Codex - Tau Empire Angry Communist Edition

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INTRODUCTION

Wicked tyrants and corrupt governments terrorize the galaxy, worlds are being torn asunder by their selfish greed and idiotic wars. The Ethereals have guided the castes of Tau from their path towards self destruction, now, gather your army from the resourceful alien auxiliaries, the brave warriors of the Fire Caste and Air Caste and aid the holy Ethereals in spreading faith in the Greater Good to the rest of the galaxy Tau Empire Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. The codices can be found here.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example, 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

A changelist can be found here. This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. The art at the top of pages in the PDFs were extracted with the smallpdf website and edited in Microsoft paint.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.

FORCES OF THE TAU EMPIRE

The following section details rules information that describe the forces used by the Tau Empire – their selfless warriors, their advanced vehicles and battlesuits and the experienced commanders that lead them to battle. This section will enable you to forge your collection of Tau Empire miniatures into an army ready to fight battles in your games of Warhammer 40,000.

CHOOSING AN ARMY

When choosing an army to play a game of Warhammer 40,000, there are two main ways of organising your collection. These are the Unbound method, which means taking no Detachments with the exception of Formations instead you may include any Datasheets and Formations you like, and the Battle-forged method, which requires all units to be part of a Detachment or Formation. Both are described fully in Warhammer 40,000: The Rules.

The Hunter Contingent is a special type of Detachment. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. When no army list entries are presented in an entry, the entry is a Formation, which can be found at the end of the Datasheets section. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Hunter Contingent are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Hunter Contingent, that entire Hunter Contingent is your Primary Detachment.

HUNTER CONTINGENT

Formation:

  • 3-6 Formations chosen in any combination from the following list:
-1 Kauyon Cadre
-1 Mont´ka Cadre
-1 Mon´wern´a Cadre

SPECIAL RULES:

  • Ideal Mission Commander: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table.
  • Co-ordinated Firestorm: If a unit from this detachment inflicts one or more hits in the shooting phase on one or more units it may apply a single markerlight hit to one of those units.

TAU EMPIRE WARGEAR LIST

These lists detail the points values of various items of wargear available to Tau Empire units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix

RANGED WEAPONS

Where a weapon has two points costs, the first is for a standard, single version, and the second is for a twin-linked weapon of that type. A twin-linked weapon counts as two choices from this list.
- Flamer...5/6 pts
- Burst cannon...10/15 pts
- Plasma rifle...12/18 pts
- Airbusting fragmentation projector...15 pts
- Cyclic ion blaster...15 pts
- Fusion blaster...15/20 pts
- Missile pod...18/25 pts

SIGNATURE SYSTEMS

Each of the following may only be taken once per army, note that this also applies when the items are taken outside of this list.
- Command and control node...20 pts
- Failsafe detonator...5 pts
- Multi-spectrum sensor suite...30 pts
- Repulsor impact field...10 pts
- Onager gauntlet...5 pts
- Neuroweb system jammer...15 pts
- Puretide engram neurochip...10 pts
- XV82 Crisis Iridium Battlesuit...25 pts
- XV81 Crisis Battlesuit and smart missile system - 25 pts
- XV84 Crisis Battlesuit...15 pts

SUPPORT SYSTEMS

Where a support system has two points costs the second is for a Riptide or Ghostkeel, the third is for a Stormsurge, and the first is for any other battlesuit.
- Advanced targeting system...1/3/5 pts
- Counterfire defence system...2/5/5 pts
- Early warning override...4/8/10 pts
- Positional relay...5 pts
- Target lock...5 pts
- Vectored retro-thrusters2...3/10 pts
- Drone controller...5 pts
- Stimulant injector...15 pts
- Velocity tracker...25 pts
- Shield generator...25/50/80 pts
2 May not be taken by KV128 Stormsurge Shas'vre, XV88 Broadside Shas'ui and vre and XV89 Broadside Shas'ui and vre.

VEHICLE BATTLE SYSTEMS

Where a support system has two points costs the first is for a TX4 Piranha, TX42 Piranha or Drone Sentry Turret and the second is for any other vehicle.
- Blacksun filter...1 pts
- Decoy launchers...3 pts
- Advanced targeting system...3/5 pts
- Automated repair system...2/5 pts
- Sensor spines...3/5 pts
- Flechette discharger...5/10 pts
- Point defence targeting relay...10 pts
- Disruption pod...10/15 pts

DRONES

  • The unit may include a number of MV1 Drones - 12 pts/model
  • Any MV1 Drone may replace twin-linked pulse carbine with one of the following:
- Shield generator...0 pts
- Markerlight...0 pts

SOLDIERS OF THE GREATER GOOD

HQ

ETHEREAL HOLY ONE

WS BS S T W I A Ld Sv
Aun´el 4 3 3 3 3 3 3 10 -
MV1 Gun Drone 2 2 3 4 1 4 1 7 4+
MV4 Shield Drone 2 2 3 4 1 4 1 7 4+
MV7 Marker Drone 2 2 3 4 1 4 1 7 4+
MV36 Guardian Drone 2 2 3 4 1 4 1 7 4+
Shas´ui 2 3 3 3 1 3 2 8 4+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Aun´el...50 pts

WARGEAR:

Shas´ui

SPECIAL RULES:

Aun´el

  • Failure is Not An Option: All friendly models with the Tau Empire Faction within 12" of a model with this special rule may use this model´s Leadership for Fear, Morale, Pinning and Gregroup tests. However, if the model with this special rule is removed as a casualty in a mission that uses Victory Points, your opponent gains one additional Victory Point.
  • Independent Character
  • Stubborn
  • Elemental Invocations: At the start of each friendly turn each Ethereal may choose one of the following:
- All friendly units within 12" of this model gain the Stubborn special rule until the start of your next turn.
- All friendly non-vehicle units within 12" of this model may fire an additional shot with their pulse weapons (including Kroot pulse rifles) in the following shooting phase.
- All friendly units within 12" of this model gain the Feel No Pain (6+) special rule until your next Movement phase.
- All friendly models within 12" of this model may fire Snap Shots after Running in the following Shooting phase.

Shas´ui

OPTIONS:

  • The Aun´el may take one of the following:
- Honour blade - 5 pts
- Two equalisers - 10 pts
  • The Aun´el may take any one of the following:
- Blacksun filter - 5 pts
- Homing beacon - 5 pts
- Sv 4+ - 5 pts
- Hover drone - 5 pts

ETHEREAL HOLY ONE, HERO OF FIO´VASH

WS BS S T W I A Ld Sv
Aun´el´Shi 5 3 3 3 3 5 4 10 -
Shas´ui 2 3 3 3 1 3 2 8 4+


UNIT TYPE:

Infantry (Character)...110 pts

UNIT COMPOSITION:

1 Aun´el´Shi

WARGEAR:

Shas´ui

Aun´el´shi

SPECIAL RULES:

  • Failure is Not An Option: All friendly models with the Tau Empire Faction within 12" of a model with this special rule may use this model´s Leadership for Fear, Morale, Pinning and Gregroup tests. However, if the model with this special rule is removed as a casualty in a mission that uses Victory Points, your opponent gains one additional Victory Point.
  • Independent Character
  • Stubborn
  • Elemental Invocations: At the start of each friendly turn each Ethereal may choose one of the following:
- All friendly units within 12" of this model gain the Stubborn special rule until the start of your next turn.
- All friendly non-vehicle units within 12" of this model may fire an additional shot with their pulse weapons (including Kroot pulse rounds).
- All friendly units within 12" of this model gain the Feel No Pain (6+) special rule until your next Movement phase.
- All friendly models within 12" of this model may fire Snap Shots after Running in the following Shooting phase.
  • Blade Master: At the start of each assault phase a model with this special rule may either choose re-roll failed saving throws for the rest the current phase or gain the Rending special rule until the end of the current phase.
  • Ethereal Holy One: A unit with this special rule always treats its name as being "Ethereal Holy One" in addition to its true name.

Shas´ui

OPTIONS:

HIGHEST OF THE HOLY ETHEREALS, MASTER OF THE UNDYING SPIRIT

WS BS S T W I A Ld Sv
Aun´o´Va 1 3 2 3 4 1 1 10 5+
Aun´vre 4 4 3 3 2 3 3 10 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Aun´o´Va. 2 Aun´vre

WARGEAR:

Aun´o´Va

  • Paradox of duality

Whenever Aun´o´Va suffers one or more unsaved Wounds from a Shooting attack roll a D6, if the roll is higher than the AP value of the Wound then the Wound is discounted. This has no effect on attacks without an AP value and automatically discounts Wounds with an AP value of 1.

Aun´vre

Warlord Trait

  • Inspiring Presence: Friendly units within 12" of your Warlord can use his Leadership instead of their own.

