T’au Empire – Datasheets

HQ


3

Aun’Shi

NoNAME  M WS BS S T W A Ld Sv Base
55
Aun’Shi (base: 25mm)
1
55
Aun’Shi
6" 2+ 4+ 3 3 5 5 9 - 25mm
Aun’Shi is a single model armed with an honour blade. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Honour blade
Honour blade
Melee
Melee
+2
0
1
-
ABILITIES
ABILITIES
Failure Is Not An Option: T’AU EMPIRE units within 6" of a friendly ETHEREAL may use the Ethereal’s Leadership characteristic instead of their own when taking Morale tests.
Shield Generator: Aun’Shi has a 4+ invulnerable save.
Blademaster: At the beginning of each Fight phase, choose one of the following effects to last until the end of the phase:
  • Aun’Shi’s close combat attacks have AP -2.
  • Re-roll failed invulnerable saves for Aun’Shi.
Invocation of the Elements: In your Movement phase, Aun’Shi may invoke one of the elemental powers below. All friendly T’AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gain the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round.
  • Calm of Tides: Subtract 1 from any Morale tests made for affected units.
  • Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase.
  • Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound.
  • Zephyr’s Grace: You can re-roll the dice for affected units when they Advance.
WARLORD TRAIT!
WARLORD TRAIT!
Academy Luminary: If your Warlord has the Master of War, Volley Fire or Failure is Not an Option ability, the range of that ability is increased to 9". In addition, if your army is Battle-forged, you receive an additional 1 Command Point.
FACTION KEYWORDS: T’AU EMPIRE, VIOR’LA SEPT
KEYWORDS: CHARACTER, INFANTRY, ETHEREAL, AUN’SHI


5

Aun’Va

NoNAME  M WS BS S T W A Ld Sv Base
Aun’Va (base: 25mm)
1Aun’Va 6" 6+ 4+ 2 3 6 1 9 5+ 25mm
Ethereal Guard (base: 25mm)
2Ethereal Guard 6" 3+ 3+ 3 3 2 3 9 5+ 25mm
This unit contains Aun’Va and two Ethereal Guards. The Ethereal Guards are each armed with an honour blade. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Honour blade
Honour blade
Melee
Melee
+2
0
1
-
ABILITIES
ABILITIES
Failure Is Not An Option: T’AU EMPIRE units within 6" of a friendly ETHEREAL may use the Ethereal’s Leadership characteristic instead of their own when taking Morale tests.
Paradox of Duality: When this unit is attacked during the Shooting phase, it may add, rather than subtract, the AP of the attack to its Save characteristic (e.g. an AP -1 attack would provide a +1 bonus to its saves).
Supreme Loyalty: Whilst Aun’Va is on the battlefield, you can re-roll Morale tests for all friendly T’AU EMPIRE units.
Grand Invocation of the Elements: In your Movement phase, Aun’Va may invoke up to two elemental powers. All friendly T’AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gain the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round.
  • Calm of Tides: Subtract 1 from any Morale tests made for affected units.
  • Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase.
  • Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound.
  • Zephyr’s Grace: You can re-roll the dice for affected units when they Advance.
WARLORD TRAIT!
WARLORD TRAIT!
Through Unity, Devastation: In each of your Shooting phases, you can pick an enemy unit that is visible to your Warlord. Until the end of the phase, each time you make a wound roll of 6+ against that unit for an attack made by a friendly <SEPT> unit within 6" of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1).
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Aun’Va): CHARACTER, INFANTRY, ETHEREAL, AUN’VA
KEYWORDS (Ethereal Guard): INFANTRY, ETHEREAL GUARD


3

Cadre Fireblade

NoNAME  M WS BS S T W A Ld Sv Base
45
Cadre Fireblade (base: 25mm)
1
45
Cadre Fireblade
6" 3+ 2+ 3 3 5 3 8 4+ 25mm
A Cadre Fireblade is a single model armed with a markerlight, pulse rifle and photon grenades. It may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse rifle
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
Photon grenade
Photon grenade
12"
Grenade D6
-
-
-
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
ABILITIES
ABILITIES
For the Greater Good
Volley Fire: Models in <SEPT> units within 6" of any friendly <SEPT> Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon’s range.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: CHARACTER, INFANTRY, 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
8" 2+ 2+ 5 5 6 4 9 3+ 40mm
Commander Farsight is a single model equipped with a high-intensity plasma rifle and the Dawn Blade. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
High-intensity plasma rifle
High-intensity plasma rifle
30"
Rapid Fire 1
6
-4
2
-
Dawn Blade
Dawn Blade
Melee
Melee
+3
-4
D3
-
ABILITIES
ABILITIES
For the Greater Good, Master of War
Genius of Mont’ka: Once per battle, this model can declare Mont’ka even if Kauyon or Mont’ka has already been declared. Mont’ka and Kauyon cannot both be declared in the same turn.
Way of the Short Blade: Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly FARSIGHT ENCLAVES units whilst their unit is within 6" of this model. Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly FARSIGHT ENCLAVES units against an ORK unit whilst their unit is within 6" of this model.
Manta Strike: During deployment, you can set up Commander Farsight in a Manta hold instead of placing him on the battlefield. At the end of any of your Movement phases he can use a Manta strike to enter the fray – set him up anywhere on the battlefield that is more than 9" from any enemy models.
Shield Generator: Commander Farsight has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Hero of the Enclaves: Your Warlord can perform a Heroic Intervention if they are within 6" of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.
FACTION KEYWORDS: T’AU EMPIRE, FARSIGHT ENCLAVES
KEYWORDS: BATTLESUIT, CHARACTER, COMMANDER, JET PACK, FLY, FARSIGHT


7

Commander in XV8 Crisis Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
90
Commander in XV8 Crisis Battlesuit (base: 60mm)
1
90
Commander in XV8 Crisis Battlesuit
8" 3+ 2+ 5 5 5 4 9 3+ 60mm
A Commander in XV8 Crisis Battlesuit is a single model equipped with a burst cannon and missile pod. It may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two model).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+15
Missile pod
+15
Missile pod
36"
Assault 2
7
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its burst cannon and missile pod with two items from the Ranged Weapons and/or Support Systems lists.
 • This model may take two additional items from the Ranged Weapons and/or Support Systems lists.
 • This model may take an XV8-02 Crisis Iridium Battlesuit.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this model 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.
XV8-02 Crisis Iridium battlesuit:
+10
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, CHARACTER, XV8 CRISIS, JET PACK, FLY, COMMANDER


7

Commander in XV85 Enforcer Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
100
Commander in XV85 Enforcer Battlesuit (base: 60mm)
1
100
Commander in XV85 Enforcer Battlesuit
8" 3+ 2+ 5 5 6 4 9 3+ 60mm
A Commander in XV85 Enforcer Battlesuit is a single model equipped with a burst cannon and missile pod. It may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+15
Missile pod
+15
Missile pod
36"
Assault 2
7
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its burst cannon and missile pod with two items from the Ranged Weapons and/or Support Systems lists.
 • This model may take two additional items from the Ranged Weapons and/or Support Systems lists.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this model 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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, CHARACTER, XV85 ENFORCER, JET PACK, FLY, COMMANDER


8

Commander in XV86 Coldstar Battlesuit

NoNAME  M WS BS S T W A Ld Sv Base
120
Commander in XV86 Coldstar Battlesuit (base: 60mm)
1
120
Commander in XV86 Coldstar Battlesuit
20" 3+ 2+ 5 5 6 4 9 3+ 60mm
A Commander in XV86 Coldstar Battlesuit is a single model equipped with a high-output burst cannon and missile pod. It may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
High-output burst cannon
+15
High-output burst cannon
18"
Assault 8
5
0
1
-
+15
Missile pod
+15
Missile pod
36"
Assault 2
7
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its high-output burst cannon and missile pod with two items from the Ranged Weapons and/or Support Systems lists.
 • This model may take two additional items from the Ranged Weapons and/or Support Systems lists.
ABILITIES
ABILITIES
For the Greater Good, Master of War
Coldstar: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.
Manta Strike: During deployment, you can set up this model 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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, CHARACTER, XV86 COLDSTAR, JET PACK, FLY, COMMANDER


