Codex - T'aus: /tg/'s 8th Edition: Difference between revisions

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|'''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.
|'''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.
|-
|-
|'''Swiftstrike Railgun''' || 36" || Heavy 2 || 8 || -4 || D6 || Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage.
|'''Swiftstrike Railgun''' || 36" || Heavy 2 || 8 || -4 || 2D3 || Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage.
|-
|-
|'''Heavy Rail Rifle''' || 60" || Heavy 2 || 8 || -4 || D6 || For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
|'''Heavy Rail Rifle''' || 60" || Heavy 2 || 8 || -4 || 2D3 || For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
|-
|-
|'''High-acceleration Rail Rifle''' || 72" || Heavy 1 || 9 || -5 || D6 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead. For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
|'''High-acceleration Rail Rifle''' || 72" || Heavy 1 || 9 || -5 || 2D3 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead. For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
|-
|-
|'''Railgun (Submunitions)''' || 72" || Heavy D6 || 6 || -1 || 1 || -
|'''Railgun (Submunitions)''' || 72" || Heavy D6 || 6 || -1 || 1 || -
|-
|-
|'''Railgun (Soild 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.
|'''Railgun (Soild Shot)''' || 72" || Heavy 1 || 10 || -4 || D3+3 || 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.
|-
|-
|'''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.
|'''Supremacy Railgun''' || 72" || Heavy 2 || 10 || -4 || 3D3 || 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.
|-
|-
|'''Heavy Rail Cannon''' || 120" || Macro 1 || 18 || -5 || 2D6 || Each wound roll of 6+ made for this weapon inflicts an additional D6 mortal wounds in addition to any other damage.
|'''Heavy Rail Cannon''' || 120" || Macro 1 || 18 || -5 || 6D3 || Each wound roll of 6+ made for this weapon inflicts an additional D6 mortal wounds in addition to any other damage.
|}
|}



Revision as of 08:50, 22 September 2020


This Codex was made to bring T'aus up to their power in the lore as well as to implement some units and battlesuit only seen in the lore. All the rules in this page are meant to be used alongside the normal T'aus Codex. If a rule isn't explained, look it up on the Codex.

Expansions

Here you can find extra rules for additional powerful Septs, alongside sceneries for campaigns and special missions. WIP

Army Rules

Universal

  • Commanders (Matched Play Only): If you are playing a matched play game, then in a Battle-forged army, you can include no more than one Commander in each Detachment. If you are using a Farsight Conclaves detachment, the limit is increased to two instead.
Battlesuits
  • Advanced Technological Masterpieces: All Battlesuit units count as having the Vehicle keyword for the purpose of any stratagem, psychic power and special rules.
  • Blacksun Filter: All Battlesuit units don't suffer penalties to their hit rolls as a result of special rules such as Night Fighting or Dawn Raid.
  • Emergency Ejection Protocols: Every time a Battlesuit unit (that is not Titanic or a special character) loses its last wound, roll a die. On a 4+ place on the battlefield, as close as possible to the Battlesuit's last position, a single Pilot model with the profile below. This model is then considered as a different unit and acts as one for the duration of the battle, even though it doesn't award additional Victory Points if killed. XV46 Vanguard Void Suit units add 2 to the result. (Note that first blood is still awarded, even if the roll is successful. Slay the Warlord, on the other hand, is only awarded if the Battlesuit Pilot is killed)
Name M WS BS S T W A Ld Sv
Battlesuit Pilot 6" 4+ 4+ 3 3 1 2 8 6+

Wargear:

  • Photon Grenades
  • Pulse Pistol

Special Rules:

  • For The Greater Good

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Battlesuit Pilot, Infantry, Character
Drones
  • AI Helpers: Drone units automatically passe Morale tests.
  • 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. A DRONES unit may not intercept wounds from weapons that have a Strength characteristic of more than 10 or a Damage characteristic of more than 6.
Markelights

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

  • 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit.
  • 2 - Destroyer and Seeker Missiles fired at this unit hit using the firing model’s Ballistic Skill, regardless of any negative modifiers.
  • 3 - The target unit does not gain any bonus to its saving throws for being in cover.
  • 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
  • 5 or more - Add 1 (or more, increasing with each markerlight counter after the fifth one) to hit rolls for T'AU EMPIRE models attacking this unit.

Detachment Rules

  • Sept Tenets: The septs have developed their own unique ways of war, contributing reams of combat-tested doctrine and tactical data to the academies of the Fire caste.
If your army is Battle-forged, all <Sept> units in T'au Empire Detachments gain a Sept Tenet, so long as every unit in that Detachment is from the same sept. The Sept Tenet gained depends upon the sept they are drawn from, as shown on the table on the right. For example, all units in a Vior'la Detachment gain the Strike Fast Sept Tenet.
  • Warriors of the Greater Good: Every Fire Warrior is a zealous believer in the T’au’s utilitarian philosophy, and will lay down their life without a second thought to advance the empire’s cause.
If your army is Battle-forged, all Troops (except Drones) units in T'au Empire Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Sept Tenets

  • Bork'an Sept - Superior Craftsmanship: From Bork’an Sept’s renowned applied science divisions come the most advanced and ingenious weapon prototypes, field tested by elite contingents of Fire caste soldiers.
Models with this tenet may add 6" to the maximum Range of any Rapid Fire and Heavy weapons they are armed with.
  • Dal'yth Sept - Adaptive Camouflage: The T’au of Dal’yth prize victory at any cost, and have mastered the art of sudden ambushes and elaborate traps. They utilise adaptive camouflage fields to elude and disorient their foes.
A unit with the tenet receives the benefit of cover, even while in the open. A unit with this tenet that moves for any reason loses the benefit of this tenet until the start of its next Movement phase.
  • Farsight Enclaves - Devastating Counter-Strike: Commander O’Shovah’s mastery of Mont’ka has bled into the martial culture of the Farsight Enclaves. Its warriors are experts in the deadly art of engaging the enemy in close confines.
Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6" of the firing model. In addition, when resolving an attack made with a ranged weapon by a model with this tenet against an enemy unit within 12", treat that enemy unit as having one more markerlight counter than it actually has.
  • Sa'cea Sept - Calm Discipline: The Fire Warriors of the densely populated Sa’cea Sept train extensively for the close-range hell of city combat, learning the vital importance of fire discipline and combined arms.
Add 1 to the Leadership characteristic of models with this tenet. In addition, in the Shooting phase you can re-roll a single failed hit and wound roll when a unit with this tenet shoots.
  • T'au Sept - Coordinated Fire Arcs: The rigorously drilled Fire Warriors of T’au Sept utilise overlapping fields of fire to envelop charging enemies in a kill-storm of searing pulse energy.
When a unit with this tenet uses their For the Greater Good special rule, or when they fire Overwatch whilst they are within 6" of another friendly T'au Sept unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
  • Vior’la Sept - Strike Fast: The Commanders of Vior’la harness their warriors’ fiery temperament by embracing a highly mobile and aggressive form of warfare, taking the fight to the heart of the enemy.
If a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.

