLE unit, on a successful hit roll, the target suffers 3 mortal wounds and the attack sequence ends.
 - Hyper density sabot
 - Hyper density sabot
36"
Assault 2
9
-2
2
-
 - Ionic cluster-beam shell
 - Ionic cluster-beam shell
24"
Assault D6
6
-1
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Shas’o R’alai
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.
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.
Blacklight Marker Drone
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
ABILITIES (Shas’o R’alai)
ABILITIES (Shas’o R’alai)
Battlesuits, Manta Strike
Master of War (Aura): While a friendly CORE unit is within 6" of this unit’s CRISIS BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Eclipse Shield Generator: This model has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for this model.
Assassin: Each time this model makes an attack against a CHARACTER unit, you can re-roll the hit roll and wound roll.
Photon Casters: Each time this unit is declared as a target of a charge, subtract 2 from that charge’s charge roll.
ABILITIES (Blacklight Marker Drone)
ABILITIES (Blacklight Marker Drone)
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.
Blacklight Markers: Each time this model performs the Fire Markerlights action, you can select one eligible enemy unit within 48" of this model, instead of within 36".
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: T’AU EMPIRE, KE’LSHAN
KEYWORDS (Shas’o R’alai): INFANTRY, BATTLESUIT, COMMANDER, CHARACTER, JET PACK, FLY, SHAS’O R’ALAI
KEYWORDS (Blacklight Marker Drone): DRONE, FLY, MARKERLIGHT, BLACKLIGHT MARKER DRONE


7

Commander in XV81 Crisis Battlesuit*

NoNAME  M WS BS S T W A Ld Sv Base
100
Commander in XV81 Crisis Battlesuit (base: 60mm)
1
100
Commander in XV81 Crisis Battlesuit
8" 3+ 2+ 5 5 5 4 9 3+ 60mm
This unit can contain up to two Tactical Drones for Power Rating +1. A Commander in XV81 Crisis Battlesuit is equipped with: plasma rifle; smart missile system. You can only include one XV81 CRISIS COMMANDER model in your army.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 6
5
0
1
-
+8
Plasma rifle
+8
Plasma rifle
30"
Assault 1
8
-4
3
-
Smart missile system
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma rifle can be replaced with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
 • This model can be equipped with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
UPGRADES
UPGRADES
Commander in XV81 Crisis Battlesuit can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, XV81 CRISIS, JET PACK, FLY, COMMANDER


6

Commander in XV84 Crisis Battlesuit*

NoNAME  M WS BS S T W A Ld Sv Base
90
Commander in XV84 Crisis Battlesuit (base: 60mm)
1
90
Commander in XV84 Crisis Battlesuit
8" 3+ 2+ 5 5 5 4 9 3+ 60mm
This unit can contain up to two Tactical Drones for Power Rating +1. A Commander in VX84 Crisis Battlesuit is equipped with: plasma rifle; markerlight; target lock. You can only include one XV84 CRISIS COMMANDER model in your army
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
+8
Plasma rifle
+8
Plasma rifle
30"
Assault 1
8
-4
3
-
OTHER WARGEAR
ABILITIES 
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma rifle can be replaced with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
 • This model can be equipped with one of the following: 1 weapon from the Ranged Weapons list; 1 item from the Support Systems list.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
UPGRADES
UPGRADES
Commander in XV84 Crisis Battlesuit can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, XV84 CRISIS, JET PACK, FLY, COMMANDER


6

Shas’o R’myr*

NoNAME  M WS BS S T W A Ld Sv Base
110
Shas’o R’myr (base: 60mm)
1
110
Shas’o R’myr
8" 3+ 2+ 5 5 5 4 9 3+ 60mm
Shas’o R’myr is equipped with: miniaturised flechette pod; twin plasma rifle. You can only include one SHAS’O R’MYR model in your army.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Miniaturised flechette pod
Miniaturised flechette pod
12"
Pistol 4
3
0
1
-
Twin plasma rifle
Twin plasma rifle
24"
Rapid Fire 2
6
-3
1
-
ABILITIES
ABILITIES
For the Greater Good, Master of War
Shield Generator: This model has a 4+ invulnerable save.
Vengeance: Each time this model makes an attack against an ASTRA MILITARUM unit, re-roll a hit roll of 1.
Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CHARACTER, JET PACK, FLY, COMMANDER, SHAS’O R’MYR

Troops


5

Breacher Team

NoNAME  M WS BS S T W A Ld Sv Base
Breacher Fire Warrior (base: 25mm)
9Breacher Fire Warrior 6" 5+ 4+ 3 3 1 1 7 4+ 25mm
Breacher Fire Warrior Shas’ui (base: 25mm)
1Breacher Fire Warrior Shas’ui 6" 5+ 4+ 3 3 1 2 8 4+ 25mm
+10
Support Turret (base: 40mm)
0‑1
+10
Support Turret
- - 4+ 3 3 1 - 4 4+ 40mm
If this unit contains a Support Turret model, it has Power Rating 6.
  • The Breacher Fire Warrior Shas’ui and every Breacher Fire Warrior is equipped with: pulse blaster; pulse pistol.
  • A Support Turret is equipped with: missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Missile pod
+10
Missile pod
30"
Assault 2
7
-2
2
-
Pulse blaster
Before selecting targets, select one of the profiles below to make attacks with.
Pulse blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Close range
 - Close range
8"
Assault 2
6
-2
1
-
 - Long range
 - Long range
14"
Assault 2
5
-1
1
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Smart missile system
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
OTHER WARGEAR
ABILITIES 
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Breacher Fire Warrior Shas’ui can be equipped with 1 markerlight.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Guardian Drone
+10
(maximum 1 per unit); 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
 • The Support Turret’s missile pod can be replaced with 1 smart missile system.
ABILITIES
ABILITIES
Set Up Turret: If this unit contains a Support Turret, that model is not set up until this unit performs the following action:

Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. The action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.’
DS8 Support Turret: The following rules apply to Support Turret models.
  • Support Turret models are ignored for the purposes of determining a unit’s Starting Strength, and whether it is below Half-strength.
  • The destruction of Support Turret models is ignored for the purpose of Morale Tests.
  • Support Turret models do not take up space in a TRANSPORT.
  • In your Movement phase, each time this unit is selected to move, if it contains a Support Turret model that is on the battlefield you can remove that model from the battlefield (it does not count as destroyed).
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, BREACHER TEAM


3

Kroot Carnivores

NoNAME  M WS BS S T W A Ld Sv Base
7
Kroot (base: 25mm)
10‑20
7
Kroot
7" 3+ 4+ 4 3 1 2 6 6+ 25mm
If this unit contains 11 or more models, it has Power Rating 6. Every model is equipped with: Kroot rifle; quill grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
User
-1
1
-
Quill grenades
Quill grenades
6"
Grenade D6
4
0
1
Blast
Blast
ABILITIES
ABILITIES
Ambushing Predators
Stealthy Hunters: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Kroot Pack: If your army is Battle-forged, then for each KROOT CARNIVORES unit included in a Detachment, up to one KROOTOX RIDERS unit, up to one KROOT HOUNDS unit, and up to one KROOT SHAPER unit can be included in that Detachment without taking up Battlefield Role slots.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, T’AU AUXILIARY, KROOT CARNIVORES