3

Darkstrider

NoNAME  M WS BS S T W A Ld Sv Base
60
Darkstrider (base: 25mm)
1
60
Darkstrider
7" 3+ 2+ 3 3 5 3 8 5+ 25mm
Darkstrider is a single model armed with a markerlight, pulse carbine and photon grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Photon grenade
Photon grenade
12"
Grenade D6
-
-
-
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
ABILITIES
ABILITIES
For the Greater Good
Structural Analyser: In your Shooting phase, pick a friendly T’AU SEPT INFANTRY unit within 6" of Darkstrider, and pick an enemy unit that is visible to Darkstrider. Until the end of the phase, add 1 to wound rolls made for the friendly T’AU SEPT INFANTRY unit’s attacks that target the enemy unit you picked.
Vanguard: At the start of the first battle round but before the first turn begins, you can move Darkstrider up to 7". He cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
Fighting Retreat: Friendly T’AU SEPT INFANTRY units within 6" of Darkstrider in the Shooting phase may attack with ranged weapons even if they Fell Back this turn.
WARLORD TRAIT!
WARLORD TRAIT!
A Ghost Walks Among Us: When your Warlord Advances, add 6" to their Move characteristic for that Movement phase instead of rolling a dice.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS: CHARACTER, INFANTRY, DARKSTRIDER


3

Ethereal

NoNAME  M WS BS S T W A Ld Sv Base
55
Ethereal (base: 25mm)
1
55
Ethereal
6" 3+ 4+ 3 3 4 3 9 5+ 25mm
An Ethereal is a single model armed with an honour blade. It may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Equalizers
Equalizers
Melee
Melee
User
-1
1
A model armed with equalizers increases its Attacks characteristic by 1.
A model armed with equalizers increases its Attacks characteristic by 1.
Honour blade
Honour blade
Melee
Melee
+2
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its honour blade with equalizers.
 • This model may take a hover drone, increasing its Move characteristic to 8" and giving it the JET PACK and FLY keywords (Power Rating +1).
5
ABILITIES
ABILITIES
Failure Is Not An Option: T’AU EMPIRE units within 6" of a friendly ETHEREAL may use the Ethereal’s Leadership characteristic instead of their own when taking Morale tests.
Invocation of the Elements: In your Movement phase, an ETHEREAL may invoke one of the elemental powers below. All friendly T’AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gain the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round.
  • Calm of Tides: Subtract 1 from any Morale tests made for affected units.
  • Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase.
  • Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound.
  • Zephyr’s Grace: You can re-roll the dice for affected units when they Advance.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: CHARACTER, INFANTRY, ETHEREAL


11

Longstrike

NoNAME  M WS BS S T W! A Ld Sv Base
185
Longstrike’s Gunship (base: 60mm flying base)
1
185
Longstrike’s Gunship
12" 6+ 2+ 6 7 7-13 3 8 3+ 60mm flying base
6" 6+ 3+ 6 7 4-6 D3 8 3+
3" 6+ 4+ 6 7 1-3 1 8 3+
MV1 Gun Drone (base: 32mm flying base)
-MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Longstrike’s Gunship is a single model equipped with a railgun. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Railgun
When attacking with this weapon, choose one of the profiles below.
Railgun
When attacking with this weapon, choose one of the profiles below.
 - Solid shot
 - Solid shot
72"
Heavy 1
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
 - Submunitions
 - Submunitions
72"
Heavy D6
6
-1
1
Blast
Blast
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+15
Smart missile system
+15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Longstrike’s Gunship may replace its railgun with an ion cannon.
 • Longstrike’s Gunship may take up to two seeker missiles.
 • Instead of being accompanied by two MV1 Gun Drones, Longstrike’s Gunship may take two burst cannons or two smart missile systems.
ABILITIES (Longstrike)
ABILITIES (Longstrike)
For the Greater Good
Attached Drones: When Longstrike’s Gunship is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, Longstrike’s Gunship is considered to be equipped with their weapons in addition to its own.
Tank Ace: You can add 1 to wound rolls for Longstrike’s Gunship when it shoots at a VEHICLE or MONSTER.
Hover Tank: Instead of measuring distances to and from Longstrike’s Gunship’s base, measure to and from Longstrike’s Gunship’s hull or base (whichever is closer).
XV02 Battlesuit: Longstrike’s Gunship treats the number of markerlight counters on an enemy unit affected by the Markerlights ability as being 1 higher.
Explodes: If Longstrike’s Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Fire Caste Exemplar: You can add 1 to hit rolls in the Shooting phase for friendly T’AU SEPT HAMMERHEADS within 6" of Longstrike.
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
WARLORD TRAIT!
WARLORD TRAIT!
Strength of Belief: Roll a D6 for each mortal wound inflicted on your Warlord; on a 5+, that mortal wound is ignored and has no effect.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Longstrike): CHARACTER, VEHICLE, TX7 HAMMERHEAD GUNSHIP, FLY, LONGSTRIKE, HAMMERHEAD
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


8

Commander Shadowsun

NoNAME  M WS BS S T W A Ld Sv Base
135
Commander Shadowsun (base: 50mm)
1
135
Commander Shadowsun
8" 3+ 2+ 4 4 5 4 9 3+ 50mm
MV37 Advanced Guardian Drone (base: 32mm flying base)
1MV37 Advanced Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV62 Command-link Drone (base: 32mm flying base)
1MV62 Command-link Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Commander Shadowsun is a single model equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol. This model is accompanied by 1 MV37 Advanced Guardian Drone and 1 MV62 Command-link Drone. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dispersed fusion blaster
Dispersed fusion blaster
18"
Assault 2
7
-4
D3
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice.
Flechette launcher
Flechette launcher
18"
Pistol 5
3
0
1
-
High-energy fusion blaster
High-energy fusion blaster
24"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Light missile pod
Light missile pod
24"
Assault 2
7
-1
D3
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For each high-energy fusion blaster this model is equipped with, it can instead be equipped with 1 dispersed fusion blaster.
ABILITIES (Shadowsun)
ABILITIES (Shadowsun)
For the Greater Good, Master of War
Defender of the Greater Good: When this model would lose any wounds as a result of an attack whilst this model is within 3" of a friendly XV25 STEALTH BATTLESUITS unit, that unit can attempt to intercept that attack. Roll one D6; on a 2+ this model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
Supreme Commander: This model can be included in a T’AU EMPIRE Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is Coordinated Fire Arcs.
Infiltrator: When you set up this model and its accompanying DRONES during deployment, they can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models.
Genius of Kauyon: Once per battle, this model can declare Kauyon even if Kauyon or Mont’ka has already been declared. Mont’ka and Kauyon cannot both be declared in the same turn.
Command-link Drone: At the start of your Shooting phase, if a friendly COMMAND-LINK DRONE model is within 3" of this model, select one friendly T’AU EMPIRE unit within 12" of that model. Until the end of that phase, when resolving an attack made by a model in that T’AU EMPIRE unit, you can re-roll a hit roll of 1.
Drone Support: When this model is set up on the battlefield, its accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit.
Camouflage Fields: When resolving an attack made with a ranged weapon against this model or any accompanying DRONES, subtract 1 from the hit roll.
XV22 Stalker Battlesuit: This model has a 5+ invulnerable save.
ABILITIES (Advanced Guardian Drone)
ABILITIES (Advanced Guardian Drone)
For the Greater Good
Advanced Guardian Field: This model has a 4+ invulnerable save. When a friendly T’AU EMPIRE model would lose a wound whilst within 3" of this model, roll one D6; on a 6 that wound is not lost.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
ABILITIES (Command-link Drone)
ABILITIES (Command-link Drone)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
WARLORD TRAIT!
WARLORD TRAIT!
Exemplar of the Kauyon: You can re-roll failed hit rolls for your Warlord as long as they have not moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Shadowsun): INFANTRY, BATTLESUIT, CHARACTER, COMMANDER, XV22 STALKER, JET PACK, FLY, SUPREME COMMANDER, SHADOWSUN
KEYWORDS (Advanced Guardian Drone): DRONE, FLY, ADVANCED GUARDIAN DRONE
KEYWORDS (Command-link Drone): DRONE, FLY, COMMAND-LINK 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: Blacklight Markerlight. Your army can only include one SHAS’O R’ALAI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blacklight markerlight
Blacklight markerlight
48"
Assault 1
-
-
-
Markerlights
Markerlights
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
ABILITIES (Shas’o R’alai)
ABILITIES (Shas’o R’alai)
For the Greater Good, Master of War
Manta Strike: During deployment, you can set up this model 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.
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)
For the Greater Good
Manta Strike: During deployment, you can set up this model 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.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it. Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.