SPECIAL RULES:

Aun´o´Va

  • Failure is Not An Option: All friendly models with the Tau Empire Faction within 12" of a model with this special rule may use this model´s Leadership for Fear, Morale, Pinning and Gregroup tests. However, if the model with this special rule is removed as a casualty in a mission that uses Victory Points, your opponent gains one additional Victory Point.
  • Bonding Knife Ritual
  • Stubborn
  • Ethereal Supreme: All friendly units within 12" of this model gain the Stubborn and Feel No Pain (6+) special rules. Friendly Infantry models in units within 12" of this model may fire one additional shot when firing pulse weapon and may fire Snap Shots after Running.
  • Very Bulky
  • Ethereal Holy One: A unit with this special rule always treats its name as being "Ethereal Holy One" in addition to its true name.

Aun´vre

  • Bonding Knife Ritual
  • Stubborn
  • Ethereal Holy One: A unit with this special rule always treats its name as being "Ethereal Holy One" in addition to its true name.

FIRE CASTE COMMANDER

WS BS S T W I A Ld Sv
Shas´o 4 3 5 4 4 6 4 10 3+
Shas´vre 3 3 5 4 2 4 3 9 3+


UNIT TYPE:

Jet Pack Infantry. The Shas´o is Jet Pack Infantry (Character)

UNIT COMPOSITION:

1 Shas´o...80 pts

WARGEAR:

SPECIAL RULES:

  • Independent Character (Shas´o only)
  • Preferred Enemy (Shas´o only)
  • Sworn Protector: (Shas´vre only) Friendly Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir! attempts.
  • Split Fire (Shas´o only)
  • Supporting Fire
  • Bulky
  • Relentless
  • Hit & Run

OPTIONS:

  • May replace the Independent Character with any number of the following:
- Up to nine Shas´vre - 32 pts/model
- Up to two models from the Drones list for each non-Drone model in the unit.
  • Each of the following may only be taken once per army, note that this also applies when the items are taken outside of this list. All Shas´vre and the Shas´o may be armed with one of the following:
- Onager gauntlets - 2 pts + 3 pts/model
- XV9 Battlesuits, two twin-linked burst cannons and vectored retro-thrusters - 10 pts + 40 pts/model
- XV82 Crisis Iridium Battlesuit - 10 pts + 15 pts/model
- Coldstar suit, high output burst cannon and missile pod - 30 pts + 30 pts/model

FIRE CASTE COMMANDER, FARSIGHT

WS BS S T W I A Ld Sv
Shas´o´Shovah 5 3 5 4 4 6 4 10 3+
Shas´vre 3 3 5 4 2 4 3 9 3+


UNIT TYPE:

Jet Pack Infantry. Shas´o´Shovah is Jet Pack Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...120 pts

WARGEAR:

Range S AP Type
- User 2 Melee, Armourbane


WARLORD TRAIT:

  • Lead by Example: Any ‘Secure Objective X’ Tactical Objective, where X is a number between 1 and 6, that is scored because your Warlord or his unit controls that Objective Marker, scores 1 additional Victory Point.

SPECIAL RULES:

  • Independent Character (Shas´o´Shovah only)
  • Preferred Enemy (Shas´o´Shovah only)
  • Sworn Protector: (Shas´vre only) Friendly Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir! attempts.
  • Split Fire (Shas´o´Shovah only)
  • Hatred (Orks) (Shas´o´Shovah only)
  • Supporting Fire
  • Bulky
  • Relentless
  • Hit & Run

OPTIONS:

  • May replace the Independent Character with any number of the following:
- Up to nine Shas´vre - 32 pts/model
- Up to two models from the Drones list for each non-Drone model in the unit.

FIRE CASTE COMMANDER, SHADOWSUN

WS BS S T W I A Ld Sv
Shas´o´Shassera 4 3 5 4 3 6 4 10 3+
Shas´vre 2 3 4 3 1 2 3 9 3+


UNIT TYPE:

Jet Pack Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...135 pts

WARGEAR:

  • XV22 Stealth Battlesuit (Shas´o´Shassera only)

A model equipped with an XV22 stealth battlesuit gains a 5+ invulnerable save.

WARLORD TRAIT:

  • Princeps of Deceit: At the start of your opponent´s first turn, pick 3 units in the enemy army. Each of these units must take a Pinning test.

SPECIAL RULES:

  • Independent Character
  • Preferred Enemy (Shas´o´Shassera only)
  • Supporting Fire
  • Hit & Run
  • Stealth
  • Shrouded
  • Infiltrate
  • Split Fire (Shas´o´Shassera only)
  • Sworn Protector: (Shas´vre only) Friendly Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir! attempts.
  • Fire Caste Commander: A unit with this special rule always treats its name as being "Fire Caste Commander" in addition to its true name.

Options

  • May replace the Independent Character special rule with any number of the following:
- 3-6 Shas´vre - 35 pts/model
- 1 Command-link Drone - 20 pts
- 1 MV25 Shield Drone - 20 pts
- Up to two Drones from the Drones list

FIRE CASTE COMMANDER, LONGKNIFE

WS BS S T W I A Ld Sv
Shas´o R´myr 4 3 5 4 4 6 4 10 3+
Shas´vre 3 3 5 4 2 4 3 9 3+
MV1 Drone 2 2 3 4 1 4 1 7 4+


UNIT TYPE:

Jet Pack Infantry. Shas´o R´myr is Jet Pack Infantry

UNIT COMPOSITION:

1 (Unique), two MV1 Drones...140 pts

WARGEAR:

Shas´o R´myr

  • XV8-02 Battlesuit

The XV8-02 Battlesuit inflicts a single Strength 3 AP - hit on all enemy units for each of the unit´s models in base contact with Shas´o R´myr at the Initiative 10 step of any fight sub-phase.

An upgraded shield generator grants a 4+ invulnerable save and a 3+ invulnerable save against close combat attacks.

MV1 Drone

WARLORD TRAIT:

  • Coordinated Assault: In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.

SPECIAL RULES:

  • Independent Character (Shas´o R´myr only)
  • Preferred Enemy (Shas´o R´myr only)
  • Sworn Protector: (Shas´vre only) Friendly Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir! attempts.
  • Split Fire (Shas´o R´myr only)
  • Supporting Fire
  • Bulky
  • Relentless
  • Hit & Run

OPTIONS:

  • May replace the Independent Character with any number of the following:
- Up to nine Shas´vre - 32 pts/model
- Up to two models from the Drones list for each non-Drone model in the unit.

FIRE CASTE COMMANDER, ASSASIN

WS BS S T W I A Ld Sv
Shas´o R´alai 4 5 5 5 4 6 4 10 3+
Blacklight Marker Drone 2 2 3 4 1 4 1 7 4+


UNIT TYPE:

Jet Pack Infantry. Shas'o R'alai is Jet Pack Infantry

UNIT COMPOSITION:

1 (Unique), 2 Blacklight marker drones...190 pts

WARGEAR:

Shas'o R'alai

Range S AP Type
24" 5 6 Assault 1, Large Blast, Ignores Cover
24" 1 - Assault 2, Haywire, Gets Hot!
36" 9 3 Assault 2, Gets Hot!
24" 4 4 Assault 2, Large Blast, Rending, Gets Hot!

  • Eclipse shield generator

An eclipse shield generator grants a 4+ invulnerable save and a 3+ invulnerable save against ranged attacks coming from further than 12" away.

Blacklight marker drones

WARLORD TRAIT:

  • Master of Offence: Your Warlord has the Furious Charge special rule.

Special Rules (Shas'o R'alai only):

  • Independent Character
  • Preferred Enemy
  • Supporting Fire
  • Extremely Bulky
  • Hit & Run
  • Stubborn

FIRE CASTE KNIGHT

WS BS S T W I A Ld Sv
Shas´el 4 3 5 4 3 5 3 9 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Shas´el...60 pts

WARGEAR:

SPECIAL RULES:

FIRE CASTE KNIGHT, HE THAT WALKS UNSEEN

WS BS S T W I A Ld Sv
Shas´el´Myamoto 4 3 5 4 3 5 3 9 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...80 pts

WARGEAR:

SPECIAL RULES:

  • Acute Senses
  • Independent Character
  • Split Fire
  • Supporting Fire
  • Preferred Enemy
  • Fire Caste Knight: A unit with this special rule always treats its name as being "Fire Caste Knight" in addition to its true name.
  • Striking at Shadows: A unit which includes a model with this special rule and only Infantry models may consolidate D6" after resolving an Overwatch reaction (before rolls for charge range are made).

WATER CASTE DIPLOMAT

WS BS S T W I A Ld Sv
Por´el 2 2 3 3 2 3 1 10 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Por´el...20 pts

SPECIAL RULES:

  • Diplomacy: You may include one unit with this special rule in each Imperial Guard Detachment or Formation in addition to its allowed number of HQ choices. All units in the same Detachment/Formation as a model with this special rule change their faction to Tau Empire.