4

Strike Team

NoNAME  M WS BS S T W A Ld Sv Base
Fire Warrior (base: 25mm)
9Fire Warrior 6" 5+ 4+ 3 3 1 1 7 4+ 25mm
Fire Warrior Shas’ui (base: 25mm)
1Fire Warrior Shas’ui 6" 5+ 4+ 3 3 1 2 8 4+ 25mm
+10
Support Turret (base: 40mm)
0‑1
+10
Support Turret
- - 4+ 3 3 1 - 4 4+ 40mm
If this unit contains a Support Turret model, it has Power Rating 5.
  • The Fire Warrior Shas’ui and every Fire Warrior is equipped with: pulse rifle; pulse pistol.
  • A Support Turret is equipped with: missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Missile pod
+10
Missile pod
30"
Assault 2
7
-2
2
-
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Pulse rifle
Pulse rifle
36"
Rapid Fire 1
5
-1
1
-
Smart missile system
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
OTHER WARGEAR
ABILITIES 
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
+5
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their pulse rifle replaced with 1 pulse carbine.
 • The Fire Warrior Shas’ui can be equipped with 1 markerlight.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Guardian Drone
+10
(maximum 1 per unit); 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
 • The Support Turret's missile pod can be replaced with 1 smart missile system.
ABILITIES
ABILITIES
Set Up Turret: If this unit contains a Support Turret, that model is not set up until this unit performs the following action:

Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. The action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.’
DS8 Support Turret: The following rules apply to Support Turret models.
  • Support Turret models are ignored for the purposes of determining a unit’s Starting Strength, and whether it is below Half-strength.
  • The destruction of Support Turret models is ignored for the purpose of Morale Tests.
  • Support Turret models do not take up space in a TRANSPORT.
  • In your Movement phase, each time this unit is selected to move, if it contains a Support Turret model that is on the battlefield you can remove that model from the battlefield (it does not count as destroyed).
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, STRIKE TEAM

Dedicated Transport


6

Devilfish

NoNAME  M WS BS S T W! A Ld Sv Base
95
Devilfish (base: 60mm flying base)
1
95
Devilfish
12" 6+ 4+ 6 7 7-13 3 8 3+ 60mm flying base
8" 6+ 5+ 6 7 4-6 D3 8 3+
4" 6+ 6+ 6 7 1-3 1 8 3+
Gun Drone (base: 32mm flying base)
2Gun Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Devilfish is equipped with: accelerator burst cannon. This unit is equipped with 2 Gun Drones. A Gun Drone is equipped with: 2 pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Devilfish
Accelerator burst cannon
Accelerator burst cannon
18"
Assault 8
6
-1
1
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Gun Drone
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Devilfish can be equipped with up to 2 seeker missiles.
 • Instead of this unit being equipped with 2 Gun Drones, the Devilfish can be equipped with 2 smart missile systems.
ABILITIES (Devilfish)
ABILITIES (Devilfish)
Drone Dock: If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s DEVILFISH model.
Armoured Aggression: At the start of the first battle round, before the first turn begins, if you selected the Mont’ka Tactical Philosophy at the start of the battle, this unit can make a Normal Move of up to 9". It cannot end this move within 9" of any enemy models.
Hover Tank: Distances are measured to and from the hull or the base of this unit’s VEHICLE model; whichever is closest.
Tactical Disengagement: At the end of your Movement phase, if you selected the Kauyon Tactical Philosophy at the start of the battle and the mission you are playing is using the Strategic Reserves rule, you can remove this unit from the battlefield if it is within 9" of any battlefield edges and place it in Strategic Reserves.
Explodes: When this unit’s DEVILFISH model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun 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.
Threat Identification Protocol: Each time this model makes a ranged attack, it can only target the nearest eligible unit.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY or DRONE models and 1 RECON DRONE model. It cannot transport BATTLESUIT models.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Devilfish): VEHICLE, TRANSPORT, FLY, DEVILFISH
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONE

Elites


9

Crisis Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
45
Crisis Shas’ui (base: 50mm)
2‑5
45
Crisis Shas’ui
10" 5+ 4+ 5 5 4 3 8 3+ 50mm
45
Crisis Shas’vre (base: 50mm)
1
45
Crisis Shas’vre
10" 5+ 4+ 5 5 4 4 9 3+ 50mm
If this unit contains 4 or more models, it has Power Rating 18. Every model is equipped with: burst cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
24"
Assault D6
4
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
T’au flamer
T’au flamer
12"
Assault D6+2
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.
OTHER WARGEAR
ABILITIES 
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+5
Shield generator
The bearer has a 4+ invulnerable save.
+5
Shield generator
The bearer has a 4+ invulnerable save.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of CRISIS models can each have their burst cannon replaced with up to three of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 counterfire defence system; 1 cyclic ion blaster; 1 early warning override; 1 fusion blaster; 1 missile pod; 1 multi-tracker; 1 plasma rifle; 1 shield generator; 1 target lock; 1 T’au flamer; 1 velocity tracker.
 • Any number of CRISIS models can be equipped with one of the following: 1 counterfire defence system; 1 early warning override; 1 multi-tracker; 1 shield generator; 1 target lock; 1 velocity tracker.
 • For every 3 CRISIS models in this unit, 1 CRISIS model can be equipped with 1 iridium battlesuit.
 • For every CRISIS model in this unit, it can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
UPGRADES
UPGRADES
Crisis Battlesuits can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Thermoneutronic Projector+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, CRISIS