When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
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): BATTLESUIT, COMMANDER, CHARACTER, JET PACK, FLY, SHAS’O R’ALAI
KEYWORDS (Blacklight Marker Drone): DRONE, FLY, 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.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+8
Plasma rifle
+8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
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
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
+8
Plasma rifle
+8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
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
Target lock: A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so.
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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
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.
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, <SEPT>
KEYWORDS: INFANTRY, CHARACTER, JET PACK, FLY, COMMANDER, SHAS’O R’MYR


Troops


2

Breacher Team

NoNAME  M WS BS S T W A Ld Sv Base
9
Fire Warrior (base: 25mm)
5‑10
9
Fire Warrior
6" 5+ 4+ 3 3 1 1 6 4+ 25mm
9
Fire Warrior Shas’ui (base: 25mm)
1
9
Fire Warrior Shas’ui
6" 5+ 4+ 3 3 1 2 7 4+ 25mm
15
DS8 Tactical Support Turret (base: 40mm)
0‑1
15
DS8 Tactical Support Turret
- - 4+ 3 3 1 0 4 4+ 40mm
10
MV36 Guardian Drone (base: 32mm flying base)
0‑1
10
MV36 Guardian Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 5 Fire Warriors. It can include up to 5 additional Fire Warriors (Power Rating +2). A Fire Warrior Shas’ui can take the place of one Fire Warrior. Each Fire Warrior and Fire Warrior Shas’ui is armed with a pulse blaster and photon grenades. This unit may be accompanied by 2 Tactical Drones or 1 Tactical Drone and 1 MV36 Guardian Drone (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Markerlight
+5
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Pulse blaster
When attacking with this weapon, choose one of the profiles below.
Pulse blaster
When attacking with this weapon, choose one of the profiles below.
 - Close range
 - Close range
5"
Assault 2
6
-2
1
-
 - Medium range
 - Medium range
10"
Assault 2
5
-1
1
-
 - Long range
 - Long range
15"
Assault 2
4
0
1
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Photon grenade
Photon grenade
12"
Grenade D6
-
-
-
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Fire Warrior Shas’ui may take a markerlight.
 • The Fire Warrior Shas’ui may take a pulse pistol or replace their pulse blaster with a pulse pistol.
 • Any Fire Warrior may take a pulse pistol.
 • The unit may take a DS8 Tactical Support Turret (Power Rating +1 per model) equipped with either a missile pod or smart missile system.
ABILITIES (Breacher Team)
ABILITIES (Breacher Team)
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
DS8 Tactical Support Turret: Tactical Support Turrets are not set up when their unit is set up. Instead, once per game, at the end of any of your Movement phases, you can set up the Tactical Support Turret within coherency of its unit and more than 2" away from any enemy models.

The turret cannot move for any reason, and is destroyed if the Breacher Team moves out of unit coherency with it. The destruction of a Tactical Support Turret is ignored for the purposes of Morale tests.
ABILITIES (Guardian Drone)
ABILITIES (Guardian Drone)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Guardian Field: Guardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of a friendly Guardian Drone have a 5+ invulnerable save.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Breacher Team): INFANTRY, BREACHER TEAM
KEYWORDS (Guardian Drone): DRONE, FLY, GUARDIAN DRONE


3

Kroot Carnivores

NoNAME  M WS BS S T W A Ld Sv Base
6
Kroot (base: 25mm)
10‑20
6
Kroot
7" 3+ 4+ 3 3 1 1 6 6+ 25mm
This unit contains 10 Kroot. It can include up to 10 additional Kroot (Power Rating +3). Each model is armed with a Kroot rifle.
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
+1
0
1
-
ABILITIES
ABILITIES
Stealthy Hunters: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, KROOT CARNIVORES


2

Strike Team

NoNAME  M WS BS S T W A Ld Sv Base
9
Fire Warrior (base: 25mm)
5‑12
9
Fire Warrior
6" 5+ 4+ 3 3 1 1 6 4+ 25mm
9
Fire Warrior Shas’ui (base: 25mm)
1
9
Fire Warrior Shas’ui
6" 5+ 4+ 3 3 1 2 7 4+ 25mm
15
DS8 Tactical Support Turret (base: 40mm)
0‑1
15
DS8 Tactical Support Turret
- - 4+ 3 3 1 0 4 4+ 40mm
10
MV36 Guardian Drone (base: 32mm flying base)
0‑1
10
MV36 Guardian Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 5 Fire Warriors. It can include up to 5 additional Fire Warriors (Power Rating +2), or up to 7 additional Fire Warriors (Power Rating +3). A Fire Warrior Shas’ui can take the place of one Fire Warrior. Each model is armed with a pulse rifle and photon grenades. This unit may be accompanied by 2 Tactical Drones or 1 Tactical Drone and 1 MV36 Guardian Drone (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Markerlight
+5
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
Pulse rifle
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Photon grenade
Photon grenade
12"
Grenade D6
-
-
-
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace their pulse rifle with a pulse carbine.
 • The Fire Warrior Shas’ui may take a markerlight.
 • The Fire Warrior Shas’ui may take a pulse pistol or replace their pulse rifle with a pulse pistol.
 • Any Fire Warrior may take a pulse pistol.
 • The unit may take a DS8 Tactical Support Turret (Power Rating +1 per model) equipped with either a missile pod or smart missile system.
ABILITIES (Strike Team)
ABILITIES (Strike Team)
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
DS8 Tactical Support Turret: Tactical Support Turrets are not set up when their unit is set up. Instead, once per game, at the end of any of your Movement phases, you can set up the Tactical Support Turret within coherency of its unit and more than 2" away from any enemy models.

The turret cannot move for any reason, and is destroyed if the Strike Team moves out of unit coherency with it. The destruction of a Tactical Support Turret is ignored for the purposes of Morale tests.
ABILITIES (Guardian Drone)
ABILITIES (Guardian Drone)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Guardian Field: Guardian Drones have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drones have a 6+ invulnerable save.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Strike Team): INFANTRY, STRIKE TEAM
KEYWORDS (Guardian Drone): DRONE, FLY, GUARDIAN DRONE


Dedicated Transport


5

TY7 Devilfish

NoNAME  M WS BS S T W! A Ld Sv Base
70
TY7 Devilfish (base: 60mm flying base)
1
70
TY7 Devilfish
12" 6+ 4+ 6 7 7-12 3 8 3+ 60mm flying base
6" 6+ 5+ 6 7 4-6 D3 8 3+
3" 6+ 6+ 6 7 1-3 1 8 3+
10
MV1 Gun Drone (base: 32mm flying base)
2
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A TY7 Devilfish is a single model equipped with a burst cannon. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+10
Smart missile system
+10
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Instead of being accompanied by two MV1 Gun Drones, this model may take two smart missile systems.
 • This model may take up to two seeker missiles.
ABILITIES (Devilfish)
ABILITIES (Devilfish)
Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked (though they do not count towards the total number of models embarked). Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own.
Hover Tank: Instead of measuring distances to and from this model’s base, measure to and from this model’s hull or base (whichever is closer).
Turret Mounting: Units attacked by a Devilfish with an MB3 Recon Drone embarked within it do not gain any bonus to their saving throws for being in cover.
Explodes: If a Devilfish is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
TRANSPORT
TRANSPORT
A Devilfish can transport up to 12 <SEPT> INFANTRY or DRONE models. It cannot transport BATTLESUITS. It can transport only a single MB3 Recon Drone, but it does not count towards the total number of models embarked on the Devilfish.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Devilfish): VEHICLE, TRANSPORT, FLY, TY7 DEVILFISH
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


Elites


2

Firesight Marksman

NoNAME  M WS BS S T W A Ld Sv Base
30
Firesight Marksman (base: 40mm)
1
30
Firesight Marksman
5" 5+ 3+ 3 3 3 2 7 4+ 40mm
A Firesight Marksman is a single model armed with a markerlight and pulse pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
ABILITIES
ABILITIES
For the Greater Good
Marksman Stealth Field: 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.
Drone Uplink: You can add 1 to hit rolls for <SEPT> MV71 Sniper Drones in the Shooting phase when they attack a unit visible to a friendly <SEPT> Firesight Marksman.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: CHARACTER, INFANTRY, FIRESIGHT MARKSMAN


2

Kroot Shaper

NoNAME  M WS BS S T W A Ld Sv Base
25
Kroot Shaper (base: 25mm)
1
25
Kroot Shaper
7" 3+ 4+ 3 3 5 3 7 6+ 25mm
A Kroot Shaper is a single model armed with a Kroot rifle and a ritual blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Pulse rifle
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
Ritual blade
Ritual blade
Melee
Melee
User
0
1
If any models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase of that turn.
If any models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase of that turn.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its Kroot rifle with a pulse rifle.
ABILITIES
ABILITIES
Wisest of Their Kind: KROOT units within 6" of a friendly Kroot Shaper may use the Shaper’s Leadership characteristic instead of their own when taking Morale tests.
The Shaper Commands: Re-roll wound rolls of 1 for friendly KROOT units within 6" of this model.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: CHARACTER, INFANTRY, KROOT SHAPER