Custom Sept Tenets

If your chosen sept does not have an associated Sept Tenet in Codex: T’aus: /tg/'s 8th Edition, you can create its Sept Tenet by selecting two rules from the following list:

  • Advanced Power Cells: Some septs have relatively small populations, and rely more heavily on drones to support them in battle. Many upgrade their faithful helpers to this end.
Drones models with this tenet have a Move characteristic of 10".
  • Dedication to the Cause: The Greater Good is a cause greater than any T’au or even any caste. It is the perfect ideal, one worth not only fighting for but laying down one’s life for.
Add 1 to the Leadership characteristic of models with this tenet. In addition, roll a die each time a model with this tenet suffers a wound or a mortal wound; on a 6 that wound is not lost.
  • Gifted Pilots: Mastery of battle tanks and battlesuits is seen as the mark of a true warrior by the T’au of this sept.
If, in your Movement phase, a Vehicle or Battlesuit model with this tenet does not move or moves a distance less than half its Move characteristic, until the end of the turn, when resolving an attack made with a ranged weapon by that model, re-roll wounds roll of 1.
  • Hardened Warheads: Any enemy of the T’au Empire soon learns to fear its incredible firepower. Some septs take this to the extreme, utilising even more formidable missile systems.
When resolving an attack made with a weapon from the Missile Weaponry list by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
  • Hybridised Weaponry: The T’au of this sept are experts in close-quarters fighting, and have customised their weapons with enhanced power packs, grenade launchers and other equipment to make them even more effective.
Add 4" to the Range characteristic of Assault and Grenade weapons models with this tenet are equipped with. In addition, In addition, when resolving an attack made with an Assault or Grenade weapon by a model with this tenet against an enemy unit within 12", re-roll all hit rolls of 1.
  • Manoeruvering Thrusters: The battlesuit pilots of some septs use specialised thrusters to dart in and out of combat, engaging the enemy at extremely close range before withdrawing at speed.
After having made a shooting attack, a Jet Pack unit with this tenet can Advance as if it was the Movement phase. In addition, it can Advance when it Falls Back.
  • Soldiers in Arms: The academies of the Fire caste emphasise coordination in battle. The Fire Warriors of some septs take this further than others, working together in perfect synergy.
Increase the range of the For the Greater Good special rule to 12" for units with this tenet.
  • Sophisticated Command Net: Efficiency is always strived for by the T’au. To make every shot count, the vehicle crews of this sept use an advanced communications net to know where markerlights will be placed ahead of time.
When resolving an attack made by a Vehicle model with this tenet against a unit that has one or more markerlight counters, re-roll wound rolls of 1.
  • Stabilisation Systems: The threats that stand against the T’au Empire are myriad. To defeat them requires speed and firepower in equal measure.
When resolving an attack made with a ranged weapon by a Battlesuit model with this tenet, that model does not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
  • Turbo-jets: The T’au of some septs relish the immense manoeuvrability of their battlesuits more than others, and equip them with advanced jets.
Roll two dices and pick the highest one when advancing with a Jet Pack unit with this tenet. In addition, add 2" to the Move characteristic of Jet Pack models with this tenet.
  • Up-gunned: On battlefield after battlefield, the burst cannon has proven its worth against uncounted foes. Able to slaughter light infantry with ease, many T’au upgrade the weapon to be capable of punching through armoured targets.
When resolving an attack made with a weapon from the Burst Weaponry list by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Stratagems