6

Crisis Bodyguards

NoNAME  M WS BS S T W A Ld Sv Base
45
Crisis Bodyguard Shas’ui (base: 50mm)
1‑5
45
Crisis Bodyguard Shas’ui
10" 5+ 4+ 5 5 4 3 8 3+ 50mm
45
Crisis Bodyguard Shas’vre (base: 50mm)
1
45
Crisis Bodyguard Shas’vre
10" 5+ 4+ 5 5 4 4 9 3+ 50mm
If this unit contains between 3 and 4 models, it has Power Rating 12. If this unit contains 5 or more models, it has Power Rating 18. Every model is equipped with: burst cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Airbursting fragmentation projector
Airbursting fragmentation projector
24"
Assault D6
4
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Fusion blaster
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
T’au flamer
T’au flamer
12"
Assault D6+2
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.
OTHER WARGEAR
ABILITIES 
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
+10
Iridium battlesuit
The bearer has a Save characteristic of 2+.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+5
Shield generator
The bearer has a 4+ invulnerable save.
+5
Shield generator
The bearer has a 4+ invulnerable save.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of CRISIS models can each have their burst cannon replaced with up to three of the following, in any combination: 1 airbursting fragmentation projector; 1 burst cannon; 1 counterfire defence system; 1 cyclic ion blaster; 1 early warning override; 1 fusion blaster; 1 missile pod; 1 multi-tracker; 1 plasma rifle; 1 shield generator; 1 target lock; 1 T’au flamer; 1 velocity tracker.
 • For every 3 CRISIS models in this unit, 1 CRISIS model can be equipped with 1 iridium battlesuit.
 • For every CRISIS model in this unit, it can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
Sworn Protectors: While a friendly CHARACTER model (excluding VEHICLE and MONSTER models) is within 3" of any CRISIS models in this unit, that CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models.
Bodyguard Contingent: If your army is Battle-forged, then for each COMMANDER unit included in a Detachment, you can include one CRISIS BODYGUARDS unit in that Detachment without it taking up a Battlefield Role slot.
UPGRADES
UPGRADES
Crisis Bodyguards can receive the following Prototype Systems upgrades:
 • Sensory Negation Countermeasures+15Power Rating: +1
 • Alternating Fusion Blaster+25Power Rating: +2
 • DW-02 Advanced Burst Cannon+15Power Rating: +1
 • Novasurge Plasma Rifle+20Power Rating: +1
 • Thermoneutronic Projector+20Power Rating: +1
 • Dominator Fragmentation Launcher+25Power Rating: +2
 • Internal Grenade Racks+15Power Rating: +2
 • Resonator Warheads+30Power Rating: +2
 • Stimm Injectors+10Power Rating: +1
 • Wide-spectrum Scanners+20Power Rating: +1
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, CRISIS, CRISIS BODYGUARDS


3

Firesight Marksman

NoNAME  M WS BS S T W A Ld Sv Base
Firesight Marksman (base: 40mm)
1Firesight Marksman 6" 5+ 3+ 3 3 3 2 8 4+ 40mm
Sniper Drone (base: 32mm flying base)
3Sniper Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Firesight Marksman is equipped with: markerlight; pulse pistol. This unit is equipped with 3 Sniper Drones. A Sniper Drone is equipped with: longshot pulse rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Firesight Marksman
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Sniper Drone
Longshot pulse rifle
Longshot pulse rifle
48"
Rapid Fire 1
5
-2
1
-
OTHER WARGEAR
ABILITIES 
Firesight Marksman
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
ABILITIES (Firesight Marksman)
ABILITIES (Firesight Marksman)
Drone Uplink: In your Command phase, you can select one SNIPER DRONE unit within 6" of this unit’s FIRESIGHT MARKSMAN model. Until the start of your next Command phase:
  • SNIPER DRONE models in that unit have a Ballistic Skill characteristic of 3+.
  • Each time you select a target for an attack made by a SNIPER DRONE model in that unit, you can ignore the Look Out, Sir rule.
  • Each time an attack is made by a SNIPER DRONE model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Marksman Stealth Field: This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model or is within 12" of the firing model. In your Movement phase, if this unit does not Remain Stationary, it loses this ability until the start of your next Movement phase.
ABILITIES (Sniper Drone)
ABILITIES (Sniper Drone)
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.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Firesight Marksman): INFANTRY, CHARACTER, FIRESIGHT MARKSMAN
KEYWORDS (Sniper Drone): DRONE, FLY, SNIPER DRONE


9

Ghostkeel Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
Ghostkeel Shas’vre (base: 105 x 70mm)
1Ghostkeel Shas’vre 12" 5+ 4+ 6 7 7-12 3 9 3+ 105 x 70mm
8" 5+ 5+ 6 7 4-6 D3 9 3+
4" 5+ 5+ 6 7 1-3 1 9 3+
Stealth Drone (base: 32mm flying base)
2Stealth Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Ghostkeel Shas’vre is equipped with: fusion collider; 2 T’au flamers; Ghostkeel fists; drone controller. This unit is equipped with 2 Stealth Drones.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion raker
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion raker
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-2
2
-
 - Overcharge
 - Overcharge
36"
Heavy 6
8
-2
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
T’au flamer
T’au flamer
12"
Assault D6+2
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.
+5
Fusion blaster
+5
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Fusion collider
Fusion collider
24"
Heavy 3
9
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Ghostkeel fists
Ghostkeel fists
Melee
Melee
+1
-1
2
-
OTHER WARGEAR
ABILITIES 
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.
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.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+15
Flare launcher
Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost.
+15
Flare launcher
Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Ghostkeel Shas’vre’s fusion collider can be replaced with 1 cyclic ion raker.
 • The Ghostkeel Shas’vre can be equipped with one of the following: 1 early warning override; 1 flare launcher.
 • The Ghostkeel Shas’vre’s 2 T’au flamers can be replaced with one of the following: 2 burst cannons; 2 fusion blasters.
ABILITIES (Ghostkeel)
ABILITIES (Ghostkeel)
Electrowarfare Suite: While this unit’s GHOSTKEEL BATTLESUIT model has any wounds remaining, each time a ranged attack targets this unit, subtract 1 from that attack’s hit roll.
Infiltrator: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Explodes: When this unit’s GHOSTKEEL BATTLESUIT model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Stealth Drones)
ABILITIES (Stealth 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.
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.
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.
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.
Stealth Field Generator: This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model or the firing model is within 18" of it.
UPGRADES
UPGRADES
Ghostkeel Battlesuit can receive the following Prototype Systems upgrades:
 • Internal Grenade Racks+15Power Rating: +2
 • E-H Disruption Suite+30Power Rating: +2
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Ghostkeel): VEHICLE, BATTLESUIT, FLY, JET PACK, GHOSTKEEL BATTLESUIT
KEYWORDS (Stealth Drone): DRONE, FLY, STEALTH DRONE


2

Krootox Riders

NoNAME  M WS BS S T W A Ld Sv Base
25
Krootox Rider (base: 40mm)
1‑3
25
Krootox Rider
7" 3+ 4+ 6 5 4 4 6 6+ 40mm
If this unit contains 2 models, it has Power Rating 4. If this unit contains 3 models, it has Power Rating 6. Every model is equipped with: Kroot gun; Krootox fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot gun
Kroot gun
48"
Heavy 2
7
-1
2
-
Krootox fists
Krootox fists
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Ambushing Predators
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: CAVALRY, T’AU AUXILIARY, KROOTOX RIDER


4

Stealth Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
25
Stealth Shas’ui (base: 32mm)
2‑5
25
Stealth Shas’ui
8" 5+ 4+ 4 4 2 2 8 3+ 32mm
25
Stealth Shas’vre (base: 32mm)
1
25
Stealth Shas’vre
8" 5+ 4+ 4 4 2 3 9 3+ 32mm
If this unit contains 4 or more models, it has Power Rating 8. Every model is equipped with: burst cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
+5
Fusion blaster
+5
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
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
Homing Beacon
If this unit is equipped with a homing beacon, it can perform the following action:

Homing Beacon (Action): In your Command phase, any number of units from your army that are equipped with homing beacons can start to perform this action. The action is completed at the start of the Reinforcements step of your next Movement phase. When it is completed, the unit performing the action loses its homing beacon and one friendly CRISIS CORE unit that was setup in a Manta hold (see Manta Strike) can be set up on the battlefield within 3" of the unit and more than 9" away from any enemy models, even if it is the first battle round.’