1

Krootox Riders

NoNAME  M WS BS S T W A Ld Sv Base
28
Krootox Rider (base: 40mm)
1‑3
28
Krootox Rider
7" 3+ 4+ 6 5 4 2 6 6+ 40mm
This unit contains 1 Krootox Rider. It can include 1 additional Krootox Rider (Power Rating +1) or 2 additional Krootox Riders (Power Rating +2). Each rider fires a Kroot gun and each Krootox attacks with its fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot gun
Kroot gun
48"
Rapid Fire 1
7
-1
D3
-
Krootox fists
Krootox fists
Melee
Melee
User
0
2
-
ABILITIES
ABILITIES
Agile Brute: When this unit Advances, add 6" to its Move for that Movement phase instead of rolling a D6.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: CAVALRY, KROOTOX RIDER


15

XV104 Riptide Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
260
Riptide Shas’vre (base: 120 x 92mm)
1
260
Riptide Shas’vre
12" 5+ 4+ 6 7 7-14 4 8 2+ 120 x 92mm
8" 5+ 5+ 6 7 4-6 3 8 2+
4" 5+ 5+ 6 7 1-3 2 8 2+
15
MV84 Shielded Missile Drone (base: 32mm flying base)
0‑2
15
MV84 Shielded Missile Drone
12" 5+ 5+ 4 4 1 1 6 4+ 32mm flying base
A Riptide Shas’vre is a single model equipped with a heavy burst cannon and two smart missile systems. It may be accompanied by up to 2 MV84 Shielded Missile Drones (Power Rating +2 per model), each equipped with a missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Heavy burst cannon
Heavy burst cannon
36"
Heavy 12
6
-1
2
-
+15
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
+15
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
72"
Heavy D6
8
-3
D3
Blast
Blast
 - Overcharge
 - Overcharge
72"
Heavy D6
9
-3
3
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
+7
Smart missile system
+7
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace both its smart missile systems with two plasma rifles or two fusion blasters.
 • This model may replace its heavy burst cannon with an ion accelerator.
 • This model may take up to two items from the Support Systems list.
ABILITIES (Riptide)
ABILITIES (Riptide)
For the Greater Good
Riptide Shield Generator: This model has a 5+ invulnerable save.
Nova Reactor: In your Movement phase you can choose to use this model’s Nova Reactor. If you do, the model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Nova Shield: This model has a 3+ invulnerable save.
  • Boost: This model can move 2D6" in your Charge phase. You cannot use this ability to move within Engagement Range of any enemy models. If it does so, this model cannot declare a charge that phase.
  • Nova-charge: Choose for either this model’s heavy burst cannon Type to change to Heavy 18, or its ion accelerator Type (both standard and overcharge) to change to Heavy 6.
ABILITIES (Shielded Missile Drones)
ABILITIES (Shielded Missile Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Shield Generator: Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Riptide): BATTLESUIT, MONSTER, JET PACK, FLY, XV104 RIPTIDE BATTLESUIT
KEYWORDS (Shielded Missile Drones): DRONE, FLY, MV84 SHIELDED MISSILE DRONES


5

XV25 Stealth Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
26
Stealth Shas’ui (base: 32mm)
3‑6
26
Stealth Shas’ui
8" 5+ 4+ 4 4 2 2 7 3+ 32mm
26
Stealth Shas’vre (base: 32mm)
0‑1
26
Stealth Shas’vre
8" 5+ 4+ 4 4 2 3 8 3+ 32mm
This unit contains 3 Stealth Shas’ui. It can include up to 3 additional Stealth Shas’ui (Power Rating +5). A Stealth Shas’vre can take the place of one Stealth Shas’ui. Each model is equipped with a burst cannon. This unit may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+5
Markerlight
+5
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may take a single item from the Support Systems list.
 • One model may replace its burst cannon with a fusion blaster. If the unit numbers six models, one additional model may do this.
 • The Shas’vre may take a markerlight and target lock.
 • The unit may take a homing beacon.
ABILITIES
ABILITIES
For the Greater Good
Camouflage Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.
Homing Beacon:
+20
A homing beacon may be used at the start of your Movement phase by placing it within 1" of its unit. If there are any friendly homing beacons on the battlefield at the end of your Movement phase, one of your <SEPT> units that has been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of the homing beacon. The homing beacon then shorts out and is removed from the battlefield. Homing beacons are deactivated and removed from the battlefield if an enemy model ends a move within 9" of it.
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Infiltrators: During deployment, this unit and any accompanying Drones can be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12" from any enemy unit.
Target lock:
+5
A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, INFANTRY, JET PACK, FLY, XV25 STEALTH BATTLESUITS


8

XV8 Crisis Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
25
Crisis Shas’ui (base: 50mm)
3‑9
25
Crisis Shas’ui
8" 5+ 4+ 5 5 3 2 7 3+ 50mm
25
Crisis Shas’vre (base: 50mm)
0‑1
25
Crisis Shas’vre
8" 5+ 4+ 5 5 3 3 8 3+ 50mm
This unit contains 3 Crisis Shas’ui. It can include up to 3 additional Crisis Shas’ui (Power Rating +8) or up to 6 additional Crisis Shas’ui (Power Rating +16). A Crisis Shas’vre can take the place of one Crisis Shas’ui. Each model is equipped with a burst cannon, and may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its burst cannon with up to three items from the Ranged Weapons and/or Support Systems list.
 • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit.
ABILITIES
ABILITIES
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
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.
XV8-02 Crisis Iridium battlesuit:
+10
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, JET PACK, FLY, XV8 CRISIS BATTLESUITS


9

XV8 Crisis Bodyguards

NoNAME  M WS BS S T W A Ld Sv Base
30
Crisis Bodyguard (base: 50mm)
3‑9
30
Crisis Bodyguard
8" 5+ 4+ 5 5 3 3 8 3+ 50mm
This unit contains 3 Crisis Bodyguards. It can include up to 3 additional Crisis Bodyguards (Power Rating +9) or up to 6 additional Crisis Bodyguards (Power Rating +18). Each model is equipped with a burst cannon, and may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace their burst cannon with up to three items from the Ranged Weapons and/or Support Systems list.
 • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit.
ABILITIES
ABILITIES
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Sworn Protectors: Roll a D6 each time a friendly <SEPT> CHARACTER loses a wound whilst they are within 3" of this unit. On a 2+, a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound.
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.
XV8-02 Crisis Iridium battlesuit:
+10
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, JET PACK, FLY, XV8 CRISIS BODYGUARDS


9

XV95 Ghostkeel Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
125
Ghostkeel Shas’vre (base: 105 x 70mm)
1
125
Ghostkeel Shas’vre
12" 5+ 4+ 6 6 6-10 3 8 3+ 105 x 70mm
8" 5+ 5+ 6 6 3-5 2 8 3+
4" 5+ 5+ 6 6 1-2 1 8 3+
10
MV5 Stealth Drones (base: 32mm flying base)
2
10
MV5 Stealth Drones
12" 5+ 5+ 4 4 1 1 6 4+ 32mm flying base
A Ghostkeel Shas’vre is a single model equipped with a fusion collider and two flamers. It is accompanied by 2 MV5 Stealth Drones.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
Cyclic ion raker
When attacking with this weapon, choose one of the profiles below.
Cyclic ion raker
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Heavy 6
7
-1
1
-
 - Overcharge
 - Overcharge
24"
Heavy 6
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon profile’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion blaster
+10
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+5
Fusion collider
+5
Fusion collider
18"
Heavy D3
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its fusion collider with a cyclic ion raker.
 • This model may replace both its flamers with two burst cannons or two fusion blasters.
 • This model may take up to two items from the Support Systems list.
ABILITIES (Ghostkeel)
ABILITIES (Ghostkeel)
For the Greater Good
Ghostkeel Electrowarfare Suite: Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6" away.
Infiltrators: During deployment, this unit and any accompanying Drones can be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12" from any enemy unit.
ABILITIES (Stealth Drones)
ABILITIES (Stealth Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Stealth Field: Models shooting at a Stealth Drone or an XV95 GHOSTKEEL BATTLESUIT within 3" of any friendly Stealth Drones subtract 1 from their hit rolls. (This is cumulative with the Ghostkeel Electrowarfare Suite ability.)
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Ghostkeel): BATTLESUIT, MONSTER, JET PACK, FLY, XV95 GHOSTKEEL BATTLESUIT
KEYWORDS (Stealth Drone): DRONE, FLY, MV5 STEALTH DRONES


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.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot pistol
Kroot pistol
12"
Pistol 1
4
0
1
-
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
+1
0
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. For each Hazard Battlesuit this unit contains, it can contain up to 2 Tactical Drones for Power Rating 1 each. 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
-
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 models can each be equipped with one item from the Support Systems list.
ABILITIES
ABILITIES
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Photon Casters: Each time this unit is declared as a target of a charge, subtract 2 from that charge roll.
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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: 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.
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 <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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 <SEPT> 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, <SEPT>
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 2 5 6+ 25mm
This unit contains 4 Kroot Hounds. It can include up to 4 additional Kroot Hounds (Power Rating +1) or up to 8 additional Kroot Hounds (Power Rating +2). Each model attacks with its ripping fangs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ripping fangs
Ripping fangs
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Voracious Predators: You can re-roll failed charge rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: BEAST, KROOT HOUNDS