OPTIONS:

  • May upgrade Sv to 4+ - 5 pts

TROOPS

XV8 CRISIS TEAM

WS BS S T W I A Ld Sv
Crisis Shas´ui 2 3 5 4 2 3 2 8 3+
Crisis Shas´vre 2 3 5 4 2 4 3 9 3+


UNIT TYPE:

Jet Pack Infantry (Character)

UNIT COMPOSITION:

1 Crisis Shas´ui..22 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

BREACHER TEAM

WS BS S T W I A Ld Sv
Shas´la 2 3 3 3 1 3 1 7 4+
Shas´ui 2 3 3 3 1 3 2 8 4+


UNIT TYPE:

Infantry. The Shas´ui is Infantry (Character)

UNIT COMPOSITION:

5 Shas´la...45 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

KROOT CARNIVORE PACK

WS BS S T W I A Ld Sv
Kroot 4 3 3 3 1 3 1 7 6+
Shaper 4 3 3 3 2 3 3 8 6+
Krootox Rider 4 3 6 5 3 3 2 7 6+
Kroot Hound 4 3 3 3 1 3 2 6 6+


UNIT TYPE:

Infantry. The Shaper is Infantry (Character). Krootox Riders are Cavalry. Kroot Hounds are Beasts

UNIT COMPOSITION:

10 Kroot...60 pts

WARGEAR:

Kroot and Shaper

Krootox Rider

Special Rules

  • Acute Senses (Kroot Hounds only)
  • Very Bulky (Krootox Rider only)
  • Infiltrate
  • Move Through Cover
  • Stealth (Forests)
  • Outflank
  • Genetic Shaping: (Shaper only) When a model with this special rule is deployed or arrives from reserves you may select one of the following special rules:
- Empty Stomach: After a model with this special wins a round of close combat all Infantry models in its unit receives the Hatred (faction of the defeated unit) special rule.
- Avian Predation: All Infantry models in the same unit as a model with this special rule become Jump Infantry until the end of the game.
- Shaped for Size: All Infantry models in the same unit as a model with this special rule add +1 to their Toughness characteristic.
- Chameleonic Traits: All Infantry models in the Shaper´s unit gain the Stealth special rule.

Options

STRIKE TEAM

WS BS S T W I A Ld Sv
MV1 Gun Drone 2 2 3 4 1 4 1 7 4+
MV4 Shield Drone 2 2 3 4 1 4 1 7 4+
MV7 Marker Drone 2 2 3 4 1 4 1 7 4+
MV36 Guardian Drone 2 2 3 4 1 4 1 7 4+
Shas´la 2 3 3 3 1 3 1 7 4+
Shas´ui 2 3 3 3 1 3 2 8 4+


UNIT TYPE:

Infantry. The Shas´ui is Infantry (Character)

UNIT COMPOSITION:

5 Shas´la...45 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

  • Any model may exchange pulse carbine with pulse rifle - 0 pts/model
  • May include up to five additional Shas´la
  • May upgrade one Shas´la to a Shas´ui - 10 pts
  • Shas´ui may take a markerlight and target lock - 5 pts
  • If Shas´ui is taken, may include up to two of the following:
- MV1 Gun Drone...12 pts
- MV4 Shield Drone...12 pts
- MV7 Marker Drone...12 pts
- MV36 Guardian Drone...12 pts

ELITES

XV25 STEALTH TEAM

WS BS S T W I A Ld Sv
Stealth Shas´ui 2 3 4 3 1 3 2 8 3+
Stealth Shas´vre 2 3 4 3 1 4 3 9 3+


UNIT TYPE:

Jet Pack Infantry. The Stealth Shas´vre is Jet Pack Infantry (Character)

UNIT COMPOSITION:

3 Stealth Shas´ui...90 pts

WARGEAR:

  • Blacksun filter

SPECIAL RULES:

OPTIONS:

  • May take up to eight additional Stealth Shas´ui - 30 pts/model
  • One Stealth Shas´ui may be upgraded to a Stealth Shas´vre - 10 pts
  • May take up to two models from the Drones list for each non-Drone model in the unit.
  • Every third non-Drone model in the unit may replace burst cannon with fusion blaster - 5 pts/model
  • Any non-Drone model may take up to one items from the Support Systems list.
  • Stealth Shas´vre may take any of the following:
- [[#HOMING BEACON|Homing beacon] - 10 pts
- Markerlight and target lock - 5 pts
- Up to two Drones from the Drones list.

XV95 GHOSTKEEL TEAM

WS BS S FA SA RA I A HP
Ghostkeel Shas´vre 2 3 6 11 10 10 4 3 4
MV5 Stealth Drone 2 2 3 10 10 10 1 1 1


UNIT TYPE:

Jet Pack Vehicle (Walker)

UNIT COMPOSITION:

1 Ghostkeel Shas´vre, 2 MV5 Stealth Drones...180 pts

WARGEAR:

Ghostkeel Shas´vre

MV5 Stealth Drone:

  • Stealth field generator

All models in the same unit as the model armed with the stealth field generator gain the Shrouded special rule.

SPECIAL RULES:

Ghostkeel Shas'vre

OPTIONS:

  • May add up to two additional Ghostkeel Shas´vre each with two MV5 Stealth Drones - 130 pts pts/Ghostkeel Shas´vre
  • Any Ghostkeel Shas´vre may exchange fusion collider with cyclic ion raker - 0 pts
  • Any Ghostkeel Shas´vre may exchange its twin-linked flamer with one of the following:
- Twin-linked burst cannon - 5 pts
- Twin-linked fusion blaster - 10 pts
  • Any Ghostkeel Sha´vre may take up to two items from the Support Systems list.

XV107 R´VARNA TEAM

WS BS S FA SA RA I A HP
R´Varna Shas´vre 2 3 6 13 12 12 2 3 5
Shielded Missile Drone 2 2 3 9 9 9 1 1 1


UNIT TYPE:

Vehicle (Walker). Shielded Missile Drones are Jet Pack Vehicle (Walker)

UNIT COMPOSITION:

1 R´Varna Shas´vre...180 pts

WARGEAR:

Shielded Missile Drone:

SPECIAL RULES:

R´Varna Shas´vre

  • Night Vision
  • Smash
  • |Supporting Fire
  • XV104 Nova Actions: Immediately after generating a Nova-charge a unit with this special rule may expend it in order perform one of the following actions:
Action Effect
Nova-charge Shields All R´Varna Shas´vre gain a 4+ invulnerable save until the beginning of your next movement phase.
Nova-charged Sprint All R´Varna Shas´vre gain the Fleet special rule and it rolls an additional D6 when making run moves.
Nova-charged Shockwave All R´Varna Shas´vre inflict a single S 2 AP 5 hit on all (friendly and enemy) units within 6" equal to the amount of models from the target within 6".
Nova-charge Primary Weapon System All R´Varna Shas´vre may fire both their pulse sub-munitions cannons using their nova-charge profiles this turn, but may not fire them again until the end of the next friendly shooting phase.


Shielded Missile Drone

OPTIONS:

  • May add up to two additional XV107 R´Varna - 180 pts/model

XV109 Y´VAHRA TEAM

WS BS S FA SA RA I A HP
Y´Vahra Shas´vre 2 3 6 12 11 11 4 3 5
Shielded Missile Drone 2 2 3 9 9 9 1 1 1


UNIT TYPE:

Jet Pack Vehicle (Walker)

UNIT COMPOSITION:

1 Y´Vahra Shas´vre...200 pts

WARGEAR:

Y´Vahra Shas´vre

Range S AP Type
12" 8 3 Heavy 3, Blind, Haywire

Shielded Missile Drone:

SPECIAL RULES:

Y´Vahra Shas´vre

  • Night Vision
  • Smash
  • Hit and Run
  • Supporting Fire
  • XV109 Nova Actions: Immediately after generating a Nova-charge a unit with this special rule may expend it in order perform one of the following actions:
Action Effect
Nova-charge Frontal Shields All Y´Vahra Shas´vre gain a 3+ invulnerable save against all hits made against its frontal arc until the beginning of your next movement phase.
Nova-charged Escape Thrust The Y´Vahra Team is removed from play and placed into ongoing Deep Strike reserves.
Nova-charged Jump All models in the Y´Vahra Team change their unit type to Vehicle (Flyer, Hover) until the start of your next turn, they will automatically enter Hover mode at the end of your opponents turn.
Nova-charge Primary Weapon System All Y´Vahra Shas´vre fire D3 additional shots with its ionic discharge cannon this turn.


Shielded Missile Drone

  • Supporting Fire
  • Riptide Team: A unit with this special rule always treats its name as being "Riptide Team" in addition to its true name.

OPTIONS:

  • May add up to two additional Y´Vahra Shas´vre - 180 pts/model
  • May include up to two Drones from the following list for each Y´Vahra Shas´vre:
- Shielded Missile Drone - 25 pts/model 
- Shield Drone - 12 pts/model 
  • Any Y´Vahra Shas´vre may take up to two items from the Support Systems list.