We recommend placing a Homing Beacon model next to the unit as a reminder, removing it once this action has been completed (a Homing Beacon does not count as a model for any rules purposes).
+5
Homing Beacon
If this unit is equipped with a homing beacon, it can perform the following action:

Homing Beacon (Action): In your Command phase, any number of units from your army that are equipped with homing beacons can start to perform this action. The action is completed at the start of the Reinforcements step of your next Movement phase. When it is completed, the unit performing the action loses its homing beacon and one friendly CRISIS CORE unit that was setup in a Manta hold (see Manta Strike) can be set up on the battlefield within 3" of the unit and more than 9" away from any enemy models, even if it is the first battle round.’

We recommend placing a Homing Beacon model next to the unit as a reminder, removing it once this action has been completed (a Homing Beacon does not count as a model for any rules purposes).
+5
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 3 BATTLESUIT models in this unit, 1 BATTLESUIT model’s burst cannon can be replaced with 1 fusion blaster.
 • For every 3 BATTLESUIT models in this unit, 1 BATTLESUIT model can be equipped with one of the following: 1 drone controller; 1 target lock.
 • This unit can be equipped with 1 homing beacon.
 • This unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
+10
; 1 Marker Drone
+10
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits
Camouflage Fields: Each time an attack is made against this unit, subtract 1 from that attack’s hit roll. Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Infiltrators: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, STEALTH BATTLESUITS


4

Kroot Farstalkers

NoNAME  M WS BS S T W A Ld Sv Base
Kroot Farstalker (base: 28mm)
9Kroot Farstalker 7" 3+ 4+ 4 3 1 2 6 6+ 28mm
Kroot Kill-broker (base: 32mm)
1Kroot Kill-broker 7" 3+ 4+ 4 3 1 3 7 6+ 32mm
• The Kroot Kill-broker is equipped with: Kroot pistol; pulse rifle; ritual blade; quill grenades.
• Every Kroot Farstalker is equipped with: Kroot pistol; Kroot rifle; quill grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot pistol
Kroot pistol
12"
Pistol 1
4
0
1
-
Accelerator bow
Accelerator bow
18"
Assault 1
6
-2
1
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
+10
Dvorgite skinner
+10
Dvorgite skinner
12"
Assault D6
4
-1
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.
Kroot hunting rifle
Kroot hunting rifle
36"
Heavy 1
6
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot scattergun
Kroot scattergun
18"
Assault 2
4
0
1
-
+10
Londaxi tribalest
+10
Londaxi tribalest
18"
Heavy 3
7
-1
1
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
Pulse rifle
Pulse rifle
36"
Rapid Fire 1
5
-1
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
User
-1
1
-
Ritual blade
Ritual blade
Melee
Melee
+1
-1
1
-
Quill grenades
Quill grenades
6"
Grenade D6
4
0
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+10
Pech’ra
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
+10
Pech’ra
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Kroot Kill-broker’s pulse rifle and ritual blade can be replaced with one of the following: 1 Kroot rifle; 1 pulse carbine.
 • Up to 2 Kroot Farstalkers can each have their Kroot rifle replaced with 1 Kroot scattergun.
 • 1 Kroot Farstalker’s Kroot rifle can be replaced with 1 Kroot hunting rifle.
 • 1 Kroot Farstalker’s Kroot rifle can be replaced with 1 accelerator bow.
 • 1 Kroot Farstalker’s Kroot rifle can be replaced with one of the following: 1 Dvorgite skinner; 1 Londaxi tribalest.
 • 1 Kroot Farstalker equipped with a Kroot rifle can be equipped with 1 Pech’ra.
ABILITIES
ABILITIES
Ambushing Predators
Bounty Hunters: At the start of the first battle round, select one enemy unit to be this unit’s bounty. Each time a model in this unit makes an attack against its bounty, you can re-roll the hit roll.
Stealthy Hunters: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, T’AU AUXILIARY, KROOT FARSTALKERS


2

Dahyak Grekh*

NoNAME  M WS BS S T W A Ld Sv Base
40
Dahyak Grekh (base: 32mm)
1
40
Dahyak Grekh
7" 3+ 3+ 3 3 3 3 7 6+ 32mm
Dahyak Grekh is a single model armed with a kroot rifle and kroot pistol. Only one of this model can be included in your army.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot pistol
Kroot pistol
12"
Pistol 1
5
-1
1
-
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Tracker: During deployment, you can set up Dahyak Grekh in pursuit instead of placing him on the battlefield. At the end of any of your Movement phases he can reveal his hiding place and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Quarry Can’t Hide: Each time you select a target for a weapon this model is making an attack with, you can ignore the Look Out, Sir rule.
Concealed Booby Traps: Once per battle, at the end of your opponents Movement phase, you can choose an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.
Fieldcraft: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: CHARACTER, INFANTRY, KROOT TRACKER, DAHYAK GREKH


3

XV9 Hazard Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
60
XV9 Hazard Battlesuit (base: 60mm)
1‑3
60
XV9 Hazard Battlesuit
8" 5+ 4+ 5 5 4 3 8 3+ 60mm
If this unit contains 2 Hazard Battlesuit models, it has Power Rating 6. If this unit contains 3 Hazard Battlesuit models, it has Power Rating 9. A Hazard Battlesuit is equipped with: 2 twin hazard burst cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Fusion cascade
+10
Fusion cascade
12"
Assault D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin hazard burst cannons
Twin hazard burst cannons
18"
Assault 8
5
0
1
-
Phased ion gun
Phased ion gun
30"
Assault 4
6
-1
1
-
OTHER WARGEAR
ABILITIES 
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Shield generator
The bearer has a 4+ invulnerable save.
Shield generator
The bearer has a 4+ invulnerable save.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have any of their twin hazard burst cannons replaced with one of the following: 1 fusion cascade; 1 phased ion gun.
 • Any number of BATTLESUIT models can each be equipped with one of the following: 1 counterfire defence system; 1 early warning override; 1 multi-tracker; 1 shield generator; 1 target lock; 1 velocity tracker.’
 • For every BATTLESUIT model in this unit, this unit can be equipped with up to two of the following, in any combination (Power Rating +1): 1 Gun Drone
10
; 1 Marker Drone
10
; 1 Shield Drone
15
(see Drones).
ABILITIES
ABILITIES
Battlesuits, Manta Strike
Photon Casters: Each time this unit is declared as a target of a charge, subtract 2 from that charge roll.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, BATTLESUIT, JET PACK, FLY, XV9 HAZARD BATTLESUITS