3

Pathfinder Team

NoNAME  M WS BS S T W A Ld Sv Base
11
Pathfinder (base: 25mm)
5‑10
11
Pathfinder
7" 5+ 4+ 3 3 1 1 6 5+ 25mm
11
Pathfinder Shas’ui (base: 25mm)
0‑1
11
Pathfinder Shas’ui
7" 5+ 4+ 3 3 1 2 7 5+ 25mm
10
MV31 Pulse Accelerator Drone (base: 32mm flying base)
0‑1
10
MV31 Pulse Accelerator Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
10
MV33 Grav-inhibitor Drone (base: 32mm flying base)
0‑1
10
MV33 Grav-inhibitor Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
15
MB3 Recon Drone (base: 32mm flying base)
0‑1
15
MB3 Recon Drone
8" 5+ 5+ 4 4 2 1 6 4+ 32mm flying base
This unit contains 5 Pathfinders. It can include up to 5 additional Pathfinders (Power Rating +2). A Pathfinder Shas’ui can take the place of one Pathfinder. Each model is armed with a markerlight, pulse carbine and photon grenades. This unit may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models) and/or an MB3 Recon Drone (Power Rating +1 per model) equipped with a burst cannon and up to 2 Support Drones: 1 MV31 Pulse Accelerator Drone and/or 1 MV33 Grav-inhibitor Drone (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Ion rifle
When attacking with this weapon, choose one of the profiles below.
+5
Ion rifle
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-1
1
-
 - Overcharge
 - Overcharge
30"
Heavy D3
8
-1
2
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
+10
Rail rifle
+10
Rail rifle
30"
Rapid Fire 1
6
-4
D3
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
Photon grenade
Photon grenade
12"
Grenade D6
-
-
-
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to three Pathfinders may replace their markerlight and pulse carbine with an ion rifle or a rail rifle.
 • The Pathfinder Shas’ui may take a pulse pistol.
ABILITIES (Pathfinders)
ABILITIES (Pathfinders)
For the Greater Good
Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 7". They cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
Recon Suite: Units making saves against attacks made by a Pathfinder Team that is within 3" of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
ABILITIES (Drones)
ABILITIES (Drones)
For the Greater Good
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Pulse Accelerator: Whilst a T’AU EMPIRE INFANTRY unit is within 3" of any friendly Pulse Accelerator Drones, increase the Range characteristic of that unit’s pulse pistols, pulse carbines and pulse rifles by 6".
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Gravity Wave Projector: Enemy units beginning a charge move within 12" of any Grav-inhibitor Drones reduce their charge distance by D3".
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Pathfinders): INFANTRY, PATHFINDER TEAM
KEYWORDS (Support Drones): DRONE, FLY, SUPPORT DRONES
KEYWORDS (Recon Drone): DRONE, FLY, RECON DRONE


2

Tactical Drones

NoNAME  M WS BS S T W A Ld Sv Base
10
MV1 Gun Drone (base: 32mm flying base)
0‑12
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
15
MV4 Shield Drone (base: 32mm flying base)
0‑12
15
MV4 Shield Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
10
MV7 Marker Drone (base: 32mm flying base)
0‑12
10
MV7 Marker Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 4 Tactical Drones. It can include up to 4 additional Tactical Drones (Power Rating +2), or up to 8 additional Tactical Drones (Power Rating +4). Each Drone in the unit must be either an MV1 Gun Drone armed with two pulse carbines, an MV4 Shield Drone or an MV7 Marker Drone armed with a markerlight. Note that this datasheet is also used for Tactical Drones that accompany many T’au Empire units (see Drone Support, below).

Note that MFM 2021 instructs players to pay 20 pts/model irrespective to it’s type.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
ABILITIES
ABILITIES
For the Greater Good
Manta Strike: During deployment, you can set up this unit 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.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Stable Platform: Marker Drones do not suffer the penalty for moving and firing Heavy weapons.
Shield Generator: Shield Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.
Drone Support: Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it. Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.

When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: DRONE, FLY, TACTICAL DRONES


4

TX4 Piranhas

NoNAME  M WS BS S T W A Ld Sv Base
43
TX4 Piranha (base: 60mm flying base)
1‑5
43
TX4 Piranha
16" 6+ 4+ 4 5 6 2 6 4+ 60mm flying base
10
MV1 Gun Drone (base: 32mm flying base)
2
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 1 TX4 Piranha accompanied by 2 MV1 Gun Drones. It can include up to 4 additional TX4 Piranhas, each of which is accompanied by 2 MV1 Gun Drones (Power Rating +4 per TX4 Piranha). Each TX4 Piranha is equipped with a burst cannon, and each MV1 Gun Drone is equipped with two pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its burst cannon with a fusion blaster and may take up to two seeker missiles.
ABILITIES (Piranhas)
ABILITIES (Piranhas)
Attached Drones: When a Piranha is set up, its accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, the Piranha is considered to be equipped with their weapons in addition to its own.
Explodes: If a Piranha is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Piranha): VEHICLE, FLY, TX4 PIRANHAS
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


2

Vespid Stingwings

NoNAME  M WS BS S T W A Ld Sv Base
14
Vespid Stingwing (base: 25mm)
4‑12
14
Vespid Stingwing
14" 4+ 4+ 3 4 1 1 5 4+ 25mm
14
Vespid Strain Leader (base: 25mm)
0‑1
14
Vespid Strain Leader
14" 4+ 4+ 3 4 1 2 8 4+ 25mm
This unit contains 4 Vespid Stingwings. It can include up to 4 additional Vespid Stingwings (Power Rating +2), or up to 8 additional Vespid Stingwings (Power Rating +4). A Vespid Strain Leader can take the place of one Vespid Stingwing. Each model is equipped with a neutron blaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Neutron blaster
Neutron blaster
18"
Assault 2
5
-2
1
-
ABILITIES
ABILITIES
Plunge from the Sky: During deployment, you can set up this unit high in the sky, instead of placing it on the battlefield. If you do so, it can plunge from the sky at the end of any of your Movement phases – set it up anywhere that is more than 9" from any enemy models.
FACTION KEYWORDS: T’AU EMPIRE, VESPID
KEYWORDS: INFANTRY, 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: high intensity markerlight; 2 pulse rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
High intensity markerlight
High intensity markerlight
36"
Heavy 3
-
-
-
Markerlight
Markerlight
Pulse rifle
Pulse rifle
30"
Rapid Fire 1
5
0
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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, FLY, 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+
15
MV84 Shielded Missile Drone (base: 32mm flying base)
0‑2
15
MV84 Shielded Missile Drone
12" 5+ 5+ 4 4 1 1 6 4+ 32mm flying base
This unit can contain up to 2 MV84 Shielded Missile Drones for Power Rating 2, each equipped with a missile pod. An R’varna Battlesuit is equipped with: 2 pulse submunitions cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
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
WARGEAR OPTIONS
WARGEAR OPTIONS
 • An R’varna Battlesuit can be equipped with two items from the Support Systems list.
ABILITIES (R’varna Battlesuit)
ABILITIES (R’varna Battlesuit)
For the Greater Good
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.
ABILITIES (Shielded Missile Drones)
ABILITIES (Shielded Missile Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Shield Generator: Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (R’varna Battlesuit): MONSTER, BATTLESUIT, XV107 R’VARNA BATTLESUIT
KEYWORDS (Shielded Missile Drones): DRONE, FLY, MV84 SHIELDED MISSILE DRONES


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+
15
MV84 Shielded Missile Drone (base: 32mm flying base)
0‑2
15
MV84 Shielded Missile Drone
12" 5+ 5+ 4 4 1 1 6 4+ 32mm flying base
This unit can contain up to 2 MV84 Shielded Missile Drones for Power Rating 2, each equipped with a missile pod. 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.
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • An Y’vahra Battlesuit can be equipped with two items from the Support Systems list.
ABILITIES (Y’vahra Battlesuit)
ABILITIES (Y’vahra Battlesuit)
For the Greater Good
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.
ABILITIES (Shielded Missile Drones)
ABILITIES (Shielded Missile Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Shield Generator: Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Y’vahra Battlesuit): MONSTER, BATTLESUIT, JET PACK, FLY, XV109 Y’VAHRA BATTLESUIT
KEYWORDS (Shielded Missile Drones): DRONE, FLY, MV84 SHIELDED MISSILE DRONES


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.
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
+1
0
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.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+7
Missile pod
+7
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
+2
Rail rifle
+2
Rail rifle
30"
Rapid Fire 1
6
-4
D3
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal 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, <SEPT>
KEYWORDS: VEHICLE, FLY, TX42 PIRANHAS