XV104 RIPTIDE TEAM

WS BS S FA SA RA I A HP
Riptide Shas´vre 2 3 6 12 11 11 4 3 5
Shielded Missile Drone 2 2 3 9 9 9 1 1 1


UNIT TYPE:

Jet Pack Vehicle (Walker)

UNIT COMPOSITION:

1 Riptide Shas´vre...180 pts

WARGEAR:

Shielded Missile Drone:

SPECIAL RULES:

Riptide Shas´vre

  • Hit and Run
  • Night Vision
  • Smash
  • Supporting Fire
  • XV104 Nova Actions: Immediately after generating a Nova-charge a unit with this special rule may expend it in order perform one of the following actions:
Action Effect
Nova-charge Shields All Riptide Shas´vre gain a 4+ invulnerable save until the beginning of your next movement phase.
Nova-charge Jet Pack All Riptide Shas´vre rolls 4D6 for its Thrust Move in the following Assault phase.
Nova-charge Secondary Weapon System All Riptide Shas´vre double the number of shots fired from their twin-linked fusion blaster, twin-linked plasma rifle or twin-linked smart missile system this turn.
Nova-charge Primary Weapon System All Riptide Shas´vre may fire their ion accelerator or heavy burst cannon using the weapon´s nova-charge profile this turn.


Shielded Missile Drone

OPTIONS:

FAST ATTACK

DRONE NETWORK

WS BS S T W I A Ld Sv
MV1 Drone 2 2 3 4 1 4 1 7 4+
MV18 Drone 2 2 3 5 1 4 1 7 4+


UNIT TYPE:

Jet Pack Infantry

UNIT COMPOSITION:

4 MV1 Drones...48 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

- Shield generator - 0 pts
- Markerlight - 0 pts

TX3 TETRA TEAM

BS FA SA RA HP
TX3 Tetra 3 10 10 10 2


UNIT TYPE:

Vehicle (Skimmer, Fast, Open-topped)

UNIT COMPOSITION:

1 TX3 Tetra...40 pts

WARGEAR:

SPECIAL RULES:

  • Scout

OPTIONS:

  • May include up to three additional TX3 Tetras - 40 pts/model
  • Any Tetra may take items from the Vehicle Battle Systems list.

TX4 PIRANHA TEAM

BS FA SA RA HP
TX4 Piranha 3 11 10 10 2
WS BS S T W I A Ld Sv
MV1 Drone 2 2 3 4 1 4 1 7 5+


UNIT TYPE:

Vehicle (Skimmer, Fast, Open-topped). MV1 Drones are Jet Pack Infantry

UNIT COMPOSITION:

1 TX4 Piranha...40 pts

WARGEAR:

TX4 Piranha

MV1 Drone

SPECIAL RULES:

  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.

OPTIONS:

TX42 PIRANHA TEAM

BS FA SA RA HP
TX42 Piranha 3 11 11 10 2


UNIT TYPE:

Vehicle (Skimmer, Fast)

UNIT COMPOSITION:

1 TX42 Piranha...40 pts

WARGEAR:

SPECIAL RULES:

  • Precision Shots
  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.

OPTIONS:

  • May include up to four additional TX42 Piranhas - 40 pts/model
  • Any TX42 Piranha may replace twin-linked fusion blaster with one of the following:
- Twin-linked missile pod - 0 pts
- Twin-linked plasma rifle - 0 pts
- Twin-linked rail rifles - 10 pts

PATHFINDER TEAM

WS BS S T W I A Ld Sv
Shas´la 2 3 3 3 1 3 1 7 5+
Shas'ui 2 3 3 3 1 3 2 8 5+


UNIT TYPE:

Infantry. The Shas´ui Infantry (Character)

UNIT COMPOSITION:

4 Shas'la...36 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

  • Any model may be armed with a markerlight - 2 pts/model
  • May include up to five additional Shas´la - 9 pts/model
  • May include an MB3 Recon Drone - 30 pts
  • May include an MV33 Grav-inhibitor Drone and/or an MV31 Pulse Accelerator Drone - 15 pts/model
  • Up to three models without markerlights may replace their pulse carbine with one of the following:
- Ion rifle - 10 pts/model
- Rail rifle - 15 pts/model
  • The unit may take haywire grenades - 3 pts
  • One Shas´la may be upgraded to a Shas´ui - 10 pts

TY7 DEVILFISH

BS FA SA RA HP
TY7 Devilfish 3 12 11 10 3
WS BS S T W I A Ld Sv
MV1 Drone 2 2 3 4 1 4 1 7 5+


UNIT TYPE:

Vehicle (Skimmer, Tank). The MV1 Drones are Jet Pack Infantry

UNIT COMPOSITION:

1 TY7 Devilfish...75 pts

WARGEAR:

TY7 Devilfish

MV1 Drone

SPECIAL RULES:

TY 7 Devilfish

  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.

MV1 Drone

Transport:

  • Transport Capacity: Twelve models. A Devilfish may transport Jet Pack Infantry without the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: One on each side and one on the rear.

OPTIONS:

AX39 SUN SHARK BOMBER

BS FA SA RA HP
AX39 Sun Shark Bomber 3 11 10 10 3
WS BS S T W I A Ld Sv
MV17 Interceptor Drone 2 2 3 4 1 4 1 7 5+


UNIT TYPE:

Vehicle (Flyer). The MV17 Interceptor Drones are Eldar Jetbike

UNIT COMPOSITION:

1 AX39 Sun Shark Bomber...130 pts

WARGEAR:

AX39 Sun Shark Bomber

MV17 Interceptor Drone

SPECIAL RULES:

AX39 Sun Shark Bomber

  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.
  • High Velocity Deployment: Interceptor Drones can disembark at any point during the AX39 Sun Shark Bomber´s move. The AX39 Sun Shark Bomber can continue its move immediately after they have disembarked.

MV17 Interceptor Drone

OPTIONS:

AX3 RAZORSHARK STRIKE FIGHTER

BS FA SA RA HP
AX3 Razorshark Strike Fighter 3 11 10 10 3


UNIT TYPE:

Vehicle (Flyer)

UNIT COMPOSITION:

1 AX3 Razorshark Strike Fighter...130 pts

WARGEAR:

OPTIONS:

DX6 REMORA NETWORK

BS FA SA RA HP
DX6 Remora 3 10 10 10 2


UNIT TYPE:

Vehicle (Flyer, Hover)

UNIT COMPOSITION:

1 DX6 Remora...80 pts

WARGEAR:

SPECIAL RULES:

  • Shrouded
  • Night Vision

OPTIONS:

  • May add up to 4 additional DX6 Remora - 80 pts/model

KROOT KNARLOC RIDER PACK

WS BS S T W I A Ld Sv
Knarloc Rider 4 3 5 4 2 3 3 7 6+


UNIT TYPE:

Cavalry

UNIT COMPOSITION:

3 Knarloc Riders...42 pts

WARGEAR:

SPECIAL RULES:

  • Infiltrate
  • Move Through Cover
  • Stealth (Forests)
  • Outflank

OPTIONS:

VESPID STINGWING PACK

WS BS S T W I A Ld Sv
Vespid Stingwing 3 3 3 4 1 6 1 6 4+
Vespid Strain Leader 3 3 3 4 1 6 2 9 4+


UNIT TYPE:

Jump Infantry. The Vespid Strain Leader is Jump Infantry (Character)

UNIT COMPOSITION:

4 Vespid Stingwings...45 pts

WARGEAR:

SPECIAL RULES:

  • Fleet
  • Hit & Run
  • Move Through Cover
  • Stealth (Ruins)

OPTIONS:

  • May include up to eight additional Vespid Stingwings - 18 pts/model
  • May upgrade one Vespid Stingwing to a Vespid Strain Leader - 10 pts

HEAVY SUPPORT

SNIPER DRONE TEAM

WS BS S T W I A Ld Sv
Firesight Shas´la 2 3 3 3 1 2 1 7 4+
MV1 Drone 2 2 3 4 1 4 1 7 4+


UNIT TYPE:

Infantry. MV1 Drones are Jet Pack Infantry

UNIT COMPOSITION:

1 Firesight Shas´la, 3 MV1 Drones...56 pts

WARGEAR:

Shas´la

MV1 Drone

SPECIAL RULES:

OPTIONS:

  • May include up to two additional Firesight Shas´la - 20 pts/model
  • May include up to six additional MV1 Drones - 12 pts/model

TX78 SKY RAY TEAM

BS FA SA RA HP
TX78 Sky Ray Gunship 3 13 12 10 3
WS BS S T W I A Ld Sv
MV1 Drone 2 2 3 4 1 4 1 7 5+


UNIT TYPE:

Vehicle (Skimmer, Tank). The MV1 Drones are Jet Pack Infantry

UNIT COMPOSITION:

1 TX78 Sky Ray Gunship...115 pts

WARGEAR:

TX78 Sky Ray Gunship

MV1 Drone

SPECIAL RULES:

TX78 Sky Ray Gunship

  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.

MV1 Drone

OPTIONS:

  • May include up to two additional TX78 Sky Ray Gunships - 115 pts/model

TX7 HAMMERHEAD TEAM

BS FA SA RA HP
TX7 Hammerhead Gunship 3 13 12 10 3
WS BS S T W I A Ld Sv
MV1 Drone 2 2 3 4 1 4 1 7 5+


UNIT TYPE:

Vehicle (Skimmer, Tank). MV1 Drones are Jet Pack Infantry

UNIT COMPOSITION:

1 TX7 Hammerhead Gunship...125 pts

WARGEAR:

TX7 Hammerhead Gunship

MV1 Drone

SPECIAL RULES:

TX7 Hammerhead Gunship

  • Drone Carrier: Any Drones that are part of this vehicles Wargear are treated as being embarked upon this vehicle and treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Drones cannot embark onto this vehicle, only disembark. The Drones act as a single unit, both while embarked and after disembarking. Drones which are part of a vehicles wargear are not treated as a seperate unit for the purpose of Objectives and Victory Points, but are instead considered destroyed when their parent vehicle is destroyed.