2

DX4 Technical Drones*

NoNAME  M WS BS S T W A Ld Sv Base
20
DX4 Technical Drone (base: 32mm flying base)
2‑10
20
DX4 Technical Drone
8" 5+ 5+ 3 4 2 1 6 4+ 32mm flying base
If this unit contains between 3 and 4 models, it has Power Rating 4. If this unit contains between 5 and 6 models, it has Power Rating 6. If this unit contains between 7 and 8 models, it has Power Rating 8. If this unit contains 9 or more models, it has Power Rating 10. Every model is equipped with: defensive charge.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Defensive charge
Defensive charge
12"
Assault 1
5
0
1
-
ABILITIES
ABILITIES
For the Greater Good
Saviour Protocols: When resolving an attack made against a INFANTRY or BATTLESUIT unit whilst that unit is within 3" of a friendly 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.
Multi-function Surveyor: In your Command phase, select one of the following protocols for this unit to perform:
  • Repair Protocol: This unit can repair one friendly BATTLESUIT model within 3" of it. That BATTLESUIT model regains up to D3 lost wounds. Each model can only be repaired once per turn.
  • Surveillance Protocol: Select one enemy unit within 12" of this unit. Until the end of the turn, that enemy unit does not receive the benefits of Light Cover.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: DRONE, FLY, DX4 TECHNICAL DRONES

Fast Attack


1

Kroot Hounds

NoNAME  M WS BS S T W A Ld Sv Base
6
Kroot Hound (base: 25mm)
4‑12
6
Kroot Hound
12" 3+ - 3 3 1 3 5 6+ 25mm
If this unit contains between 5 and 8 models, it has Power Rating 2. If this unit contains 9 or more models, it has Power Rating 3. Every model is equipped with: ripping fangs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ripping fangs
Ripping fangs
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Ambushing Predators
Voracious Predators: You can re-roll Advance rolls and charge rolls made for this unit.
Stealthy Hunter: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: BEASTS, T’AU AUXILIARY, KROOT HOUNDS


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


4

Piranhas

NoNAME  M WS BS S T W A Ld Sv Base
60
Piranha (base: 60mm flying base)
1‑5
60
Piranha
16" 6+ 4+ 4 6 7 2 7 4+ 60mm flying base
Gun Drone (base: 32mm flying base)
2Gun Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
If this unit contains 2 Piranha models, it has Power Rating 8. If this unit contains 3 Piranha models, it has Power Rating 12. If this unit contains 4 Piranha models, it has Power Rating 16. If this unit contains 5 Piranha models, it has Power Rating 20. Every model is equipped with: Piranha burst cannon. For each Piranha model in this unit, this unit is equipped with 2 Gun Drones. A Gun Drone is equipped with: 2 pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Piranhas
Piranha burst cannon
Piranha burst cannon
18"
Assault 6
6
0
1
-
+10
Piranha fusion blaster
+10
Piranha fusion blaster
18"
Assault 1
8
-4
D6+2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
Gun Drones
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of PIRANHA models can each have their Piranha burst cannon replaced with 1 Piranha fusion blaster.
 • Any number of PIRANHA models can each be equipped with up to 2 seeker missiles.
ABILITIES (Piranhas)
ABILITIES (Piranhas)
Drone Dock: For each PIRANHA model in this unit, two of this unit’s DRONE models begin the battle docked with that PIRANHA model.
Outflanking Harassers: During deployment, you can set up this unit behind enemy lines 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 wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Explodes: Each time a PIRANHA model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
ABILITIES (Gun Drones)
ABILITIES (Gun 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.
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 (Piranhas): VEHICLE, FLY, PIRANHAS
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


2

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


3

Vespid Stingwings

NoNAME  M WS BS S T W A Ld Sv Base
12
Vespid Stingwing (base: 25mm)
4‑12
12
Vespid Stingwing
14" 4+ 4+ 4 4 1 1 5 4+ 25mm
12
Vespid Strain Leader (base: 25mm)
1
12
Vespid Strain Leader
14" 4+ 4+ 4 4 1 2 8 4+ 25mm
If this unit contains between 6 and 9 models, it has Power Rating 5. If this unit contains 10 or more models, it has Power Rating 7. Every model is equipped with: neutron blaster; Stingwing claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Neutron blaster
Neutron blaster
18"
Assault 2
5
-3
2
-
Stingwing claws
Stingwing claws
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Plunge From the Sky: During deployment, you can set up this unit high in the sky 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.
FACTION KEYWORDS: T’AU EMPIRE, VESPID
KEYWORDS: INFANTRY, T’AU AUXILIARY, FLY, VESPID STINGWINGS


4

Tetras

NoNAME  M WS BS S T W A Ld Sv Base
40
Tetra (base: 60mm flying base)
2‑4
40
Tetra
18" 6+ 4+ 4 5 4 2 6 4+ 60mm flying base
If this unit contains 3 models, it has Power Rating 6. If this unit contains 4 models, it has Power Rating 8. Every model is equipped with: markerlight; 2 pulse rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pulse rifle
Pulse rifle
36"
Rapid Fire 1
5
-1
1
-
ABILITIES
ABILITIES
Outflank: During deployment, you can set up this unit behind enemy lines 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 wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
High Intensity Markerlights: Each time a model in this unit performs the Fire Markerlights action, roll two additional D6.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, FLY, MARKERLIGHT, TETRAS


18

XV107 R’varna Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
320
XV107 R’varna Battlesuit (base: 120 x 92mm)
1
320
XV107 R’varna Battlesuit
8" 5+ 4+ 6 8 8-15 4 8 2+ 120 x 92mm
6" 5+ 5+ 6 8 4-7 3 8 2+
4" 5+ 5+ 6 8 1-3 2 8 2+
An R’varna Battlesuit is equipped with: 2 pulse submunitions cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pulse submunitions cannon
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
Pulse submunitions cannon
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
 - Standard
 - Standard
60"
Heavy 3D3
6
-2
2
Blast
Blast
 - Nova
 - Nova
60"
Heavy 9
7
-2
2
Blast
Blast
OTHER WARGEAR
ABILITIES 
+10
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
+10
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
+10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+5
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+5
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+10
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
+10
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to two of the following: 1 counterfire defence system; 1 early warning override; 1 multi-tracker; 1 target lock; 1 velocity tracker.
 • This model can be equipped with up to 2 Shielded Missile Drones
15
Power Rating +1 each (see Drones).
ABILITIES
ABILITIES
R’varna Shield Generator: This model has a 5+ invulnerable save.
Nova Reactor: In your Command phase, you can use this model’s Nova Reactor. If you do, inflict 1 mortal wound on this model then select one of the following effects:
  • Until the start of your next Command Phase, this model has a 4+ invulnerable save.
  • Until the start of your next Command phase, you can select the Nova profile of weapons this model is equipped with.
  • Until the start of your next Command phase, in each Fight phase, roll one D6 for each enemy unit within 6" of this model: on a 4+, that unit suffers D3 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, BATTLESUIT, XV107 R’VARNA BATTLESUIT