Flyers


6

AX3 Razorshark Strike Fighter

NoNAME  M WS BS S T W! A Ld Sv Base
118
AX3 Razorshark Strike Fighter (base: 120 x 92mm flying base)
1
118
AX3 Razorshark Strike Fighter
20"-50" 6+ 4+ 6 6 7-12 3 6 4+ 120 x 92mm flying base
20"-30" 6+ 5+ 6 6 4-6 D3 6 4+
20"-25" 6+ 5+ 6 6 1-3 1 6 4+
An AX3 Razorshark Strike Fighter is a single model equipped with a burst cannon, a quad ion turret and two seeker missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
+7
Missile pod
+7
Missile pod
36"
Assault 2
7
-1
D3
-
Quad ion turret
When attacking with this weapon, choose one of the profiles below. Add 1 to hit rolls for this weapon against targets that can’t FLY.
Quad ion turret
When attacking with this weapon, choose one of the profiles below. Add 1 to hit rolls for this weapon against targets that can’t FLY.
 - Standard
 - Standard
30"
Assault 4
7
-1
1
-
 - Overcharge
 - Overcharge
30"
Assault 4
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Seeker missile
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its burst cannon with a 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.
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.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, AX3 RAZORSHARK STRIKE FIGHTER


8

AX39 Sun Shark Bomber

NoNAME  M WS BS S T W! A Ld Sv Base
110
AX39 Sun Shark Bomber (base: 120 x 92mm flying base)
1
110
AX39 Sun Shark Bomber
20"-50" 6+ 4+ 6 6 7-12 3 6 4+ 120 x 92mm flying base
20"-30" 6+ 5+ 6 6 4-6 D3 6 4+
20"-25" 6+ 5+ 6 6 1-3 1 6 4+
15
MV17 Interceptor Drone (base: 32mm flying base)
2
15
MV17 Interceptor Drone
20" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
An AX39 Sun Shark Bomber is a single model equipped with a markerlight, a missile pod and two seeker missiles. It is accompanied by 2 MV17 Interceptor Drones, each equipped with two ion rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ion rifle
When attacking with this weapon, choose one of the profiles below.
Ion rifle
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-1
1
-
 - Overcharge
 - Overcharge
30"
Heavy D3
8
-1
2
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon profile’s shots have been resolved.
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
+15
Missile pod
+15
Missile pod
36"
Assault 2
7
-1
D3
-
Seeker missile
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a second missile pod.
ABILITIES (Sun Shark Bomber)
ABILITIES (Sun Shark Bomber)
Pulse Bombs: This model may drop a pulse bomb as it flies over enemy units in its Movement phase. To do so, after this model has moved, pick one enemy unit that it moved across. Then, roll a D6 for each model in that unit (up to a maximum of 10), adding 1 to the result if the enemy unit is INFANTRY. For each roll of 5+, the target unit suffers 1 mortal wound.
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.
Attached Drones: When this model is set up, its accompanying Interceptor Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own. However, a hit roll of 1 when firing the ion rifle on overcharge setting results in one of the Drones being slain rather than this model suffering a mortal wound.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Interceptor Drones)
ABILITIES (Interceptor Drones)
For the Greater Good
Detach: Both Interceptor Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Sun Shark Bomber): AIRCRAFT, VEHICLE, FLY, AX39 SUN SHARK BOMBER
KEYWORDS (Interceptor Drones): DRONE, FLY, INTERCEPTOR DRONES


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 4
5
0
1
-
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
36"
Assault 2
7
-1
D3
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to 6 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.
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, <SEPT>
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
When attacking with this weapon, choose one of the profiles below.
+10
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+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, <SEPT>
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
-
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Remora seeker missile
Remora seeker missile
72"
Heavy 1
8
-2
D3
This weapon can be used once per battle. Each time an attack is made with this weapon, only an unmodified hit roll of 6 is successful. This weapon is considered a seeker missile for the purposes of markerlights.
This weapon can be used once per battle. Each time an attack is made with this weapon, only an unmodified hit roll of 6 is successful. This weapon is considered a seeker missile for the purposes of markerlights.
ABILITIES
ABILITIES
For the Greater Good
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, <SEPT>
KEYWORDS: AIRCRAFT, DRONE, FLY, 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 4
5
0
1
-
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+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 <SEPT> TACTICAL DRONES models.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, TIGER SHARK


Heavy Support


3

MV71 Sniper Drones

NoNAME  M WS BS S T W A Ld Sv Base
20
MV71 Sniper Drone (base: 32mm flying base)
3‑9
20
MV71 Sniper Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 3 MV71 Sniper Drones. It can include up to 3 additional MV71 Sniper Drones (Power Rating +3), or up to 6 additional MV71 Sniper Drones (Power Rating +6). Each MV71 Sniper Drone is equipped with a longshot pulse rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Longshot pulse rifle
Longshot pulse rifle
48"
Rapid Fire 1
5
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
ABILITIES
ABILITIES
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Sniper Drone Stealth Field: Subtract 1 from hit rolls in the Shooting phase for attacks made against this unit unless it is within 12" of the firing model.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: DRONE, FLY, MV71 SNIPER DRONES


9

TX7 Hammerhead Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
140
TX7 Hammerhead Gunship (base: 60mm flying base)
1
140
TX7 Hammerhead Gunship
12" 6+ 3+ 6 7 7-13 3 8 3+ 60mm flying base
6" 6+ 4+ 6 7 4-6 D3 8 3+
3" 6+ 5+ 6 7 1-3 1 8 3+
10
MV1 Gun Drone (base: 32mm flying base)
0‑2
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A TX7 Hammerhead Gunship is a single model equipped with a railgun. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Railgun
When attacking with this weapon, choose one of the profiles below.
Railgun
When attacking with this weapon, choose one of the profiles below.
 - Solid shot
 - Solid shot
72"
Heavy 1
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
 - Submunitions
 - Submunitions
72"
Heavy D6
6
-1
1
Blast
Blast
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+15
Smart missile system
+15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its railgun with an ion cannon.
 • This model may take up to two seeker missiles.
 • Instead of being accompanied by two MV1 Gun Drones, this model may take two burst cannons or two smart missile systems.
ABILITIES (Hammerhead)
ABILITIES (Hammerhead)
Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own.
Hover Tank: Instead of measuring distances to and from this model’s base, measure to and from this model’s hull or base (whichever is closer).
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Hammerhead): VEHICLE, FLY, TX7 HAMMERHEAD GUNSHIP, HAMMERHEAD
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


8

TX78 Sky Ray Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
130
TX78 Sky Ray Gunship (base: 60mm flying base)
1
130
TX78 Sky Ray Gunship
12" 6+ 3+ 6 7 7-13 3 8 3+ 60mm flying base
6" 6+ 4+ 6 7 4-6 D3 8 3+
3" 6+ 5+ 6 7 1-3 1 8 3+
10
MV1 Gun Drone (base: 32mm flying base)
0‑2
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A TX78 Sky Ray Gunship is a single model equipped with two markerlights and six seeker missiles. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Seeker missile
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+15
Smart missile system
+15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Instead of being accompanied by two MV1 Gun Drones, this model may take two burst cannons or two smart missile systems.
ABILITIES (Sky Ray)
ABILITIES (Sky Ray)
Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own.
Velocity tracker: Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hover Tank: Instead of measuring distances to and from this model’s base, measure to and from this model’s hull or base (whichever is closer).
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Sky Ray): VEHICLE, FLY, TX78 SKY RAY GUNSHIP
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


5

XV88 Broadside Battlesuits

NoNAME  M WS BS S T W A Ld Sv Base
70
Broadside Shas’ui (base: 60mm)
1‑3
70
Broadside Shas’ui
5" 5+ 4+ 5 5 6 2 7 2+ 60mm
70
Broadside Shas’vre (base: 60mm)
0‑1
70
Broadside Shas’vre
5" 5+ 4+ 5 5 6 3 8 2+ 60mm
20
MV8 Missile Drone (base: 32mm flying base)
0‑2
20
MV8 Missile Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
This unit contains 1 Broadside Shas’ui. It can include 1 additional Broadside Shas’ui (Power Rating +5) or 2 additional Broadside Shas’ui (Power Rating +10). A Broadside Shas’vre can take the place of one Broadside Shas’ui. Each model is equipped with a heavy rail rifle and two smart missile systems, and may either be accompanied by up to 2 MV8 Missile Drones, each equipped with a missile pod (Power Rating +1 per model), or up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy rail rifle
Heavy rail rifle
60"
Heavy 2
8
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
+15
High-yield missile pod
+15
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+5
Smart missile system
+5
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its heavy rail rifle with two high-yield missile pods.
 • Any model may replace both its smart missile systems with two plasma rifles.
 • Any model may take a seeker missile.
 • Any model may take one item from the Support Systems list.
ABILITIES (Broadsides)
ABILITIES (Broadsides)
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
ABILITIES (Missile Drones)
ABILITIES (Missile Drones)
For the Greater Good
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Broadsides): BATTLESUIT, XV88 BROADSIDE BATTLESUITS
KEYWORDS (Missile Drones): DRONE, FLY, MV8 MISSILE DRONES