MV1 Drone

OPTIONS:

  • May include up to two additional TX7 Hammerhead Gunships - 125 pts/model
  • Any TX7 Hammerhead Gunship may replace ion cannon with one of the following:
- Two twin-linked missile pods and velocity tracker - 0 pts
- Two long-barrelled burst cannons - 0 pts
- Two plasma cannons - 0 pts
- Two fusion cannons - 15 pts
- Railgun - 35 pts

XV88 BROADSIDE TEAM

The XV88 Broadside Team rules are meant to represent a unit made up of the old Broadside models with a shouldermounted twin-linked rail rifle.

WS BS S T W I A Ld Sv
XV88 Shas´ui 2 3 5 4 2 3 2 8 2+
XV88 Shas´vre 2 3 5 4 2 4 3 9 2+


UNIT TYPE:

Infantry. The XV88 Shas´vre Infantry (Character)

UNIT COMPOSITION:

1 XV88 Shas´ui...50 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

XV87 BROADSIDE TEAM

The XV87 Broadside Team rules are meant to represent the updated Broadside models using a heavy rail rifle as a rifle.

WS BS S T W I A Ld Sv
XV87 Shas´ui 2 3 5 5 2 3 2 8 2+
XV87 Shas´vre 2 3 5 5 2 4 3 9 2+


UNIT TYPE:

Infantry. The XV87 Shas´vre is Infantry (Character)

UNIT COMPOSITION:

1 XV87 Shas´ui...75 pts

WARGEAR:

SPECIAL RULES:

OPTIONS:

BARRACUDA AX-5-2 MULTI-ROLE FIGHTER

BS FA SA RA HP
Barracuda AX-5-2 4 11 11 10 3


UNIT TYPE:

Vehicle (Flyer)

UNIT COMPOSITION:

1 Barracuda Multi-role Fighter...175 pts

WARGEAR:

A Barracuda dispersion shield confers a 6+ invulnerable save against penetrating hits and a 5+ invulnerable save against glancing hits.

SPECIAL RULES:

  • Skilled Rider
  • Supersonic
  • Deep Strike
  • Agile Flyer
  • Strafing Run
  • Auto-targeting: Weapons with this special rule ignore any cover saves or cover save bonuses provided by the Supersonic or Jink special rules, as well as any provided by moving Flat Out.

OPTIONS:

- Ion cannon - 0 pts
- Swiftstrike railgun - 20 pts

GOADED GREAT KNARLOC

WS BS S T W I A Ld Sv
Great Knarloc 4 0 6 5 5 3 3 5 6+
Baggage Knarloc 4 0 6 5 5 3 2 5 5+
Kroot Goad 4 3 3 3 1 3 1 7 6+
Shaper 4 3 3 3 3 3 3 8 6+


UNIT TYPE:

Monstrous Creature. Kroot Goads are Infantry. The Shaper is Infantry (Character)

UNIT COMPOSITION:

1 Great Knarloc, 4 Kroot Goads...50 pts

WARGEAR:

Kroot Goads and Shaper

SPECIAL RULES:

  • Move Through Cover
  • Infiltrate
  • Move Through Cover
  • Stealth (Forests)
  • Outflank
  • Genetic Shaping: (Shaper only) When a model with this special rule is deployed or arrives from reserves you may select one of the following special rules:
- Empty Stomach: After a model with this special wins a round of close combat all Infantry models in its unit receives the Hatred (faction of the defeated unit)
- Avian Predation: All Infantry models in the same unit as a model with this special rule become Jump Infantry until the end of the game.
- Shaped for Size: All Infantry models in the same unit as a model with this special rule add +1 to their Toughness characteristic. 
- Chameleonic Traits: All Infantry models in the Shaper´s unit gain the Stealth special rule.

Options

MOUNTED GREAT KNARLOC PACK

WS BS S T W I A Ld Sv
Mounted Great Knarloc 4 3 6 5 5 3 3 7 6+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Mounted Great Knarloc...35 pts

WARGEAR:

SPECIAL RULES:

  • Infiltrate
  • Move Through Cover
  • Stealth (Forests)
  • Outflank
  • Fleet

OPTIONS:

  • May include up to two additional Mounted Great Knarlocs - 35 pts/model

LORDS OF WAR

TIGER SHARK FIGHTER-BOMBER

BS FA SA RA HP
Tiger Shark 3 12 12 10 6


UNIT TYPE:

Super-heavy vehicle (Flyer)

UNIT COMPOSITION:

1 Tiger Shark...300 pts

WARGEAR:

SPECIAL RULES:

  • Drone Rack: Drones taken as part of this models wargear may be deployed as a single unit at any point over which the Tiger Shark moved and deploy the unit as if it were Deep Striking onto that point except the models do not take Dangerous Terrain tests and do not scatter.
  • Strafing Run

OPTIONS:

ORCA DROPSHIP

BS FA SA RA HP
Orca 3 12 12 10 6


UNIT TYPE:

Super-heavy vehicle (Flyer, Hover)

UNIT COMPOSITION:

1 Orca...250 pts

WARGEAR:

SPECIAL RULES:

  • Dropship: If this model starts in reserve; any units consisting entirely of Jet Pack Infantry or Jet Pack Vehicles embarked upon it may disembark from it and make Deep Strike turn 1.
  • Mech Carrier: Any Vehicles that are embarked treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking.

Transport:

  • Transport Capacity: 57. Any number of these can be Jet Pack Infantry without the Bulky, Very Bulky or Extremely Bulky special rules and up to 12 transport capacity can be taken by Jet Pack Infantry with the Bulky, Very Bulky or Extremely Bulky special rules. In addition to this it can carry single Walker with 4-5 Hull Points as well as any number of Walkers with 1 Hull Point.
  • Fire Points: None.
  • Access Points: One on the rear, up to four units may embark or disembark from this access point each turn.

OPTIONS:

MANTA MISSILE DESTROYER

BS FA SA RA HP
Manta 3 13 12 11 30


UNIT TYPE:

Super-heavy vehicle (Flyer, Hover)

UNIT COMPOSITION:

1 Manta...2000 pts

WARGEAR:

SPECIAL RULES:

  • Flying Behemoth: Attacks without the Skyfire special rule can still be made at full Ballistic Skill when firing at a Manta that is Zooming.
  • Dropship: If this model starts in reserve; any units consisting entirely of Jet Pack Infantry or Jet Pack Vehicles embarked upon it may disembark from it and make Deep Strike turn 1.
  • Mega-mech Carrier: Any Vehicles that are embarked treat this vehicle as an open-topped vehicle for the purposes of shooting and disembarking. Pulse ordnance multi-drivers may not be fired by models while embarked upon this vehicle.

Transport:

  • Transport Capacity: 55 on the upper, any number of these can be Jet Pack Infantry without the Bulky, Very Bulky or Extremely Bulky special rules. 145 on the lower deck which can include any number of Bulky, Very Bulky and Extremely Bulky special rule and up to 120 transport capacity worth of Skimmers, each taking up 10 capacity for each hull point on their profile. In addition it can carry up to three Walkers with 4-5 Hull Points as well as any number of Walkers with 1 Hull Point or a single Walker with any number of Hull Points.
  • Fire Points: None.
  • Access Points: One on the rear, up to four units may embark or disembark from this access point each turn. Embarking or disembarking onto the lower deck works as if the Manta was an Open-topped vehicle.

KV128 STORMSURGE TEAM

WS BS S FA SA RA I A HP
KV128 Stormsurge 2 3 6 12 11 11 4 3 12


UNIT TYPE:

Super-heavy Walker

UNIT COMPOSITION:

1 KV128 Stormsurge...360 pts

WARGEAR:

SPECIAL RULES:

  • Stabilizing Anchors: In your Shooting phase, in addition to firing normally, a Stormsurge can begin to deploy its anchors: from then on the Stormsurge cannot move under any circumstances, turn or make Stomp attacks and its WS is reduced to 0. In the Shooting phase of your next turn, and in each subsequent Shooting phase, a Stormsurge with its anchors deployed can fire its pulse blastcannon or pulse driver cannon twice.
  • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

OPTIONS:

  • May include up to two additional KV128 Stormsurges - 360 pts/model
  • Any KV128 Stormsurge may exchange its twin-linked flamer with one of the following:
- Twin-linked burst cannon - 5 pts/model
- Twin-linked airbusting fragmentation projector - 5 pts/model

KX139 TA´UNAR SUPREMACY ARMOUR

WS BS S FA SA RA I A HP
KV128 Stormsurge 2 3 6 14 13 12 4 2 15


UNIT TYPE:

Super-heavy Walker

UNIT COMPOSITION:

1 KV128 Stormsurge...750 pts

WARGEAR:

  • Barrier shield generator:

The barrier shield provides a 5+ Invulnerable save, increasing to a 4+ save against Shooting attacks. When a model with a barrier shield is struck by a Destroyer attack and a ‘Deathblow’ result occurs, the amount of wounds inflicted is halved but the shield stops working until the start of the controlling player’s next turn.