17

XV109 Y’vahra Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
300
XV109 Y’vahra Battlesuit (base: 120 x 92mm)
1
300
XV109 Y’vahra Battlesuit
18" 5+ 4+ 6 7 8-14 4 8 2+ 120 x 92mm
12" 5+ 5+ 6 7 4-7 3 8 2+
6" 5+ 5+ 6 7 1-3 2 8 2+
An Y’vahra Battlesuit is equipped with: fletchette pod; ionic discharge cannon; phased plasma-flamer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fletchette pod
Fletchette pod
12"
Assault 5
3
0
1
-
Ionic discharge cannon
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
Ionic discharge cannon
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
 - Standard
 - Standard
24"
Heavy 6
8
-1
2
-
 - Nova
 - Nova
24"
Heavy 6
9
-1
3
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.
Phased plasma-flamer
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
Phased plasma-flamer
Before selecting targets, select one of the profiles below to make attacks with. You can only select the Nova profile as described in this model’s Nova Reactor ability.
 - Standard
 - Standard
12"
Heavy 2D6
6
-2
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
 - Nova
 - Nova
12"
Heavy 3D6
6
-2
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
OTHER WARGEAR
ABILITIES 
+10
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
+10
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
+10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+10
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+5
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+5
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
+10
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
+10
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to two of the following: 1 counterfire defence system; 1 early warning override; 1 multi-tracker; 1 target lock; 1 velocity tracker.
 • This model can be equipped with up to 2 Shielded Missile Drones
15
Power Rating +1 each (see Drones).
ABILITIES
ABILITIES
Y’vahra Shield Generator: This model has a 5+ invulnerable save.
Nova Reactor: In your Command phase, you can use this model’s Nova Reactor. If you do, inflict 1 mortal wound on this model then select one of the following effects:
  • Until the start of your next Command Phase, this model has a 4+ invulnerable save.
  • Until the start of your next Command phase, you can select the Nova profile of weapons this model is equipped with.
  • Until the start of your next Command phase, add 12" to the Move characteristic of this model and it is eligible to shoot in a turn in which it Falls Back.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, BATTLESUIT, JET PACK, FLY, XV109 Y’VAHRA BATTLESUIT


4

Knarloc Riders*

NoNAME  M WS BS S T W A Ld Sv Base
30
Knarloc Riders (base: 65mm)
3‑6
30
Knarloc Riders
7" 3+ 4+ 3 4 4 1 6 4+ 65mm
If this unit contains 4 or more models, it has Power Rating 8. Every model is equipped with: Kroot rifle; Knarloc beak and talons.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Knarloc beak and talons
Knarloc beak and talons
Melee
Melee
+2
-2
2
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Loping Stride: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Thunderous Pounce: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Strength and Attacks characteristics of models in this unit.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: CAVALRY, KNARLOC RIDERS


3

TX42 Piranhas*

NoNAME  M WS BS S T W A Ld Sv Base
55
TX42 Piranha (base: 60mm flying base)
1‑5
55
TX42 Piranha
16" 6+ 4+ 4 5 6 2 7 3+ 60mm flying base
Increase this unit’s Power Rating by +3 for every additional TX42 Piranha it includes. Every model is equipped with: 2 plasma rifles.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+7
Missile pod
+7
Missile pod
30"
Assault 2
7
-2
2
-
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
+2
Rail rifle
+2
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their 2 plasma rifles replaced with one of the following: 2 fusion blasters; 2 missile pods; 2 rail rifles.
ABILITIES
ABILITIES
Explodes: When a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, FLY, TX42 PIRANHAS

Flyers


8

Razorshark Strike Fighter

NoNAME  M WS BS S T W! A Ld Sv Base
155
Razorshark Strike Fighter (base: 120 x 92mm flying base)
1
155
Razorshark Strike Fighter
20-50" 6+ 4+ 6 7 7-12 3 8 4+ 120 x 92mm flying base
20-30" 6+ 5+ 6 7 4-6 D3 8 4+
20-25" 6+ 6+ 6 7 1-3 1 8 4+
A Razorshark Strike Fighter is equipped with: accelerator burst cannon; quad ion turret; 2 seeker missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Accelerator burst cannon
Accelerator burst cannon
18"
Assault 8
6
-1
1
-
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Quad ion turret
Before selecting targets, select one of the profiles below to make attacks with.
Quad ion turret
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
30"
Assault 8
7
-2
1
-
 - Overcharge
 - Overcharge
30"
Assault 8
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Seeker missile
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s accelerator burst cannon can be replaced with 1 missile pod.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RAZORSHARK STRIKE FIGHTER


9

Sun Shark Bomber

NoNAME  M WS BS S T W! A Ld Sv Base
165
Sun Shark Bomber (base: 120 x 92mm flying base)
1
165
Sun Shark Bomber
20-50" 6+ 4+ 6 6 7-12 3 8 4+ 120 x 92mm flying base
20-30" 6+ 5+ 6 6 4-6 D3 8 4+
20-25" 6+ 6+ 6 6 1-3 1 8 4+
Interceptor Drone (base: 32mm flying base)
2Interceptor Drone 20" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Sun Shark Bomber is equipped with: markerlight; missile pod; 2 seeker missiles. This unit is equipped with 2 Interceptor Drones. An Interceptor Drone is equipped with: 2 ion rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Sun Shark Bomber
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
Seeker missile
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
Interceptor Drones
Ion rifle
Before selecting targets, select one of the profiles below to make attacks with.
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.
OTHER WARGEAR
ABILITIES 
Sun Shark Bomber
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Sun Shark Bomber can be equipped with 1 missile pod.
ABILITIES (Sun Shark Bomber)
ABILITIES (Sun Shark Bomber)
Drone Dock: This unit’s INTERCEPTOR DRONE models begin the battle docked with this unit’s SUN SHARK BOMBER model.
Pulse Bombs: Once per turn, after this unit’s SUN SHARK BOMBER model has moved in your Movement phase, you can select one unit it moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of ten D6s): for each 4+, that unit suffers 1 mortal wound.
Airborne: You cannot declare a charge with this unit’s SUN SHARK BOMBER model, and this unit’s SUN SHARK BOMBER model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit’s SUN SHARK BOMBER model if it is within Engagement Range of any enemy units that can FLY, and it can only make melee attacks against units that can FLY, Enemy units can only make melee attacks against this unit’s SUN SHARK BOMBER model if they can FLY.
Supersonic: Each time this unit’s SUN SHARK BOMBER model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this unit’s SUN SHARK BOMBER model, subtract 1 from that attack’s hit roll.
Explodes: When this unit’s SUN SHARK BOMBER model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Interceptor Drones)
ABILITIES (Interceptor 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.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Sun Shark Bomber): VEHICLE, AIRCRAFT, FLY, SUN SHARK BOMBER
KEYWORDS (Interceptor Drones): DRONE, FLY, INTERCEPTOR DRONE