Universal

  • Aerial Targeting (1 CP): Air caste pilots sweep over the battlefield, identifying prime targets for destruction.
Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon by a model from your army against that unit, treat that unit as having one more markerlight counter than it actually has for that attack.
  • Ambushing Predators (1 CP): Kroot are fierce predators who have learned over millennia the most effective ways to hunt for prey.
Use this Stratagem in your opponent’s Charge phase. Select one KROOT unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, if that unit performs a Heroic Intervention in that phase it can do so 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".
  • Automated Repair System (2 CP): Nanite repair drones swarm over the damaged battlesuit or vehicle, knitting together ruptured composite plating and repairing vital life-support systems.
Use this Stratagem at the start of any turn. Pick a VEHICLE or BATTLESUIT model from your army. That model regains D3 lost wounds. You can only use this Stratagem once per turn.
  • Branched Nova Charge (1 CP): This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.
Use this Stratagem when you choose to use a XV104 RIPTIDE BATTLESUIT, XV107 R'varna Battlesuit, XV109 Y'vahra Battlesuit or KX238 Ta'unar Diplomacy Armour’s Nova Reactor. You may choose two effects from those listed rather than one.
  • Breach and Clear! (1 CP): Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.
Use this Stratagem in your Shooting phase, before a BREACHER TEAM from your army shoots at an enemy unit that is receiving the benefit of cover. The Breacher Team re-rolls failed wound rolls against the enemy unit until the end of this phase.
  • Command and Control Node (1 CP): The Commander’s AI-networked transition system generates firing arcs and enhanced strike-patterns, feeding this raw data to nearby battlesuit teams.
Use this Stratagem at the start of your Shooting phase. Pick a <SEPT> COMMANDER from your army. That Commander may not shoot this phase, but one <SEPT> BATTLESUIT unit from your army that is within 6" of that Commander may re-roll failed wound rolls this phase.
  • Coordinated Engagement (2 CP): T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.
Use this Stratagem in your Shooting phase. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit against that enemy unit, treat that enemy unit as having 5 markerlight counters.
  • Deadly Aim (1 CP): Careful programming allows Sniper Drones to identify the weakest points in enemy armour.
Use this Stratagem in your Shooting phase, when an MV71 SNIPER DRONES unit from your army is chosen to shoot with. Until the end of that phase, the Armour Penetration characteristic of longshot pulse rifles models in that unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1). In addition, until the end of that phase, when resolving an attack made with a longshot pulse rifle by a model in that unit against a unit that is within half range, the Armour Penetration characteristic of that weapon is improved by a further 1 for that attack.
  • Emergency Dispensation (1 CP/3 CP): Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.
Use this Stratagem before the battle. Your army can have one extra Signature System for 1 CP, or two extra Signature Systems for 3 CPs. All of the Signature Systems that you include must be different and be given to different T’AU EMPIRE CHARACTERS. You can only use this Stratagem once per battle.
  • EMP Grenade (1 CP): This device emits an intense electrostatic field capable of overloading vital computer systems.
Use this Stratagem when a T’AU EMPIRE model from your army is chosen to throw a photon grenade at an enemy VEHICLE unit. Only make a single hit roll with the weapon this phase; if it hits, the target suffers D3 mortal wounds.
  • Fail-safe Detonator (1 CP): The battlesuits of high-value T’au operatives are equipped with a fail-safe self-destruct algorithm, ensuring that the pilot cannot be taken alive for interrogation.
Use this Stratagem when a BATTLESUIT unit from your army is destroyed in the Fight phase, before removing the last model. Instead of rolling for Emergency Ejection Protocols, roll a dice for each unit (friend or foe) within 3" of that model. On a 4+ that unit suffers one mortal wound.
  • Modulated Weaponry (1 CP): The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal.
Use this Stratagem in your Shooting phase, when a <SEPT> model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots).
  • Multi-spectrum Sensor Suite (1 CP): The battlesuit’s integrated sensor suite scans multiple ranges on the electromagnetic spectrum, analysing telemetric data and feeding optimised firing solutions to the pilot.
Use this Stratagem before a BATTLESUIT unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.
  • Neuroweb System Jammer (2 CP): This device emits an intense electrostatic jamming field, causing the enemy’s weapons to malfunction.
Use this Stratagem at the start of the enemy Shooting phase. Each time an enemy unit that is within 12" of a BATTLESUIT COMMANDER from your army makes a hit roll of 1, that unit suffers 1 mortal wound.
  • Orbital Ion Beam (3 CP): A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.
Use this Stratagem in your Shooting phase if a T’AU EMPIRE COMMANDER from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick a point on the battlefield that can be seen by that model; each friendly or enemy model within 3" of that point immediately suffers 3D3 mortal wounds, each friendly or enemy model within 6" of that point immediately suffers 2D3 mortal wounds and finally each friendly or enemy model within 9" of that point immediately suffers D3 mortal wounds.
  • Point-blank Volley (1 CP): Some T’au perform complex drills in which they train to operate their weapons at extremely close range.
Use this Stratagem at the start of your Shooting phase. Select one <SEPT> unit from your army that is within 6" of an enemy unit. Until the end of that phase, add 1 to wound rolls for pulse blasters, pulse carbines and pulse rifles models in that unit are equipped with.
  • Point Defense Targeting Relay (1 CP): Automated subroutines direct this vehicle’s secondary weapon systems towards encroaching enemies.
Use this Stratagem when an enemy unit declares a charge against a VEHICLE unit from your army. When your unit fires Overwatch this phase, a 5 or 6 is required for a successful hit roll, instead of only 6.
  • Positional Relay (2 CP): Zeroing in on the pulse flares of a Recon Drone, T’au reinforcements strike their target drop zone with unerring accuracy.
Use this Stratagem at the start of your Movement phase. Pick a <SEPT> MB3 Recon Drone from your army. 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 MB3 Recon Drone.
  • Promising Pupil (1 CP): The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good.
Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
  • Pulse Onslaught (1 CP): Where the situation calls for it, Breacher Teams can overcharge their pulse blasters.
Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is chosen to shoot with. Until the end of that phase, the Range characteristics of the ‘Close range’ and ‘Medium range’ profiles for pulse blasters models in that unit are equipped with are increased to 15".
  • Rain of Fire (1 CP): As Vespid Stingwings fly around the battlefield, they pour fire on unprotected enemies below.
Use this Stratagem in your Shooting phase, when a VESPID STINGWINGS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, if that unit was set up on the battlefield using the Plunge from the Sky ability that turn, you can re-roll the hit roll.
  • Recon Sweep (1 CP): Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.
Use this Stratagem at the start of your Shooting phase. Select a PATHFINDER TEAM from your army. Add 2D3" to that unit's movement characteristic it but cannot shoot or charge this turn.
  • Repulsor Impact Field (1 CP): Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.
Use this Stratagem after an enemy unit successfully charges a BATTLESUIT unit from your army. Roll a dice for each model in the enemy unit within 3" of your unit. On a 6 that model suffers a mortal wound.
  • Seasoned Sniper (1/2 CP): Possessed of a calm only veterans wield, this leader singles out priority targets.
Use this Stratagem in your Shooting phase. Select one Cadre Fireblade model from your army. Until the end of that phase, ranged weapons that model is equipped with can target a Character unit even if it is not the closest enemy unit. Instead of a Cadre Fireblade, you can pick a Commander instead; if so, this Stratagem costs 2 Command Points.
  • Stimulant Injector (1 CP): Many battlesuits contain an emergency revivification system to bring their injured pilot back from the brink of death.
Use this Stratagem at the start of any turn. Choose a BATTLESUIT model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
  • Support Turret Replacement (1 CP): Field-logistics drones swoop down from above, bearing a replacement support turret in an underslung grav-harness.
Use this Stratagem at the end of your Movement phase. Pick a friendly Fire Warriors or Gue'vesa unit whose DS8 Tactical Support Turret has been destroyed. You may immediately set up a new DS8 Tactical Support Turret in unit coherency with the unit as described in their DS8 Tactical Support Turret ability.
  • Sworn Bodyguards (1 CP): Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them.
Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • Uplinked Markerlight (1 CP): Some markerlights are uplinked directly into the T’au command network, enabling a much faster and more accurate tactical targeting support.
Use this Stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place D3+1 markerlight counters next to that unit instead of only 1.
  • Wall of Mirrors (1 CP): The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their deadly advance. This process is known as mesme’j’kaara – the wall of mirrors.
Use this Stratagem at the start of your Movement phase. Pick a <SEPT> XV25 STEALTH BATTLESUITS unit from your army that is within 6" of a <SEPT> XV95 GHOSTKEEL BATTLESUIT from your army. You may immediately remove the Stealth Battlesuits unit from the battlefield and set it up again, anywhere within 12" of that Ghostkeel Battlesuit and more than 9" from any enemy models. Note that this does not count as Falling Back if the Stealth Battlesuits unit was within 1" of an enemy unit when it was removed.
  • Wisdom of the Many (1 CP): The wisest of the T’au Ethereals know how powerful the combined strength of the four castes can be.
Use this Stratagem in your Movement phase. Select one ETHEREAL unit from your army. Until the end of that phase, that unit can invoke one additional elemental power using its Invocation of the Elements ability, so long as that elemental power has not already been invoked by that unit in that phase.