Special Rules

  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

OPTIONS:

FORTIFICATIONS

DRONE SENTRY TURRET NETWORK

BS FA SA RA HP
Drone Sentry Turret 2 11 11 11 2


UNIT TYPE:

Vehicle (Immobile)

UNIT COMPOSITION:

1 Drone Sentry Turret...25 pts

WARGEAR:

SPECIAL RULES:

  • Immobile: A vehicle with this special rule starts the game immobilized.

OPTIONS:

  • May include up to three additional Drone Sentry Turrets - 25 pts/model
  • Any Drone Sentry Turret may exchange its twin-linked burst cannon for one of the following:
- Twin-linked missile pod - 10 pts
- Twin-linked fusion blaster - 5 pts'
- Twin-linked plasma rifles - 10 pts
  • The entire team may take the Deep Strike special rule - 5 pts/model
  • Any Drone Sentry Turret may take items from the Vehicle Battle Systems list.

SENSOR TOWER NETWORK

BS FA SA RA HP
Sensor Tower 2 11 11 11 2


UNIT TYPE:

Vehicle (Immobile)

UNIT COMPOSITION:

1 Sensor Tower...30 pts

WARGEAR:

SPECIAL RULES:

  • Immobile: A vehicle with this special rule starts the game immobilized.

OPTIONS:

  • All Sensor Towers may take one of the following:
- Positional relay - 3 pts/model
- Homing beacon - 5 pts/model
  • May include up to five additional Sensor Towers - 30 pts/model

TIDEWALL RAMPART FORTIFICATION NETWORK

Composition:

SPECIAL RULES:

  • Firebase: Re-roll To Hit rolls of 1 for shooting attacks made by Infantry models with the Tau Empire Faction that are on a Tidewall Rampart, this special rule does not affect Jump Infantry and Jet Pack Infantry.
  • Composite Fortification: When setting up a Tidewall Rampart, all of the Shieldlines must be connected to at least one other Shieldline or platform. If separate, Gunrigs and Droneport must be set up within 6" of one of the Shieldlines.
  • Ebb and Flow: When you move one of the Fortifications from this Fortification Network, all parts of the Tidewall Rampart Fortification Network must be moved the same distance and in the same direction. If any one parts cannot move for any reason then the entire Fortification Network must remain stationary.

TIDEWALL SHIELDLINE

  • 60 pts

Composition:

  • 1 Tidewall Shieldline

Terrain Type:

Battlefield debris (defence line)

SPECIAL RULES:

  • Mobile Defence Position: Once per movement phase you may move each piece of terrain with this special rule up to 6" over open ground as long as at least one friendly model is on top of the terrain piece and no enemy models are within 1" of the terrain piece. This move cannot take it into within 1" of an enemy model or another piece of terrain. If one or more models from a unit is on top of a model with this special rule, but one or more models from the same unit is not on top of this model then this model may not move.

TIDEWALL DRONEPORT

  • 60 pts

Composition:

  • 1 Tidewall Droneport
  • 4 MV1 Drones

Terrain Type:

Battlefield debris (defence line)

SPECIAL RULES:

  • Mobile Defence Position: Once per movement phase you may move each piece of terrain with this special rule up to 6" over open ground as long as at least one friendly model is on top of the terrain piece and no enemy models are within 1" of the terrain piece. This move cannot take it into within 1" of an enemy model or another piece of terrain. If one or more models from a unit is on top of a model with this special rule, but one or more models from the same unit is not on top of this model then this model may not move.
  • Drone Control Systems: The four Drones start the game attached to the Droneport platform. They cannot perform any action or be attacked while they remain attached. If their Droneport platform is occupied by any model with the Tau Empire Faction they may disembark from the Tidewall Droneport as if it were an Open-topped vehicle.

OPTIONS:

  • Any MV1 Drone may replace twin-linked pulse carbine with one of the following:
- Markerlight - 0 pts
- Shield generator - 0 pts

TIDEWALL GUNRIG

  • 85 pts

Composition:

  • 1 Tidewall Gunrig

Terrain Type:

Battlefield debris (defence line)

Weapons:

SPECIAL RULES:

  • Mobile Defence Position: Once per movement phase you may move each piece of terrain with this special rule up to 6" over open ground as long as at least one friendly model is on top of the terrain piece and no enemy models are within 1" of the terrain piece. This move cannot take it into within 1" of an enemy model or another piece of terrain. If one or more models from a unit is on top of a model with this special rule, but one or more models from the same unit is not on top of this model then this model may not move.
  • Identification Protocols: The emplaced twin-linked railgun may only be fired by models with the Tau Empire Faction that are on top of this terrain piece.

FORMATIONS

KAUYON CADRE

Formation

-1 Breacher Team
-1 Strike Team
  • 1-3 units chosen in any combination from the following list:
-1 Pathfinder Team
-1 TX4 Piranha Team
-1 Drone Network
  • 1-3 units chosen in any combination from the following list:
-1 XV88 Broadside Team
-1 XV87 Broadside Team
-1 TX7 Hammerhead Team
-1 TX78 Sky Ray Team
-1 Sniper Drone Team

SPECIAL RULES:

  • For the Greater Good: When falling back a unit with this special rule add 3 to their Sweeping Advance roll.
  • A good warrior strikes fast, but retreats faster: Units with this special rule may run twice in the shooting phase.

MONT´KA CADRE

Formation:

SPECIAL RULES:

  • Low Altitude Deployment:If deploying on the 2nd turn via Deepstrike Reserves units with this Rule automatically arrive without scatter.

MON´WERN´A CADRE

Formation:

SPECIAL RULES:

  • Networked Stealth Fields: Each unit from this Formation that is within 6" of another unit from this formation improves their cover save by one

THE EIGHT

Formation:

Restrictions:

Each unit in this Formation must take the following Equipment and may not purchase any other equipment or any additional models.
Unit Type Name Rank(Purchase accordingly) Equipment
Fire Caste Commander Bravestorm Shas´o iridium armour, plasma rifle, flamer, stimulant injector, shield generator, onager gauntlet
Brightsword Shas´o Twin-linked fusion blaster, advanced targeting system, stimulant injector
Sha´vastos Shas´o Plasma rifle, flamer, shield generator, vectored retro-thrusters, Puretide Engram Neurochip
Shas´o Arra´kon Shas´o Plasma rifle, cyclic ion blaster, airbusting fragmentation projector, counterfire defence system, 2 Gun Drones, Repulsor Impact Field
Torchstar Shas´o Two flamers, target lock, drone controller, 2 Marker Drones, Multi-spectrum Sensor Suite, Neuroweb System Jammer
XV87 Broadside Team Ob´Iotai Shas´vre Twin-linked high-yield missile pod, twin-linked smart missile system, velocity tracker, 2 Missile Drones,Seeker missile,Bonding Knife Ritual
XV104 Riptide Team O´vesa Shas´vre Ion accelerator, twin-linked fusion blaster, Riptide shield generator, early warning override, stimulant injector, 2 Shielded Missile Drones

SPECIAL RULES:

  • Fearless
  • Fight as One: All models in this Formation may be deployed as a single unit, if they do all models with the Independent Character special rule lose it. If this Formation deploys like this all models in this Formation change their BS characteristic to 5.
  • Earth Caste Pilot Array: O´vesa has Weapon Skill 1 but may re-roll failed To Hit rolls of 1 while firing ranged weapons and may re-roll the dice when using his Nova Reactor special rule.
  • Warscaper Drone: Fire Caste Commander, Brightsword may nominate one of his Drones to be a Warscaper Drone in addition to its usual type. All models in the same unit as a Warscaper Drone have the Move Through Cover, Outflank and Acute Senses special rules.
  • Fusion Blades: Fire Caste Commander, Brightsword is armed with Fusion Blades.
Range S AP Type
18" 8 1 Assault 1, Melta
- 8 1 Melee, Armourbane, Blind, Power Outage

Power Outage: At the end of any Assault Phase in which this profile has been used roll a D6, on a 1 neither of this weapons profiles may be used for the remainder of the game.

AIR CASTE SUPPORT CADRE

  • 1 of the following:
-1-3 Sun Shark Bombers
-1-3 Razorshark Strike Fighters

AUXILIARY CADRE

Formation:

  • Any number of the following:
-Kroot Carnivore Pack
-[[#KNARLOC RIDER PACK|Knarloc Rider Pack, Greater Knarloc
-Vespid Stingwing Pack

SPECIAL RULES:

  • A Greater Whole: Friendly units within 6" of a unit of Kroot Carnivores from this Formation gain the Stealth (Forests) special rule. Friendly units within 6" of a of Vespid Stingwing Pack from this Formation gain the Stealth (Ruins) special rule.