24

AX-1-0 Tiger Shark

NoNAME  M WS BS S T W! A Ld Sv Base
450
AX-1-0 Tiger Shark (base: 160mm)
1
450
AX-1-0 Tiger Shark
20-65" 6+ 4+ 7 8 10-18 3 8 3+ 160mm
20-45" 6+ 5+ 7 8 5-9 D3 8 3+
20-30" 6+ 6+ 7 8 1-4 1 8 3+
An AX-1-0 Tiger Shark is equipped with: 2 burst cannons; 2 heavy rail cannons; 2 missile pods.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Heavy rail cannon
Heavy rail cannon
72"
Heavy 2
14
-5
D3+6
Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage.
Each time a successful wound roll is made for an attack with this weapon, the target suffers D3 mortal wounds in addition to any other damage.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to 6 seeker missiles.
 • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Dispersion Field: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, AX-1-0 TIGER SHARK


13

AX-5-2 Barracuda

NoNAME  M WS BS S T W! A Ld Sv Base
200
AX-5-2 Barracuda (base: 120 x 92mm flying base)
1
200
AX-5-2 Barracuda
20-65" 6+ 4+ 6 7 8-14 3 8 3+ 120 x 92mm flying base
20-45" 6+ 5+ 6 7 4-7 D3 8 3+
20-30" 6+ 5+ 6 7 1-3 1 8 3+
An AX-5-2 Barracuda is equipped with: 2 long-barreled burst cannons; swiftstrike burst cannon; 2 missile pods.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
+10
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
60"
Heavy 3D3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy 3D3
8
-2
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+35
Swiftstrike burst cannon
+35
Swiftstrike burst cannon
36"
Heavy 12
6
-1
1
-
+50
Swiftstrike railgun
+50
Swiftstrike railgun
48"
Heavy 2
10
-4
D3+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 long-barreled burst cannons can be replaced with 2 cyclic ion blasters.
 • This model’s swiftstrike burst cannon can be replaced with one of the following: 1 ion cannon; 1 swiftstrike railgun.
 • This model can be equipped with up to 4 seeker missiles.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Dispersion Field: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, AX-5-2 BARRACUDA


3

DX-6 Remora Stealth Drones

NoNAME  M WS BS S T W A Ld Sv Base
60
DX-6 Remora Stealth Drone (base: 60mm flying base)
1‑4
60
DX-6 Remora Stealth Drone
15-30" 5+ 4+ 4 5 5 2 6 3+ 60mm flying base
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. If this unit contains 4 models, it has Power Rating 12. Every model is equipped with: 2 long-barrelled burst cannons; markerlight; 2 remora seeker missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
Remora seeker missile
Remora seeker missile
72"
Heavy 1
8
-2
D3
This weapon can be used once per battle.
This weapon can be used once per battle.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Drone: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 15" and it loses the Airborne and Hard to Hit abilities.
Stealth Field Technology: Each time a ranged attack is made against this unit, it is treated as having the benefits of light cover against that attack.
Cloaked Insertion: During deployment, you can set up this unit cloaked in the sky 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.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: AIRCRAFT, DRONE, FLY, MARKERLIGHT, DX-6 REMORA STEALTH DRONES


22

Tiger Shark

NoNAME  M WS BS S T W! A Ld Sv Base
375
Tiger Shark (base: 160mm)
1
375
Tiger Shark
20-65" 6+ 4+ 7 8 10-18 3 8 3+ 160mm
20-45" 6+ 5+ 7 8 5-9 D3 8 3+
20-30" 6+ 6+ 7 8 1-4 1 8 3+
A Tiger Shark is equipped with: 2 burst cannons; 2 ion cannons; 2 missile pods.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 3
7
-2
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-2
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
60"
Heavy 3D3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy 3D3
8
-2
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Missile pod
Missile pod
30"
Assault 2
7
-2
2
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+25
Skyspear missile rack
+25
Skyspear missile rack
72"
Heavy D6
6
-2
2
Blast
Blast
+35
Swiftstrike burst cannon
+35
Swiftstrike burst cannon
36"
Heavy 12
6
-1
1
-
+50
Swiftstrike railgun
+50
Swiftstrike railgun
48"
Heavy 2
10
-4
D3+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 ion cannons can be replaced with one of the following: 2 swiftstrike burst cannons; 2 swiftstrike railguns.
 • This model can be equipped with up to 6 seeker missiles.
 • This model can be equipped with 2 skyspear missile racks. If it is, it does not have a transport capacity and loses the TRANSPORT keyword.
 • This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Dispersion Field: This model has a 5+ invulnerable save.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 14 TACTICAL DRONES models.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, TIGER SHARK

Heavy Support


5

Broadside Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
85
Broadside Shas’ui (base: 60mm)
0‑2
85
Broadside Shas’ui
5" 5+ 4+ 5 5 8 3 8 2+ 60mm
85
Broadside Shas’vre (base: 60mm)
1
85
Broadside Shas’vre
5" 5+ 4+ 5 5 8 4 9 2+ 60mm
If this unit contains 2 models, it has Power Rating 10. If this unit contains 3 models, it has Power Rating 15. Every model is equipped with: heavy rail rifle; crushing bulk.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy rail rifle
Heavy rail rifle
60"
Heavy 2
9
-4
D3+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.
+10
High-yield missile pod
+10
High-yield missile pod
30"
Heavy 4
7
-2
2
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+10
Twin plasma rifle
+10
Twin plasma rifle
30"
Assault 2
8
-4
3
-
+15
Twin smart missile system
+15
Twin smart missile system
30"
Heavy 8
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Crushing bulk
Crushing bulk
Melee
Melee
+1
-1
1
-
OTHER WARGEAR
ABILITIES 
Advanced targeting system
Each time the bearer makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
Advanced targeting system
Each time the bearer makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Stabilised optics
The bearer does not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved, and does not suffer the penalty to hit rolls incurred for firing Heavy weapons at a target that is within Engagement Range of their unit.
Stabilised optics
The bearer does not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved, and does not suffer the penalty to hit rolls incurred for firing Heavy weapons at a target that is within Engagement Range of their unit.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of BATTLESUIT models can each have their heavy rail rifle replaced with 2 high-yield missile pods.
 • Any number of BATTLESUIT models can each be equipped with up to two of the following (duplicates on the same model are not allowed):
  ○ 1 advanced targeting system
  ○ 1 early warning override
  ○ 1 multi-tracker
  ○ 1 seeker missile
  ○ 1 stabilised optics
  ○ 1 twin plasma rifle
  ○ 1 twin smart missile system (cannot be equipped alongside twin plasma rifle)
  ○ 1 velocity tracker
Note: No model can be equipped with more than one of the following: early warning override; stabilised optics; twin plasma rifle; velocity tracker.
 • For every BATTLESUIT model in this unit, it 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 Missile Drone
+15
; 1 Shield Drone
+15
(see Drones).
ABILITIES
ABILITIES
Battlesuits
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: INFANTRY, CORE, BATTLESUIT, BROADSIDE BATTLESUITS