Sept-Specific

  • Bork'an Sept - Experimental Weaponry (1 CP): Bork’an scientists have distributed the latest prototype weapons amongst their Sept’s Fire caste contingents, optimised to increase range and accuracy.
Use this Stratagem when a Bork'an Sept unit from your army fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.). You can re-roll one or both the dices used to determine the number of attacks made.
  • Dal'yth Sept - Strike and Fade (1 CP): Dal’yth T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.
Use this Stratagem at the start of your Shooting phase. Pick a Dal'yth Sept unit from your army. That unit may shoot and then immediately move up to 6" as if it were the Movement phase and they cannot Advance as part of this move. In addition, this movement doesn't prevent that unit to benefit from their Sept tenet.
  • Farsight Enclaves - Danger Close (1 CP): Fire Warrior teams of the Farsight Enclaves receive extensive training in close-quarters combat.
Use this Stratagem in your Shooting phase, when a Farsight Enclaves BREACHER TEAM or STRIKE TEAM unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll.
  • Farsight Enclaves - Defence in Numbers (2 CP): Farsight ensures that damaged battlesuits are rotated out of combat to preserve his warriors’ lives.
Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an Farsight Enclaves XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
  • Farsight Enclaves - Drop Zone Clear (2 CP): O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.
Use this Stratagem at the start of your Shooting phase. Choose a Farsight Enclaves Battlesuit unit from your army that was set up on the battlefield using its Manta Strike ability or performing a low-altitude drop this turn. Add 1 to hit rolls for that unit this phase.
  • Farsight Enclaves - Firestorm (1 CP): In a terrific onslaught, Farsight Enclave flyers rain hell upon their foes, saturating them with heavy fire.
Use this Stratagem at the end of your Movement phase. Select up to three Farsight Enclaves units with the Flyer Battlefield Role from your army. This Stratagem costs 1 additional Command Point for each selected unit. Roll one D6 for each enemy unit within 3" of any of those selected units. On a 4+ that enemy unit suffers D3 mortal wounds.
  • Farsight Enclaves - Focused Fury (1 CP): T’au officers are often equipped with advanced targeting equipment that identifies weak points in enemy defences.
Use this Stratagem in your Shooting phase, when a Farsight Enclaves CHARACTER model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the wound roll.
  • Farsight Enclaves - Fuious Assault (1 CP): Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray.
Use this Stratagem in your Charge phase, when a Farsight Enclaves JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound.
  • Farsight Enclaves - Veteran Cadre (1/2 CP): Many of Farsight’s followers have fought in countless battles against myriad foes, sharpening their arts of war for the battles to come.
Use this Stratagem before the battle. Select one Farsight Enclaves XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one Farsight Enclaves XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit have a Weapon Skill characteristic of 3+ and a Ballistic Skill characteristic of 2+. You can only use this Stratagem once per battle.
  • Sa'cea Sept - Orbital Marker Distribution Uplink (2 CP): Sa’cea Sept has innovated the use of markerlight scatter-flares, dropped from the upper atmosphere by networked Recon Drones to illuminate the greatest concentrations of enemy troops.
Use this Stratagem at the start of your Shooting phase. Pick an enemy unit visible to a Sa'cea Sept Character from your army. That unit and all other enemy units within 6" of it gain a markerlight counter.
  • T'au Sept - Focused Fire (3 CP): T’au Sept doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.
Use this Stratagem after a T'au Sept unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to wound rolls for attacks made by other T’AU SEPT units from your army that target the same enemy unit this phase.
  • Vior’la Sept - Hot Blooded (2 CP): The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.
Use this Stratagem at the start of your shooting phase. Pick a Vior’la Sept Infantry unit from your army. That unit may be chosen to shoot twice this phase, but all models in the unit must target the closest enemy unit each time they do so.

Warlord Traits

Universal

  • 1: Precision of the Hunter: The Warlord stalks the deadliest enemy war machines.
Re-roll wound and damage rolls made for your Warlord against enemy Vehicles or Monsters.
  • 2: Through Unity, Devastation: The Warlord is an expert in the application of concentrated fire.
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).
  • 3: A Ghost Walks Among Us: The Warlord walks unseen until the moment is right to strike.
When your Warlord Advances, add 6" to their Move characteristic for that Movement phase instead of rolling a dice. In addition, enemy units must subtract 1 from their hit rolls when targeting your Warlord.
  • 4: Through Boldness, Victory: The Warlord favours bold and aggressive action.
If your Warlord is targeting a unit within 12" of it, you can re-roll failed hit and wound rolls made for your Warlord against that unit.
  • 5: Exemplar of the Kauyon: The Warlord has mastered the art of Kauyon, the Patient Hunter.
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.
  • 6: Exemplar of the Mont'ka: The Warlord has mastered the art of Mont’ka, the Killing Blow.
Your Warlord can Advance and still shoot as if they hadn’t moved this turn.

Sept-Specific

  • Bork'an - Seeker of Perfection: The Warlord seeks mastery in all aspects of warfare.
For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.
  • Dal'yth - Gunship Diplomat: This Warlord is held in the highest favour by the T’au’s alien auxiliaries.
Add 2 to the leadership characteristic of friendly Kroot and Vespid units within 12" of your Warlord. In addition, whilst within 12" of your Warlord, friendly Kroot and Vespid units gain the For the Greater Good special rule.
  • Farsight Enclaves - Aggressive Tactician: This warlord is always on the attack, striking hard again and again with their forces until the enemy is entirely destroyed. They give no respite and show no mercy, seeing both as weakness.
COMMANDER model only. When this Warlord declares Mont’ka, it affects friendly Farsight Enclaves units within 12" of this Warlord, instead of within 6".
  • Farsight Enclaves - Blooded Through War: Those Commanders who have led a multitude of bloody campaigns have thoroughly earned the trust of their warriors. Such is this bond of loyalty that their troops will courageously follow them into the harshest of battles.
When a Morale test is taken for a friendly Farsight Enclaves unit with the Bonding Knife Ritual ability whilst within 12" of this Warlord, it is automatically passed on a roll of 4+, instead of 6.
  • Farsight Enclaves - Hero of the Enclaves: The Warlord’s very name inspires devotion and awe amongst his warriors.
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.
  • Farsight Enclaves - Master of the Killing Blow: This warlord knows that cutting the head from the snake is a sound battlefield tactic in any war, and they pursue enemy commanders and warlords relentlessly. Once they are successful in their hunt, their enemies’ forces collapse into disarray and are easy prey.
When resolving an attack made by this Warlord against a CHARACTER unit, you can re-roll the hit roll.
  • Sa'cea - Beacon of Honour: This Warlord is a noble and honourable leader, beloved of their troops.
Friendly Sa'cea units within 6" of this model reduce the number of models that flee as a result of a failed Morale test by 1.
  • T'au - Strength of Belief: The Warlord’s unwavering belief in the Greater Good grants them formidable resolve.
Roll a D6 for each wound or mortal wound inflicted on your Warlord; on a 5+, that wound is ignored and has no effect.
  • Vior’la - Academy Luminary: This Warlord was marked for greatness by the exacting Fire caste tutors of Vior’la.
If your Warlord has the Master of War, Volley Fire or Failure is Not an Option special rule, the range of that ability is increased to 12". In addition, if your army is Battle-forged, you receive an additional 1 Command Point.

Specialist Detachments

Missile Suppression Division (1 CP)

All units equipped with weapons from the Missile Weaponry list in this Specialist Detachment gain the Missile Suppression Division keyword.