GUE´VESA CADRE

Formation:

SPECIAL RULES:

  • Human Helpers: All models in this Detachment belong to the Tau Empire faction.
  • Double Agents: Friendly units within 6" of a model from this Formation have the Preferred Enemy (Armies of the Imperium) special rule.
  • Traitors: Any model that has the Preferred Enemy (Chaos Space Marines) special rule gain the Preferred Enemy (Gue´vesa) special rule. Any model that has the Hatred (Chaos Space Marines) special rule gains the Hatred (Gue´vesa) special rule.

APPENDIX

This section of the book details many of the rules for using an army of the Tau Empire in your games of Warhammer 40,000.

LEVELS OF ALLIANCE

Models with the Tau Empire Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Tau Empire.

Allies of Convenience: Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins.

Desperate Allies: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Space Marines, Dark Eldar, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Mutants and Heretics, Necrons, Officio Assasinorum, Orks, Sisters of Silence, Space Marines, Space Wolves.

Come the Apocalypse: Chaos Daemons, Genestealer Cults, Tyranids.

SPECIAL RULES

A Tau Empire army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.

BONDING KNIFE RITUAL

A unit consisting entirely of models with this special and Drones does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.

DRONE

Units composed entirely of models with this special rule are non-scoring. Models with this special rule do not have the Bulky special rule and can embark on vehicles as if they were Infantry.

SUPPORTING FIRE

When an enemy unit declares a charge, all friendly units with this special rule within 6" of the charging unit´s target can choose to fire Overwatch as if they were also targets of the charge. Note that a unit can still only fire Overwatch once each phase.

TARGET AQUIRED

Weapons with this special rule cannot directly cause damage or Wounds. Instead, each time a unit suffers a hit from a weapon with this special rule, place a markerlight counter next to it (no saves can be taken against these hits). At the end of your turn remove all Markerlight hits from all units.

Immediately before a unit with the Tau Faction shoots at a target you may use a number of markerlight counters to perform any number of the following actions:
Action: Markerlight cost: Effect:
Destroyer 1+ For each markerlight counter expended on this ability, a single destroyer missile fired by the unit at the target changes its Strength from 8 to D.
Execute 2 All hits made by weapons with the Sniper special rule as part of this attack are ’Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.
Pinpoint 1+ All models firing at the target as part of this shooting attack gain a bonus to their Ballistic Skill for the duration of the shooting attack equal to the number of markerlight counters expended. This action also affects Snap Shots and Overwatch.
Scour 1+ Subtract 1 point from the targets cover save against this shooting attack for each markerlight counter expended.
Seeker 1+ For each markerlight counter expended on this ability, the unit may fire a seeker missile in addition to any other weapons it may fire this turn. A seeker missile fired in this way does not need line of sight, must be fired at the same target as the vehicle´s other weapons, is resolved at BS 5, has the Ignores Cover special rule and does not reduce the number of weapons a vehicle can fire at full BS.

MELEE WEAPONS

CLOSE COMBAT WEAPON

Range S AP Type
- User - Melee


EQUALISER

Range S AP Type
- User 4 Melee


HONOUR BLADE

Range S AP Type
- +2 - Melee, Two-handed


CLOSE COMBAT WEAPON

Range S AP Type
- 4 5 Melee, Two-handed


RANGED WEAPONS

AIRBURSTING FRAGMENTATION LAUNCHER

Range S AP Type
18" 4 5 Assault 1, Barrage, Ignores Cover, Large Blast


BURST WEAPONS

Range S AP Type
Baracuda heavy burst cannon 24" 6 4 Heavy 6
Burst cannon 18" 5 5 Assault 4
Heavy burst cannon
36" 6 4 Assault 8
36" 6 4 Assault 12, Nova-charge, Rending
High output Burst cannon 18" 5 5 Assault 6, Twin-linked
Long barreled burst cannon 36" 5 5 Assault 3


Nova-charge: This profile can only be by a model which is nova charging its primary weapons system.

FLAMER

Range S AP Type
Template 4 5 Assault 1

FUSION WEAPONS

Range S AP Type
Fusion blaster 12" 8 1 Rapid Fire
Fusion cannon 24" 8 1 Heavy 1, Blast, Melta
Fusion collider 18" 8 1 Heavy 1, Blast, Melta
Fusion eradicator 24" 8 1 Heavy 5, Melta

ION WEAPONS

Range S AP Type
Cyclic ion blaster
18" 7 4 Assault 3
18" 8 4 Assault 1, Blast, Gets Hot
Cyclic ion raker
24" 7 4 Assault 6
24" 8 4 Heavy 1, Large Blast, Gets Hot
Ion accelerator
72" 7 3 Heavy 3
72" 8 2 Ordnance 1, Gets Hot, Large Blast
72" 9 2 Ordnance 1, Gets Hot, Massive Blast, Nova-charge
Ion cannon
60" 7 3 Heavy 3
60" 8 2 Primary Weapon 1, Get´s Hot, Large Blast
Ion rifle
30" 7 4 Rapid Fire
30" 8 4 Heavy 1, Blast, Gets Hot
Tri-axis ion cannon
60" 7 3 Heavy 6
60" 9 2 Heavy 3
Quad ion turret
30" 7 4 Heavy 4
30" 8 3 Heavy 1, Gets Hot, Large Blast

Nova-charge: This profile can only be by a model which is nova charging its primary weapons system.

KROOT WEAPONS

Range S AP Type
Bolt thrower 24" 4 4 Heavy 1
Kroot gun 48" 7 4 Rapid Fire
Kroot pulse rounds 24" 4 6 Rapid Fire
Kroot sniper rounds 24" x 6 Heavy 1, Sniper

MARKERLIGHT WEAPONS

Range S AP Type
Firesight networked markerlight 36" - - Heavy 3, Target Acquired, Networked, Drone Guidance System
High intensity markerlight 36" - - Heavy 2, Twin-linked, Target Acquired
Markerlight 36" - - Heavy 1, Target Acquired
Networked markerlight 36" - - Heavy 1, Networked, Target Acquired

Drone Guidance System: When shooting with this weapon a model is treated as being able to see all models that any models from the same unit as the firing model can see. All markerlight counters generated by a weapon with this special rule must be used on the rest of the unit, any markerlight counters not used on the firing models own unit are lost.

MISSILE WEAPONS

Range S AP Type
Cluster rocket system 48" 5 5 Heavy 4D6
Destroyer missile 60" 8 1 Heavy 1, One Use Only
High yield missile pod 36" 7 4 Heavy 4
Missile pod 36" 7 4 Assault 2
Seeker missile 72" 8 3 Heavy 1, One Use Only
Smart missile system 36" 5 5 Heavy 4, Homing, Ignores Cover

Homing: Weapons with this special rule may be fired at targets out of the firing unit´s line of sight and can cause damage to models which are out of the firing units line of sight.

NEUTRON BLASTER

Range S AP Type
18" 5 2 Assault 1

PLASMA WEAPONS

Range S AP Type
Plasma cannon 24" 6 2 Salvo 1/2
Plasma-flamer
Template 6 3 Heavy 1
Template 6 2 Heavy 2, Gets Hot
Plasma rifle 24" 6 2 Rapid Fire

PULSE WEAPONS

Range S AP Type
Kroot pulse rounds 24" 4 6 Rapid Fire
Longshot pulse rifle 48" x 5 Rapid fire, Sniper
Pulse blastcannon Up to 10" D 1 Heavy 2
10"-20" 10 5 Heavy 2, Blast
20"-30" 9 5 Heavy 2, Large Blast
Pulse blaster
0"-5" 6 3 Assault 2
5"-10" 5 5 Assault 2
10"-15" 4 - Assault 2
Pulse bomb - 5 5 Bomb, One Use Only, Pinning, Pulse Bomb Generator
Pulse carbine 18" 5 5 Assault 2, Pinning
Pulse ordnance multi-driver
72" D 2 Ordnance 1, Massive Blast
12"-120" 8 3 Apocalyptic Barrage (3), Pinning, Ignores Cover
Pulse pistol 12" 5 5 Pistol
Pulse rifle 30" 5 5 Rapid fire
Pulse sub-munitions cannon
60" 6 4 Heavy 2, Blast, Shred, Armourbane
60" 6 4 Heavy 4, Blast, Nova-charge, Shred, Armourbane

Nova-charge: This profile can only be by a model which is nova charging its primary weapons system.
Pulse Bomb Generator: Each time this weapon is fired roll a D6, on a 2+ this weapon may be fired again.

RAIL WEAPONS

Range S AP Type
Rail rifle 30" 6 1 Rapid Fire
Heavy rail rifle 60" 8 1 Heavy 1
Heavy railgun 120" D 1 Heavy 1
Railgun
72" 10 1 Primary Weapon 1
72" 5 4 Primary Weapon 1, Large Blast
Swiftstrike railgun 36" 10 1 Heavy 1

SUPPORT SYSTEMS

ADVANCED TARGETING SYSTEM

A model armed with an advanced targeting system has the Precision Shots special rule.

BLACKSUN FILTER

A model armed with a blacksun filter is immune to the effects of the Blind special rule and has the Night Vision special rule.

COUNTERFIRE DEFENCE SYSTEM

A model armed with a counterfire defence system fires Overwatch at Ballistic Skill 2.