8

Hammerhead Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
145
Hammerhead Gunship (base: 60mm flying base)
1
145
Hammerhead Gunship
12" 6+ 4+ 6 7 8-14 3 8 3+ 60mm flying base
8" 6+ 5+ 6 7 4-7 D3 8 3+
4" 6+ 6+ 6 7 1-3 1 8 3+
Gun Drone (base: 32mm flying base)
2Gun Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Hammerhead Gunship is equipped with: railgun. This unit is equipped with 2 Gun Drones. A Gun Drone is equipped with: 2 pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hammerhead
+5
Accelerator burst cannon
+5
Accelerator burst cannon
18"
Assault 8
6
-1
1
-
+10
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
60"
Heavy 3D3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy 3D3
8
-2
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Railgun
Railgun
72"
Heavy 1
14
-6
D3+6
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
9
-3
2D3
The bearer can only shoot with each seeker missile it is equipped with once per battle.
The bearer can only shoot with each seeker missile it is equipped with once per battle.
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Gun Drones
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Hammerhead Gunship’s railgun can be replaced with 1 ion cannon.
 • The Hammerhead Gunship can be equipped with up to 2 seeker missiles.
 • Instead of this unit being equipped with 2 Gun Drones, the Hammerhead Gunship can be equipped with one of the following: 2 accelerator burst cannons; 2 smart missile systems.
ABILITIES (Hammerhead)
ABILITIES (Hammerhead)
Drone Dock: If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s HAMMERHEAD model.
Targeting Array: Each time this unit’s HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving its attacks.
Hover Tank: Distances are measured to and from the hull or the base of this unit’s VEHICLE model; whichever is closest.
Explodes: When this unit’s HAMMERHEAD model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun 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.
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 (Hammerhead): VEHICLE, FLY, HAMMERHEAD, HAMMERHEAD GUNSHIP
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


13

Riptide Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
240
Riptide Shas’vre (base: 120 x 92mm)
1
240
Riptide Shas’vre
12" 5+ 4+ 6 7 8-14 6 9 2+ 120 x 92mm
8" 5+ 5+ 6 7 5-7 5 9 2+
4" 5+ 6+ 6 7 1-4 4 9 2+
A Riptide Shas’vre is equipped with: heavy burst cannon; 2 plasma rifles; Riptide fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Fusion blaster
+10
Fusion blaster
18"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Heavy burst cannon
Heavy burst cannon
36"
Heavy 12
6
-2
2
-
+10
Ion accelerator
Before selecting targets, select one of the profiles below to make attacks with.
+10
Ion accelerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
72"
Heavy 6
7
-3
3
-
 - Overcharge
 - Overcharge
72"
Heavy 6
8
-3
4
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Plasma rifle
Plasma rifle
30"
Assault 1
8
-4
3
-
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Riptide fists
Riptide fists
Melee
Melee
+1
-2
2
-
OTHER WARGEAR
ABILITIES 
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Counterfire defence system
The bearer gains the COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Multi-tracker
Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Target lock
Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
Velocity tracker
Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s heavy burst cannon can be replaced with 1 ion accelerator.
 • This model’s 2 plasma rifles can be replaced with one of the following: 2 fusion blasters; 2 smart missile systems.
 • This model can be equipped with up to three of the following: 1 counterfire defence system; 1 early warning override; 1 multi-tracker; 1 target lock; 1 velocity tracker.
 • This unit can be equipped with up to 2 Shielded Missile Drones
15
Power Rating +1 each (see Drones).
ABILITIES
ABILITIES
Riptide Shield Generator: This unit’s RIPTIDE model has a 4+ invulnerable save.
Explodes: When this unit’s RIPTIDE model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Nova Reactor: In your Command phase, this unit’s RIPTIDE model can use its nova reactor. If it does, roll 2D6: if the result is greater than the remaining wounds of this unit’s RIPTIDE model, its nova reactor is burned out and this ability cannot be used again this battle; otherwise, you can select one of the following reactor abilities:
  • Nova Shield: Until the start of your next Command phase, each time that model would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • Boost: In your next Charge phase, this unit can make a Normal Move of up to 2D6". If it does, until the end of the phase, you cannot declare a charge with this unit.
  • Nova Charge: Until the start of your next Command phase, if that model is equipped with a heavy burst cannon, that weapon has a Type characteristic of Heavy 16; otherwise, both profiles of that model’s ion accelerator have a Type characteristic of Heavy 8.
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS: VEHICLE, BATTLESUIT, FLY, JET PACK, RIPTIDE BATTLESUIT


7

Sky Ray Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
135
Sky Ray Gunship (base: 60mm flying base)
1
135
Sky Ray Gunship
12" 6+ 4+ 6 7 8-14 3 8 3+ 60mm flying base
8" 6+ 5+ 6 7 4-7 D3 8 3+
4" 6+ 6+ 6 7 1-3 1 8 3+
Gun Drone (base: 32mm flying base)
2Gun Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Sky Ray Gunship is equipped with: 2 markerlights; seeker missile rack. This unit is equipped with 2 Gun Drones. A Gun Drone is equipped with: 2 pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Sky Ray Gunship
Seeker missile rack
Seeker missile rack
72"
Heavy D3+1
9
-3
2D3
-
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
-1
1
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
+5
Accelerator burst cannon
+5
Accelerator burst cannon
18"
Assault 8
6
-1
1
-
Gun Drones
Pulse carbine
Pulse carbine
24"
Assault 2
5
0
1
-
OTHER WARGEAR
ABILITIES 
Sky Ray Gunship
Markerlight
The bearer gains the MARKERLIGHT keyword.
Markerlight
The bearer gains the MARKERLIGHT keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Instead of this unit being equipped with 2 Gun Drones, the Sky Ray Gunship can be equipped with one of the following: 2 accelerator burst cannons; 2 smart missile systems.
ABILITIES (Sky Ray Gunship)
ABILITIES (Sky Ray Gunship)
Aerial Scanners: Each time this unit’s SKY RAY GUNSHIP model makes a ranged attack against an AIRCRAFT unit:
  • Add 2 to that attack’s hit roll.
  • You can re-roll the damage roll.
Targeting Array: Each time this unit’s SKY RAY GUNSHIP model is selected to shoot, you can re-roll one hit roll when resolving its attacks.
Drone Dock: If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s SKY RAY GUNSHIP model.
Hover Tank: Distances are measured to and from the hull or the base of this unit’s VEHICLE model; whichever is closest.
Explodes: When this unit’s SKY RAY GUNSHIP model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun 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.