  • Warlord Trait: Shower of Missiles: Select one enemy unit that is visible by your Warlord. Friendly Missile Suppression Division models shooting at that unit consider the Ap of their weapons from the "Missile Weaponry" list as 1 point better.
  • Stratagems:
    • Pint-point Accuracy (1 CP): Use this Stratagem in the Shooting phase. Seeker Missiles fired by friendly Missile Suppression Division models ignor line of sight if targeting units with at least two markerlight counters.
  • Relic: Anti-matter Missile Warheads: Unit with "Missile Weaponry" weapons only. Add the following to that unit's weapons’ special rule: 'Each wound roll of 6+ for attacks made by this weapon inflict D3 mortal wounds in addition to normal damage.'

Specialist Formations

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player's pool.

Air Superiority Cadre (2 CP)

Air Superiority Cadre:

  • Composition:
- 3-5 units of AX3 Razorshark Strike Fighters
- 0-2 units of AX5-2 Barracudas
- 0-1 units of Tigershark Fighter-bombers
- 0-1 units of Tigershark AX-0-1s
  • Restrictions:
-none
  • Effects:
-Add 1 to hit rolls for models in this formation when targeting a unit with the Fly keyword.
  • Special Stratagems:
-Hyperlinked Drone Network (1 CP):
Use this stratagem during your Shooting phase. Select one enemy unit on the battlefield; model from this formation consider that unit as having two more markerlight counters than what they have.

Ethereal Council (1 CP)

Ethereal Council:

  • Composition:
- 3-7 units of Ethereals (One of the Ethereals may be swaped with Aun'shi and/or Aun'Va)
  • Restrictions:
-none
  • Effects:
-The range of the Failure Is Not An Option special rule is increased from 12" to 24" for all of the models in the Ethereal Council that have the rule.
  • Special Stratagems:
-Collective Elemental Power (1 CP):
Use this stratagem during your Movement phase. Select one Ethereal from this formation that is within at 6" of at least another Etherial from this formation, they both invoke all four elemental powers that turn instead of only one.

Optimixed Stealth Cadre (1 CP)

Optimixed Stealth Cadre:

  • Composition:
- 1 unit of XV95 Ghostkeel Battlesuits
- 2-4 units of XV25 Stealth Battlesuits
  • Restrictions:
-none
  • Effects:
-The Stealth Field special rule from the MV5 Stealth Drones of this formation has effect on XV25 Stealth Battlesuits from this formation too. That effect is cumulative with their Camouflage Fields special rule.
  • Special Stratagems:
-Wall of Mirrors (2 CP):
Use this stratagem at the start of your shooting phase. The Ghostkeel Battlesuits unit and any unit of Stealth Battlesuits from this formation that are within 6" of a Ghostkeel from this formation ignore cover, and add 1 to their hit rolls for that Shooting phase.

Wargear

Melee Weapons

  • Crushing Feet:
Weapon Range Type S AP D Abilities
Crushing Feet Melee Melee User -2 1 Make three hits for each attack made with this weapon.
  • Dawn Blade:
Weapon Range Type S AP D Abilities
Dawn Blade Melee Melee +3 -4 D3 -
  • Dusk Blade:
Weapon Range Type S AP D Abilities
Dusk Blade Melee Melee +1 -3 D3 -
  • Equalizers:
Weapon Range Type S AP D Abilities
Equalizers Melee Melee User -1 1 A model armed with equalisers increases its Attacks characteristic by 1.
  • Miniaturised Flechette Pod:
Weapon Range Type S AP D Abilities
Miniaturised Flechette Pod Melee Melee 4 0 1 Make two hit rolls for each attack made by this weapon instead of one.
  • Fusion Cutter:
Weapon Range Type S AP D Abilities
Fusion Cutter Melee Melee 8 -4 D6 -
  • Honour Blade:
Weapon Range Type S AP D Abilities
Honour Blade Melee Melee +2 0 1 -