4

Great Knarloc

NoNAME  M WS BS S T W A Ld Sv Base
65
Great Knarloc (base: 65mm)
1
65
Great Knarloc
7" 3+ 4+ 7 6 9 4 6 4+ 65mm
A Great Knarloc is equipped with: Great Knarloc beak and talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot bolt thrower
Kroot bolt thrower
36"
Assault 6
6
-1
1
-
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Twin Kroot gun
Twin Kroot gun
48"
Rapid Fire 2
7
-1
D3
-
Great Knarloc beak and talons
Great Knarloc beak and talons
Melee
Melee
User
-4
3
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
OTHER WARGEAR
ABILITIES 
Baggage harness
The bearer gains the following ability:

Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’
Baggage harness
The bearer gains the following ability:

Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 Kroot bolt thrower and 1 Kroot rifle; 1 twin Kroot gun; 1 baggage harness.
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.
Crushing Strike: Each time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: MONSTER, GREAT KNARLOC


3

Heavy Gun Drones

NoNAME  M WS BS S T W A Ld Sv Base
18
Heavy Gun Drone (base: 32mm flying base)
2‑6
18
Heavy Gun Drone
8" 5+ 5+ 3 4 2 1 6 4+ 32mm flying base
If this unit contains 3-4 models, it has Power Rating 6. If it contains 5 or more models, it has Power Rating 9. Every model is equipped with: burst cannon; markerlight.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their markerlight replaced with 1 burst cannon.
ABILITIES
ABILITIES
For the Greater Good
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: DRONE, FLY, HEAVY GUN DRONES


9

TX7 Hammerhead Gunship (Legendary)

NoNAME  M WS BS S T W! A Ld Sv Base
140
TX7 Hammerhead Gunship (base: 60mm flying base)
1
140
TX7 Hammerhead Gunship
12" 6+ 3+ 6 7 7-13 3 8 3+ 60mm flying base
6" 6+ 4+ 6 7 4-6 D3 8 3+
3" 6+ 5+ 6 7 1-3 1 8 3+
10
MV1 Gun Drone (base: 32mm flying base)
0‑2
10
MV1 Gun Drone
8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A TX7 Hammerhead Gunship is a single model equipped with a railgun. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
High-yield missile pod
High-yield missile pod
36"
Heavy 4
7
-1
D3
-
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
+5
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Pulse carbine
Pulse carbine
18"
Assault 2
5
0
1
-
Railgun
When attacking with this weapon, choose one of the profiles below.
Railgun
When attacking with this weapon, choose one of the profiles below.
 - Solid shot
 - Solid shot
72"
Heavy 1
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
 - Submunitions
 - Submunitions
72"
Heavy D6
6
-1
1
Blast
Blast
+5
Seeker missile
+5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
+15
Smart missile system
+15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
+10
Twin heavy fusion cannon
+10
Twin heavy fusion cannon
24"
Heavy 2
9
-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.
+25
Twin swiftstrike burst cannon
+25
Twin swiftstrike burst cannon
36"
Heavy 16
6
-1
1
-
+10
Twin T’au plasma cannon
+10
Twin T’au plasma cannon
48"
Heavy 6
7
-3
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its railgun with an ion cannon.
 • This model may take up to two seeker missiles.
 • Instead of being accompanied by two MV1 Gun Drones, this model may take two burst cannons or two smart missile systems.
 • This model’s railgun can be replaced with one of the following: 2 high-yield missile pods; twin swiftstrike burst cannon; twin heavy fusion cannon; twin T’au plasma cannon.
ABILITIES (Hammerhead)
ABILITIES (Hammerhead)
Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own.
Hover Tank: Instead of measuring distances to and from this model’s base, measure to and from this model’s hull or base (whichever is closer).
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Gun Drones)
ABILITIES (Gun Drones)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> 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.
Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS (Hammerhead): VEHICLE, FLY, TX7 HAMMERHEAD GUNSHIP, HAMMERHEAD
KEYWORDS (Gun Drones): DRONE, FLY, GUN DRONES


Lords of War


18

KV128 Stormsurge

NoNAME  M WS BS S T W! A Ld Sv Base
335
KV128 Stormsurge (base: 170 x 109mm)
1
335
KV128 Stormsurge
6" 5+ 4+ 8 7 11-20 3 8 3+ 170 x 109mm
6" 5+ 5+ 7 7 6-10 D3 8 3+
6" 5+ 6+ 6 7 1-5 1 8 3+
A KV128 Stormsurge is a single model equipped with a cluster rocket system, four destroyer missiles, two flamers, a pulse blastcannon and two smart missile systems.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Airbursting fragmentation projector
+3
Airbursting fragmentation projector
18"
Assault D6
4
0
1
Blast. This weapon can be fired at units that are not visible to the bearer.
Blast. This weapon can be fired at units that are not visible to the bearer.
+3
Burst cannon
+3
Burst cannon
18"
Assault 4
5
0
1
-
Cluster rocket system
Cluster rocket system
48"
Heavy 4D6
5
0
1
Blast
Blast
Destroyer missile
Destroyer missile
60"
Heavy 1
-
-
-
A unit hit by this weapon suffers D3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
A unit hit by this weapon suffers D3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Pulse blastcannon
When attacking with this weapon, choose one of the profiles below.
Pulse blastcannon
When attacking with this weapon, choose one of the profiles below.
 - Close range
 - Close range
10"
Heavy 2
14
-4
6
-
 - Medium range
 - Medium range
20"
Heavy 4
12
-2
4
-
 - Long range
 - Long range
30"
Heavy 6
10
0
2
-
+10
Pulse driver cannon
+10
Pulse driver cannon
72"
Heavy D6
10
-3
D6
Blast
Blast
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace both its flamers with two burst cannons or two airbursting fragmentation projectors.
 • This model may replace its pulse blastcannon with a pulse driver cannon.
 • This model may be equipped with up to three items from the Support Systems list.
ABILITIES
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Stabilising Anchors: A Stormsurge may deploy its anchors at the end of your Shooting phase. While its anchors are deployed it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can add 1 to its hit rolls. The Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.
Walking Battleship: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, TITANIC, KV128 STORMSURGE


62

The Eight

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


50

KX139 Ta’unar Supremacy Armour

NoNAME  M WS BS S T W! A Ld Sv Base
1000
KX139 Ta’unar Supremacy Armour (base: 160mm)
1
1000
KX139 Ta’unar Supremacy Armour
10" 5+ 3+ 8 8 16-30 4 9 3+ 160mm
8" 5+ 4+ 8 8 8-15 3 9 3+
6" 5+ 5+ 8 8 1-7 2 9 3+
A KX139 Ta’unar Supremacy Armour is equipped with: 4 burst cannons; 3 pulse ordinance drivers; 4 smart missile systems; 2 tri-axis ion cannons; crushing feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
Fragmentation cluster shell launcher
Fragmentation cluster shell launcher
36"
Heavy 3D6
5
-1
1
Blast
Blast
Fusion eradicator
Fusion eradicator
24"
Heavy 5
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 rail cannon array
Heavy rail cannon array
120"
Heavy 2
18
-5
D6+6
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 a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.
Nexus missile launcher
Nexus missile launcher
60"
Heavy 3D6
6
-3
1
Blast
Blast
Pulse ordnance driver
Before selecting targets, select one of the profiles below to make attacks with.
Pulse ordnance driver
Before selecting targets, select one of the profiles below to make attacks with.
 - Concentrated
 - Concentrated
90"
Heavy 2
10
-4
5
-
 - Dispersed
 - Dispersed
72"
Heavy D6
8
-2
2
Blast
Blast
Smart missile system
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Tri-axis ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
Tri-axis ion cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
60"
Heavy 9
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy 3D6
8
-2
3
Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon.
Blast. Each time the bearer shoots with this weapon profile, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers D3 mortal wounds after shooting with this weapon.
Crushing feet
Crushing feet
Melee
Melee
User
-2
2
Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack.
Make 3 hit rolls for each attack made with this weapon, instead of 1. Each hit roll is treated as a separate attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model's tri-axis ion cannons can be replaced with 1 fusion eradicator.
 • This model’s 3 pulse ordinance drivers can be replaced with one of the following: 2 nexus missile launchers; 1 heavy rail cannon array and 1 fragmentation cluster shell launcher.
ABILITIES
ABILITIES
Ta’unar Shield Generator: 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 2D6" suffers D6 mortal wounds.
Titanic: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, TITANIC, KX139 TA’UNAR SUPREMACY ARMOUR


100

Manta

NoNAME  M WS BS S T W! A Ld Sv Base
2000
Manta (base: Use model)
1
2000
Manta
20-60" 6+ 4+ 8 8 46-60 12 9 3+ Use model
20-50" 6+ 4+ 8 8 31-45 9 9 3+
20-40" 6+ 5+ 8 8 16-30 6 9 3+
20-30" 6+ 5+ 8 8 1-15 3 9 3+
A Manta is equipped with: 2 heavy rail cannons; 6 ion cannons; 16 long-barrelled burst cannons; 6 markerlights; 2 missile pods; 10 seeker missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
Ion cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
 - Overcharge
60"
Heavy D6
8
-2
3
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
Markerlight
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Markerlights
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
Seeker missile
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
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.
Energy shield: This model has a 4+ invulnerable save.
Hover: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 4-5, it explodes, and each unit within 2D6" suffers D6 mortal wounds. On a 6, it explodes, and each unit within 3D6" suffers 2D3 mortal wounds.