DRONE CONTROLLER

All models with Drone in their name are BS 3 while in a squad including one or more models armed with a drone controller.

DS8 TACTICAL SUPPORT TURRET

DS8 Tactical Support Turrets are not set up when their unit deploys or arrives from Reserve. Instead, if the unit remains stationary in its Movement phase, you can set up the DS8 Tactical Support Turret on an area of open ground, within 2" of a model from its unit, and more than "" away from enemy models. Once set up, the turret cannot move.

A DS8 Tactical Support Turret has a Ballistic Skill of 2. It can fire in the Shooting phase or as part of an Overwatch attack when the rest of the models in its unit shoot, and must target the same enemy unit as the rest of its unit. It can fire on the turn it is set up.

Enemy model cannot attack or affect a tactical support turret in any way, but it is immediately removed as a casualty if there are no other models from its unit within 2" of it, or if an enemy model approaches within 2" of it. Should a unit´s DS8 Tactical Support Turret ever be removed as a casualty, it can be returned to play in a future Movement phase as described above.

EARLY WARNING OVERRIDE

A model armed with an early warning override has the Interceptor special rule.

FIELD AMPLIFIER RELAY

A field amplifier relay confers a 4+ invulnerable save to models in a unit including a Guardian Drone.

GHOSTKEEL ELECTROWARFARE SUITE

A model armed with a ghostkeel electrowarfare suite may re-roll failed Cover Saves against hits fired by models more than 24" away from this model.

GRAVITY WAVE PROJECTOR

At the start of the enemy Assault phase, nominate an enemy unit within 12" and roll a D3. If, during that Assault phase, the nominated unit attempts to assault the Grav-inhibitor Drone or its unit, reduce the unit's charge move by the result of the D3 to a minimum distance of 0".

GUARDIAN FIELD

A guardian field confers a 5+ invulnerable save to all models in the bearer's unit and a 4+ invulnerable save to all models in the bearer's unit armed with a field amplifier relay.

HOLOPHOTON COUNTERMEASURES

Once per game When a unit including one or more models with this special rule is targeted by an enemy shooting attack you may roll a D6, on a 4+ this ability is activated. Alternatively you may once per game activate this ability at the start of your opponents shooting phase. When this ability is activated all enemy shooting attacks directed against this model for the rest of the Shooting phase must be fired as Snap Shots, Blast weapons and other weapons which cannot be fired as Snap Shots are wasted.

HOMING BEACON

Friendly units arriving by Deep Strike do not scatter as long as the first model is placed within 6" of a model armed with a homing beacon that did not arrive on the table this turn.

HOVER DRONE

A model armed with a hover drone changes its unit type to Jet Pack Infantry (Character) and gains the Move Through Cover special rule.

MULTI-TRACKER

A model armed with a multi-tracker can fire an additional weapon each shooting phase and when it is firing overwatch or using the Interceptor special rule.

NOVA REACTOR

At the start of each of your turns you may roll 3+ for any unit containing one or more models with this special rule in this unit unit, if the unit fails all models armed with a nova reactor suffer a single glancing hit, if the roll succeeds the unit gains one Nova-charge.

POSITIONAL RELAY

Whilst the bearer is within 6" of a board edge, any friendly units with the Tau Empire Faction that arrives from Reserve using the Outflank special rule, can choose to move on from that board edge (even if it is your; or your opponent's board edge). Outflanking units that do not choose to arrive from that board edge arrive as normal.

PULSE ACCELERATOR

All pulse weapons in a unit that contains at least one pulse accelerator increase their maximum range by 6".

RIPTIDE SHIELD GENERATOR

A Riptide shield generator confers a 6+ invulnerable save.

SHIELD GENERATOR

A model armed with a shield generator has a 4+ invulnerable save.

STIMULANT INJECTOR

A model armed with a stimulant injector add +2 to its Initiative value.

TARGET LOCK

A model armed with a target lock may shoot at a different target to the rest of its unit.

VECTORED RETRO-THRUSTERS

Models armed with vectored retro-thrusters add +1d6 to the distance they can move when making a Hit & Run move or a Jet Pack move, note that this does not apply to other models in the same unit as the model armed with vectored retro-thrusters.

VELOCITY TRACKER

A model armed with a velocity tracker may choose whether or not to have the Skyfire special rule each time they make a shooting attack (choose once for all weapons).

VEHICLE WARGEAR

AUTOMATED REPAIR SYSTEM

Roll a D6 for each friendly model with this special rule at the end of your turn, each model that rolls a 5+ for this roll may remove an Immobilized result or Weapon Destroyed result on the vehicle damage table. This does not restore any Hull Points.

ADVANCED TARGETING SYSTEM

A model armed with an advanced targeting system has the Precision Shots special rule.

BLACKSUN FILTER

A model armed with a blacksun filter is immune to the effects of the Blind special rule and has the Night Vision special rule.

DECOY LAUNCHERS

A model armed with decoy launchers has a 4+ cover save against hits inflicted by weapons with the Interceptor special rule.

DISRUPTION POD

A model armed with a disruption pod adds +1 to its cover save. This means they have a 6+ cover save when out of cover.

FLECHETTE DISCHARGER

During the Initiative 10 step of the Fight sub-phase, all enemy units suffer a number of Strength 4 AP - hits equal to the number of models from their unit in base contact with this vehice.

POINT DEFENCE TARGETING RELAY

A vehicle armed with a point defence targeting relay may fire overwatch with any of its weapons which Strength is 5 or less. The vehicle also gains the Supporting Fire special rule.

SENSOR SPINES

A model armed with sensor spines has the Move Through Cover special rule.

SIGNATURE SYSTEMS

Each of the following may only be taken once per army.

COLDSTAR SUIT

A model armed with a coldstar suit replaces Jet Pack Infantry with Flying Monstrous Creature, but does not have the Fear, Smash, or Vector Strike special rules. Any Drones in a Command Team are removed from the table when the unit is Swooping and cannot shoot, be hit or suffer damage until the unit reverts to Gliding, when it does all Drones are placed within 2" of a non-Drone model in the unit.

COMMAND AND CONTROL NODE

If a model with this weapon does not shoot in the Shooting phase, all Shooting attacks made by other models in his unit re-roll failed To Hit rolls until the end of the phase. This cannot be used when firing Overwatch.

FAILSAFE DETONATOR

If a model with a Failsafe Detonator is slain in the Assault phase, centre the large blast marker over him immediately before removing the model as a casualty. All units, friend and foe, suffer a number of Strength 5 AP - hits equal to the number of models from their unit that are at least partially under the template. Unsaved Wounds inflicted by a Failsafe Detonator count towards determining the assault results.

MULTI-SPECTRUM SENSOR SUITE

If a model with a Multi-spectrum Sensor Suite does not shoot in the Shooting phase, all Shooting attacks made by other models in its unit gain the Ignores Cover special rule until the end of the current phase. This cannot be used when firing Overwatch. A Multi-spectrum Sensor Suite can be used at the same time as a Command and Control Node.

REPULSOR IMPACT FIELD

A model armed with the Repulsor Impact Field inflicts 2D6 Strength 4 AP - hits at Initiative 10 on each enemy unit that completed a charge against the bearer or his unit this turn.

ONAGER GAUNTLET

A model armed with an onager gauntlet has the Smash special rule.

NEUROWEB SYSTEM JAMMER

At the start of each enemy Shooting phase, a model with a Neuroweb System Jammer can use it to target a single enemy unit within 12". All shooting weapons in the targetunit gains the Gets Hot special rule until the end of the phase.

PURETIDE ENGRAM NEUROCHIP

A model armed with a puretide engram neurochip may generate an additional Warlord trait if it is your Warlord.

XV82 CRISIS IRIDIUM BATTLESUIT

A model armed with this adds +1 to its Toughness and changes its Save to 2+.

XV81 CRISIS BATTLESUIT AND SMART MISSILE SYSTEM

A model armed with an XV81 Crisis Battlesuit replaces the Bulky special rule with the Extremely Bulky special rule and may choose a maximum of two options from the Ranged Weapons list.

XV84 CRISIS BATTLESUIT

A model armed with an XV84 Crisis Battlesuit is armed with a networked markerlight and a target lock.

XV9 BATTLESUIT

A model armed with an XV9 Battlesuit adds +1 to its Toughness.

OBJECTIVES OF THE TAU EMPIRE

If your Warlord has the Tau Empire Faction, these Tactical Objectives replace the Tactical Objectives numbers 11-16, 21-26 and 31-36.

  • 11-16. Patient Hunter

Score 1 Victory Point at the end of your turn if one or more enemy units were completely destroyed by a unit from your army that is in your deployment zone.

  • 21-26. Killing Blow

Score 1 Victory Point at the end of your turn if one or more enemy units were completely destroyed by a unit from your army that is in your opponent´s deployment zone.

  • 31-36. Tactical Mastery

Score D3 Victory Points at the end of your turn if one or more enemy units were completely destroyed by a unit from your army that is in your opponent´s deployment zone and one or more other units were completely destroyed by a unit from your army that is in your deployment zone.