Ranged Weapons

  • Burst Weaponry:
Weapon Range Type S AP D Abilities
Burst Rifle 12" Assault 3 5 0 1 -
Burst Cannon 18" Assault 4 5 0 1 -
Long-barreled Burst Cannon 36" Heavy 4 5 0 1 -
Double-barrelled Burst Cannon 18" Assault 8 5 0 1 -
High-output Burst Cannon 18" Assault 8 5 0 1 -
Heavy Burst Cannon 18" Heavy 12 6 -1 2 -
Swiftstrike Burst Cannon 36" Heavy 16 6 -1 1 -
KX238 Burst Eradicator 72" Heavy 40 6 -3 2 -
  • Defensive Charge:
Weapon Range Type S AP D Abilities
Defensive Charge 8" Assault 1 5 0 1 -
  • EMP Blaster:
Weapon Range Type S AP D Abilities
EMP Blaster (Close Range) 6" Assault 2 - - - Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a VEHICLE. On a 3+, the target suffers D3 mortal wounds. D6 on a 5+.
EMP Blaster (Medium Range) 12" Assault 2 - - - Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a VEHICLE. On a 4+, the target suffers D3 mortal wounds. D6 on a 6+.
EMP Blaster (Long Range) 18" Assault 2 - - - Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a VEHICLE. On a 5+, the target suffers D3 mortal wounds. D3+1 on a 6+.
  • Flame Weaponry:
Weapon Range Type S AP D Abilities
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
Flame Projector 12" Assault D6 5 0 1 This weapon automatically hits its target.
Phased Plasma-flamer (Standard) 8" Heavy 2D6 6 -2 3 This weapon automatically hits its target.
Phased Plasma-flamer (Nova Reactor) 8" Heavy 3D6 6 -2 3 This weapon automatically hits its target.
  • Flechette Pods:
Weapon Range Type S AP D Abilities
Miniaturised Flechette Pod 6" Assault D6 4 0 1 -
Flechette Pod 6" Pistol D6 4 0 1 -
  • Fragmentation Projectors:
Weapon Range Type S AP D Abilities
Airbursting Fragmentation Projector 18" Assault D6 4 0 1 This weapon can target units that are not visible to the bearer.
Microburst Fragmentation Launcher 12" Assault D3 5 -2 1 This weapon can target units that are not visible to the bearer.
Airbursting Fragmentation Bombardier 60" Assault 4D6 5 0 1 This weapon can target units that are not visible to the bearer.
  • Fusion Weaponry:
Weapon Range Type S AP D Abilities
Fusion Rifle 12" 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.
Fusion Cutter 12" 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.
Fusion Cascade 12" Assault D3 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.
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.
High-energy Fusion Blaster (Dispersed) 18" Assault D3 7 -4 D3 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
High-energy Fusion Blaster (Concentrated) 24" 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.
Fusion Collider 18" Heavy D3 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.
Fusion Cannon 24" Heavy 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.
Fusion Eradicator 24" Heavy 5 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.
KX238 Fusion Annihilator 60" Heavy 10 12 -4 2D6 If the target is within half range of this weapon, roll four dice when inflicting damage with it and discard the two lowest results.
  • Ion Weaponry:
Weapon Range Type S AP D Abilities
Phased Ion Gun 18" Assault 2D3 4 -1 1 Any hit toll of 6 made for this weapon is resolved at AP -4 instead of AP -1.
Ion Rifle (Standard) 30" Rapid Fire 1 7 -1 1 -
Ion Rifle (Overcharged) 30" Heavy D3 8 -1 2 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.
Ion Stinger (Standard) 12" Assault 2 7 -1 1 -
Ion Stinger (Overcharged) 12" Assault 2 8 -1 2 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.
Cyclic Ion Blaster (Standard) 18" Assault 3 7 -1 1 -
Cyclic Ion Blaster (Overcharged) 18" Assault 3 8 -1 D3 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.
Quad Ion Turret (Standard) 30" Assault 4 7 -1 1 Add 1 to hit rolls for this weapon against targets that can't FLY.
Quad Ion Turret (Overcharged) 30" Assault 4 8 -1 D3 Add 1 to hit rolls for this weapon against targets that can't FLY. 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.
Cyclic Ion Raker (Standard) 24" Heavy 6 7 -1 1 -
Cyclic Ion Raker (Overcharged) 24" Heavy 6 8 -1 D3 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.
Ion Cannon (Standard) 60" Heavy 3 7 -2 2 -
Ion Cannon (Overcharged) 60" Heavy D6 8 -2 3 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 Ion Cannon (Standard) 96" Heavy 3 7 -2 2 -
Long-barrelled Ion Cannon (Overcharged) 96" Heavy D3 8 -2 3 Change the weapon's Type to Heavy 2D3 against units containing 10 or more models. 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.
Tri-axis Ion Cannon (Standard) 60" Heavy 9 7 -2 2 -
Tri-axis Ion Cannon (Coherent Beam) 60" Heavy 3D6 8 -2 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's have been resolved.
Ion Accellerator (Standard) 72" Heavy D6 8 -3 D3 -
Ion Accellerator (Overcharged) 72" Heavy D6 9 -3 3 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.
Ionic Discharge Cannon (Standard) 12" Heavy 3 8 -3 1 When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon.
Ionic Discharge Cannon (Nova Reactor) 12" Heavy 3D3 10 -3 3 When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon.
KX238 Ion Projector (Standard) 72" Macro 6 12 -4 6 After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon's profile.
KX238 Ion Projector (Overcharged) 72" Macro 6 14 -4 9 After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon's profile. 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.
  • Markerlights:
Weapon Range Type S AP D Abilities
Markerlight 36" Heavy 1 - - - See Markerlights.
High-Intensity Markerlight 36" Heavy 1 - - - See Markerlights. A hit from a High-Intensity Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit.
Long-range Markerlight 72" Heavy 1 - - - See Markerlights. A hit from a Long-range Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit.
  • Missile Weaponry:
Weapon Range Type S AP D Abilities
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.
Cluster Rocket System 48" Heavy 4D6 5 0 1 -
Skyspear Missile Rack 72" Heavy D6 6 -2 2
Missile Pod 36" Assault 2 7 -1 D3 -
High-yeld Missile Pod 36" Heavy 4 7 -1 D3 -
Seeker Missile 72" Heavy 1 8 -2 D6 Each Seeker Missile can only be used once per battle.
Destroyer Missile 60" Macro 1 10 5 D6 Each Destroyer Missile can only be used once per battle. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.
Nexus Meteor Missile System 24"-120" Macro 2D6 10 -4 4 This weapon may not target enemy units within 24" of the bearer.
  • Neutron Blaster:
Weapon Range Type S AP D Abilities
Neutron Blaster 18" Assault 2 5 -2 1 -
  • Photon Grenades:
Weapon Range Type S AP D Abilities
Photon Grenade 12" Grenade D6 - - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-Vehicle/Titanic units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase.
Photon Grenades Launcher 18" Grenade 2D3 - - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-Vehicle/Titanic units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase.
  • Plasma Weaponry:
Weapon Range Type S AP D Abilities
Plasma Rifle 24" Rapid Fire 1 6 -3 1 -
Double-barrelled Plasma Rifle 24" Rapid Fire 2 6 -3 1 -
High-intensity Plasma Rifle 30" Rapid Fire 1 6 -4 2 -
T'au Plasma Cannon 48" Heavy 4 7 -3 2 -
  • Pulse Weaponry:
Weapon Range Type S AP D Abilities
Pulse Pistol 12" Pistol 1 5 0 1 -
Pulse Blaster (Long Range) 15" Assault 2 4 0 1 -
Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 -
Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 -
Pulse Carbine 18" Assault 2 5 0 1 -
Pulse Rifle 30" Rapid Fire 1 5 0 1 -
Longshot Pulse Rifle 48" Rapid Fire 1 5 0 1 This weapon may target a CHARACTER even if they are not the closest enemy unit. 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.
Pulse Submonitions Rifle 30" Assault 2D3 6 0 1 -
Experimental Pulse Submonitions Rifle (EMP) 24" Rapid Fire 2 6 -1 1 If the target is a VEHICLE, roll a D6 for each attack that hits. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.
Experimental Pulse Submonitions Rifle (Sniper) 24" Rapid Fire 1 5 -2 D3 This weapon may target a CHARACTER even if they are not the closest enemy unit. 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.
Experimental Pulse Submonitions Rifle (Hyper Density Shots) 36" Assault 2 9 -2 2 -
Pulse Submonitions Cannon 60" Heavy 3D3 6 -2 3 -
Pulse Blastcannon (Close Range) 10" Heavy 2 14 -4 6 -
Pulse Blastcannon (Medium Range) 20" Heavy 4 12 -2 4 -
Pulse Blastcannon (Long Range) 30" Heavy 6 10 0 2 -
Pulse Driver Cannon 72" Heavy D6 10 -3 D6 -
Pulse Ordenance Multi-driver (Pattern Bombardment) 72" Macro 2D6 8 -3 3 -
Pulse Ordenance Multi-driver (Concentrated Bombardment) 72" Macro 6 12 -4 4 -
  • Rail Weaponry:
Weapon Range Type S AP D Abilities
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.
Swiftstrike Railgun 36" Heavy 2 8 -4 2D3 Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage.
Heavy Rail Rifle 60" Heavy 2 8 -4 2D3 For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
High-acceleration Rail Rifle 72" Heavy 1 9 -5 2D3 Treat damage rolls of 1 or 2 made by this weapon as 3 instead. For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.
Railgun (Submunitions) 72" Heavy D6 6 -1 1 -
Railgun (Soild Shot) 72" Heavy 1 10 -4 D3+3 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.
Supremacy Railgun 72" Heavy 2 10 -4 3D3 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.
Heavy Rail Cannon 120" Macro 1 18 -5 6D3 Each wound roll of 6+ made for this weapon inflicts an additional D6 mortal wounds in addition to any other damage.