Designer’s Note: Before the battle, if you don’t have a base for this model, both players must agree the footprint of this model as if it had a base.
TRANSPORT
TRANSPORT
This model has a transport capacity as follows:
  • 200 <SEPT> INFANTRY or <SEPT> DRONE models.
  • 4 TY7 DEVILFISH, TX78 SKY RAY GUNSHIP or HAMMERHEAD models
  • 8 BATTLESUIT models with a Wounds characteristic of 9 or less.
Any models embarked within another model when it embarks upon this model do not count towards this model’s transport capacity. While a model is embarked upon this model, models embarked within that other model may not disembark. Models may not disembark from a model in a turn in which it disembarks from this model.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, AIRCRAFT, TITANIC, FLY, TRANSPORT, MANTA


15

Orca Dropship

NoNAME  M WS BS S T W! A Ld Sv Base
300
Orca Dropship (base: Use model)
1
300
Orca Dropship
20"-55" 6+ 4+ 7 8 8-28 3 7 3+ Use model
20"-40" 6+ 5+ 7 8 4-7 D3 7 3+
20"-25" 6+ 6+ 7 8 1-3 1 7 3+
An Orca Dropship is equipped with: 2 long-barrelled burst cannons; missile pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Long-barrelled burst cannon
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
Missile pod
Missile pod
36"
Assault 2
7
-1
D3
-
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.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this 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 2D6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity as follows:
  • 24 T’AU EMPIRE INFANTRY models
  • 8 T’AU EMPIRE DRONES models
  • One of the following: 6 BATTLESUIT models with a Wounds characteristic of 9 or less (each XV88 BROADSIDE BATTLESUIT model takes the space of 2 models); 24 more T’AU EMPIRE INFANTRY or T’AU EMPIRE DRONES models.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, ORCA DROPSHIP


Fortifications


4

Tidewall Droneport

NoNAME  M WS BS S T W A Ld Sv Base
75
Tidewall Droneport (base: Use model)
1
75
Tidewall Droneport
6" - - - 7 10 - - 4+ Use model
A Tidewall Droneport is a single model. It is fitted with up to 4 Tactical Drones (Power Rating +1 per two models).
ABILITIES
ABILITIES
Fortification: A Tidewall Droneport cannot move independently (see below), nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within Engagement Range of this model.
Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase. A Tidewall Droneport cannot Advance or charge.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Drone Control Systems: When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport. These Drones begin the battle fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it. If there is a friendly T’AU EMPIRE INFANTRY unit embarked on the Droneport at the beginning of your Movement phase, you can take control of the Drones, which then detach from the Droneport and act as a separate unit. In addition, while a friendly T’AU EMPIRE INFANTRY unit is embarked on the Droneport, the Tactical Drones activated in this way can use that unit’s Ballistic Skill instead of their own when making shooting attacks. If the Droneport is destroyed before the Drones are activated, they are destroyed as well.
Explodes: If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport any number of T’AU EMPIRE INFANTRY CHARACTERS and one other T’AU EMPIRE INFANTRY unit, but no more than 10 models in total.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, TIDEWALL DRONEPORT


6

Tidewall Gunrig

NoNAME  M WS BS S T W A Ld Sv Base
125
Tidewall Gunrig (base: Use model)
1
125
Tidewall Gunrig
6" - 5+ - 7 10 - - 4+ Use model
A Tidewall Gunrig is a single model equipped with a supremacy railgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Supremacy railgun
Supremacy railgun
72"
Heavy 2
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
ABILITIES
ABILITIES
Fortification: A Tidewall Gunrig cannot move independently (see below), nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within Engagement Range of it, and friendly units can still target enemy units that are within Engagement Range of this model.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on this model at the beginning of your Movement phase, you may move this model in the Movement phase. This model cannot Advance or charge.
Automated Weapon: Unless a friendly T’AU EMPIRE INFANTRY unit is embarked on this model, its supremacy railgun can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted.
Explodes: If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport any number of T’AU EMPIRE INFANTRY CHARACTERS and one other T’AU EMPIRE INFANTRY unit, but no more than 10 models in total.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, TIDEWALL GUNRIG


4

Tidewall Shieldline

NoNAME  M WS BS S T W A Ld Sv Base
75
Tidewall Shieldline (base: Use model)
1
75
Tidewall Shieldline
6" - - - 6 10 - - 4+ Use model
75
Tidewall Defence Platform (base: Use model)
0‑1
75
Tidewall Defence Platform
6" - - - 7 10 - - 4+ Use model
A Tidewall Shieldline is a single model. It can also include a Tidewall Defence Platform (Power Rating +4 per model).
ABILITIES
ABILITIES
Fortification: Tidewall Shieldlines and Tidewall Defences Platform cannot move independently (see below), nor can they fight in the Fight phase. Enemy models automatically hit these model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within Engagement Range of these models.
Tidewall Network: When a Tidewall Shieldline that includes a Tidewall Defence Platform is set up on the battlefield, both models are placed within 1" of each other. From that point onwards, both are treated as separate units.
Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on a Tidewall Shieldline or a Tidewall Defence Platform at the beginning of your Movement phase, you may move it in the Movement phase. Neither a Tidewall Shieldline or a Tidewall Defence Platform can Advance or charge.
Open-topped: Models embarked on a Tidewall Shieldine or Defence Platform can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Tidewall Field: A Tidewall Shieldline can reflect shots back at the enemy. For each unmodified save roll of 6 you make in the Shooting phase for a Tidewall Shieldline, the attacking unit suffers one mortal wound after they have finished shooting.
Explodes: If a Tidewall Defence Platform is reduced to 0 wounds, roll a dice before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
A Tidewall Shieldline and Tidewall Defence Platform can each transport any number of T’AU EMPIRE INFANTRY CHARACTERS and one other T’AU EMPIRE INFANTRY unit, but each can transport no more than 10 models in total.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, TIDEWALL SHIELDLINE


2

Drone Sentry Turret

NoNAME  M WS BS S T W A Ld Sv Base
30
Drone Sentry Turret (base: Use model)
1‑4
30
Drone Sentry Turret
- - 5+ - 6 3 - - 4+ Use model
If this unit contains 2 models, it has Power Rating 4. If it contains 3 models, it has Power Rating 6. If it contains 4 models, it has Power Rating 12. Every model is equipped with: 2 plasma rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 4
5
0
1
-
+7
Fusion blaster
+7
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+7
Missile pod
+7
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have 2 plasma rifles replaced with one of the following: 2 burst cannons; 2 fusion blasters; 2 missile pods.
ABILITIES
ABILITIES
For the Greater Good
Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BUILDING, VEHICLE, DRONE, DRONE SENTRY TURRET


2

Remote Sensor Tower

NoNAME  M WS BS S T W A Ld Sv Base
40
Remote Sensor Tower (base: Use model)
1
40
Remote Sensor Tower
- - 4+ - 6 3 - - 4+ Use model
A Remote Sensor Tower is equipped with: high-intensity markerlight.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
High intensity markerlight
High intensity markerlight
36"
Heavy 3
-
-
-
Markerlight
Markerlight
ABILITIES
ABILITIES
Positional Relay (Aura): While a friendly <SEPT> INFANTRY unit is within 6" of this model, each time that unit fights, you can re-roll one hit roll and you can re-roll one wound roll when resolving that unit’s attacks.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, BUILDING, REMOTE SENSOR TOWER

Honour blade used in the following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

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

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a <SEPT> COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

Mont’ka: In a turn in which a <SEPT> COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.