Signature Systems

Universal

  • Eliminator Rail Rifle: The Eliminator Rail Rifle is an advanced version of the weapon used by the T'au Pathfinders. Its AI-assisted aiming systems make it a deadly sniper weapon that is able to pick the enemy's commanders amid the heat of battle while preserving manoeuvrability.
Cadre Fireblade only. The Eliminator Rail Rifle replaces the model’s Pulse Rifle and has the following profile:
Weapon Range Type S AP D Abilities
Eliminator 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. This weapon can target Characters even if they are not the closest enemy unit.
  • Multi-sensory Discouragement Array: The Multi-Sensory Discouragement Array was first designed as a non-lethal response to quell rioting civilians. The device resembles a pulsing sensor beacon, and emits both sub-sonic frequencies and scatter-bursts of ultraviolet colour, stunning and nauseating targets and rendering them compliant.
Enemy units within 12" of the bearer subtract 2 from their Leadership characteristic.
  • Onager Gauntlet: Onager gauntlets were developed during the Damocles Crusade to counter the massed heavy armour spearheads of the Imperium. Armed with such a weapon, a warrior could punch straight through the thick armour of a tank. Though the technology proved successful, the casualty rate amongst bearers was extremely high, and of the original twelve prototypes, only one remains.
Battlesuit Commander only.
Weapon Range Type S AP D Abilities
Onager Gauntlet Melee Melee 10 -4 D6 Each time the bearer fights, it can make one (and only one) attack with this weapon.
  • Puretide Engram Neurochip: Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a massive hologram on his birth world of Dal’yth. A sliver of that genius has been crafted into a bio-chip. When surgically implanted into the brain of a Fire caste commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.
Once per turn, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly <Sept> unit within 6" of the bearer. In addition, if your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a Command Point.
  • Seismic Destabiliser: Designed to undermine fortified positions and drive enemy soldiers from cover, the Seismic Destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spider’s web of fractures, and any garrisoned troops must evacuate or risk being buried under tonnes of rubble.
At the start of each Shooting phase, you may either pick an enemy Infantry unit claiming the benefit of cover, or a Building, within 12" of the bearer. If you picked a Building, it suffers D6 mortal wounds. If you picked an Infantry unit, roll a dice for each model in the unit. For each roll of 5+, that unit suffers a mortal wound.
  • Solid-Image Projection Unit: The tragic demise of Supreme Ethereal Aun’Va led the Ethereal High Council to assign several science divisions to the development of portable defensive technologies. A recent innovation is the solid-image projection unit. This miniaturised holowave-emitter drone projects beams of so-called ‘heavy light’, forming an utterly convincing illusory image that is solid to the touch, while simultaneously masking the true target with an advanced refraction field.
Ethereal with Hover Drone only. Once per phase, when an enemy unit declares the bearer as the target of a charge, you may move the bearer up to 8" before the charge roll is made.
  • Supernova Launcher: The Supernova Launcher was developed during the bloody fighting against Hive Fleet Gorgon. Unable to get close enough to effectively deploy anti-armour ordnance against the Tyranids’ deadliest bioorganisms, Earth caste scientists adapted several fragmentation launchers to hurl experimental plasma grenades. Launched high into the air, these projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.
Model with Airbursting Fragmentation Projector only. The Supernova Launcher replaces one of the model’s Airbursting Fragmentation Projector and has the following profile:
Weapon Range Type S AP D Abilities
Supernova Launcher 18" Assault D6 6 -2 2 This weapon can target units that are not visible to the bearer.

Sept-Specific

  • Bork'an Sept - Plasma Accelerator Rifle: The Plasma Accelerator Rifle is one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. The result is a long-range armour-piercing weapon that is highly effective against both infantry and light vehicles.
Bork'an Sept model with Plasma Rifle only. The Plasma Accelerator Rifle replaces one of the model’s Plasma Rifles and has the following profile:
Weapon Range Type S AP D Abilities
Plasma Accelerator Rifle 30" Rapid Fire 1 7 -3 2 -
  • Dal'yth Sept - Dynamic Mirror Field: Commanders hailing from Dal’yth prefer stealth and subterfuge to overt aggression, and their demands for improved camouflage technology have led to the development of the Dynamic Mirror Field. This advanced prototype is based upon the refraction technology utilised to such tremendous effect by Ghostkeel battlesuits, adapted for alternative armour chassis. Armour nodes project multiple light-distortion fields, creating false images of the bearer to draw enemy fire.
Dal'yth Sept model only. Your opponent must subtract 1 from hit rolls that target the bearer.
  • Farsight Enclaves - Fusion Blades: This deadly innovation was first created by the third Commander Brightsword, and refined over the following decades by the Earth caste division of the Farsight Enclaves. Fusion blades resemble modified versions of the familiar T’au fusion blaster. However, when the firing impulse is activated, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon like a shining sword of pure light. Fusion blades are intensely powerful but drain a battlesuit’s energy reserves at a prodigious pace, and so must be utilised sparingly.
Farsight Enclaves model with at least two fusion blasters only. The Fusion Blades replace two of the model’s fusion blasters and have the following profile:
Weapon Range Type S AP D Abilities
Fusion Blades (Ranged) 18" Assault 2 8 -4 D6 If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result.
Fusion Blades (Melee) Melee Melee 8 -4 D6 Each time the bearer fights, it can make two (and only two) attacks with this weapon. Roll two dice when inflicting damage and discard the lowest result.
  • Farsight Enclaves - Seismic Fibrillator Node: On his adopted home planet of Vior’los, O’Shovah bested the Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic Fibrillator Node, an invention of Earth caste scientist O’Vesa. This disc-like device emits resonant frequencies of such power that they cause localised earth tremors of great magnitude.
Farsight Enclaves model only. Once per battle, at the start of your opponent’s turn, you can choose to activate this Relic. If you do, pick an enemy unit within 48" of the bearer, other than a Character, and roll a D6. On a 2+ that unit suffers that many mortal wounds. Then roll a D6 for each enemy unit within 6" of that unit; on a 4+ the unit being rolled for suffers D3 mortal wounds.
  • Farsight Enclaves - Talisman of Arthas Moloch: The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet the T’au recovered a number of strange relics there, amongst them a hexagrammatic talisman. Farsight has seen first hand that this arcane object protects its wearer and those around them from baleful energies, though neither he nor his advisors have the faintest idea of how it does so.
Farsight Enclaves model only. A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to block one psychic power in your opponent’s Psychic phase in the same manner as a Psyker.
  • Farsight Enclaves - The Mirrorcodex: After the Damocles Crusade, Farsight applied his genius to unravelling the Imperium’s war doctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes. Farsight attempts the same with every alien species he encounters, incorporating what he learns into his Da’thle’vral, or ‘Mirrorcodex’.
Farsight Enclaves model only. When resolving an attack made by a model with this Relic against a unit that is within 18", you can re-roll failed hit rolls.
  • Sa'cea Sept - Grav-Inhibitor Field: It was Commander O’Jir of Sa’cea who first utilised the Grav-Inhibitor Field during the defence of Laguna Shard against Ork raiders. The gravitic-field generator mounted upon the Commander’s battlesuit unleashed waves of battering kinetic force, disrupting each and every attempt by the be’gel to overwhelm his position.
Sa'cea Sept model only. Enemy units charging this unit or another Sa'cea Sept unit within 3" of this model reduce their charge distance by 3".
  • T'au Sept - Vectored Maneuvering Thrusters: This enhanced movement system can be adapted for both battlesuits and vehicles. It consists of multiple high-output thruster nozzles, each hardwired into the pilot’s neural interface, allowing them to react with startling speed to any changes in the strategic situation.
T'au Sept Jet Pack only. This model may immediately move up to 6" after attacking in the Shooting phase. This move cannot bring this model within 1" of any enemy models.
  • Vior’la Sept - Thermoneutronic Projector: Vior’la weapons developers have focused their efforts heavily on flamer technology, responding to their Commanders’ desire for maximum-impact close-range ordnance. The Thermoneutronic Projector uses volatile gases siphoned from the corona of a neutron star to expel a flame capable of searing through the armour plating of a battle tank.
Vior’la Sept model with flamer only. The Thermoneutronic Projector replaces one of the model’s flamers and has the following profile:
Weapon Range Type S AP D Abilities
Thermoneutronic Projector 10" Assault 2D3 6 -1 2 This weapon automatically hits its target.

Prototype Weapon Systems

If a T’au Empire Character is your Warlord, rather than giving one of your T’au Empire Character models a Signature System from Codex: T’au Empire: /tg/'s 8th Edition, you can instead select a Prototype Weapons System for one T’au Empire unit from your army. To do so, before the battle begins select one T’au Empire unit from your army, and select a Prototype Weapons System from the list below. That Prototype Weapons System applies to the selected unit until the end of the battle. Named characters cannot be given any of the following Prototype Weapons Systems.

  • Accellerated-photon Grenades: Faced with the devastating charges of the Orks and Tyranids, the Earth caste developed photon grenades that detonate with far greater kinetic energy.
Unit with Photon Grenades or Photon Grenades Launcher only. Add the following to that unit's weapons’ special rule: 'In addition, units hit by this weapon cannot Advance and any charge rolls made for those units are halved.'
  • Advanced EM Scrambler: The alien race of the Nin’aenh possessed the uncanny ability to scramble electrical systems with a single touch. Defeated after a brutal war, the Earth caste have worked tirelessly to integrate their abilities with technology.
XV95 GHOSTKEEL BATTLESUIT model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model.
  • Amplified Ion Accellerator: Developed in secrecy over decades, this enormously powerful new weapons system has already proven its worth against the Necrons of the Sautekh Dynasty.
XV104 RIPTIDE BATTLESUIT model with Ion Accellerator only. This Weapon System replaces an ion accelerator and has the following profile:
Weapon Range Type S AP D Abilities
Amplified Ion Accellerator (Standard) 72" Heavy 6 8 -4 3 -
Amplified Ion Accellerator (Overcharged) 72" Heavy 6 9 -4 3+D3 For each hit roll of 1 made for attacks with this weapon’s overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon.
  • Annihilator Warheads: Destroyer missiles are rightly named and rightly feared. When fitted with annihilation warheads few foes can stand against their devastating power.
Unit with Destroyer Missiles only. When resolving an attack made with a Destroyer Missile by this model, it always has a damage characteristic of 6.
  • Cross-linked Stabilizer Jets: Hooked indirectly to weapon control sub-systems, these sophisticated stabiliser jets enable a battlesuit’s weapons to work gyroscopically.
Jet Pack unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1.
  • Fusion Obliterator: Developed in response to the Imperium’s immense armoured regiments, the fusion obliterator’s advanced power cells give it a superior range, power and rate of fire.
XV95 GHOSTKEEL BATTLESUIT model with Fusion Collider only. This Weapon System replaces a Fusion Collider and has the following profile:
Weapon Range Type S AP D Abilities
Fusion Obliterator 24" Heavy 3 9 -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.
  • Gatling Burst Cannon: This burst cannon is augmented with additional power accelerators and recoil absorption modules, enabling it to unleash more firepower with every deadly salvo.
Unit with weapons from the Burst Weaponry list only. Add the following to that unit's weapons’ special rule: 'When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.'
  • High-capacitance Railgun: This hyper-advanced railgun’s super-conductive electrodes allow for remarkable recharge rates, doubling the weapon’s rate of fire.
TX7 HAMMERHEAD GUNSHIP model with Railgun only. This Weapon System replaces a Railgun and has the following profile:
Weapon Range Type S AP D Abilities
High-capacitance Railgun (Submunitions) 60" Heavy 4D3 6 -1 1 -
High-capacitance Railgun (Solid Shot) 60" Heavy 2 10 -5 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.
  • High-powered Incinerator: Fitted with mechanisms to increase pressure and alter nozzle width, these weapons can unleash torrents of deadly flame that are exceptionally powerful at close range.
Unit with weapons from the Flame Weaponry list only. Add the following to that unit's weapons’ special rule: 'When resolving an attack made with this weapon against a unit that is within half range, add 1 to the wound roll for that attack.'
  • Magna Rail Rifle: Rare magnetic materials discovered by the T’au of the Fourth Sphere Expansion were used to develop this muchimproved version of the rail rifle.
Unit with Heavy Rail Rifle only. This Weapon System replaces each Heavy Rail Rifle models in this unit are equipped with and has the following profile:
Weapon Range Type S AP D Abilities
Magna Rail Rifle 60" Heavy 2 9 -4 D6 When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
  • Networked Markerlights: These markerlights are integrated with sophisticated tracking AI, allowing for rapid targeting.
Unit with weapons from the Markerlight Weaponry list only. Change the Type of that unit's weapons to Assault 1
  • Reactive Countermeasures: The battlesuit pilot unleashes a storm of fragmentation to impede incoming enemy fire.
Unit with Airbursting Fragmentation Projector or Microburst Fragmentation Projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System.

Support Systems

  • Advanced Targeting System: A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
  • Counterfire Defence System: A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
  • Drone Controller: <SEPT> DRONE units within 6" of any friendly models equipped with a drone controller may use its Ballistic Skill characteristic rather than their own when shooting in the Shooting phase.
  • Early Warning Override: If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it was your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
  • Homing Beacon: If there are any friendly models equipped with a Homing Beacon on the battlefield at the end of your Movement phase, one of your <SEPT> units that have 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 that model.
  • Multi-tracker: Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target or if the target unit contains 5 or more models.
  • Shield Generator: A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on an XV104 Riptide Battlesuit.
  • Stimulant Injectors: Roll a dice each time a model with a Stimulant Injector suffers a wound or mortal wound. On a roll of 5+, ignore it.
  • Target Lock: A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons but must subtract 1 from its hit rolls when doing so.
  • Vectored Retro-thrusters: When a model with Vectored Retro-thrusters Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a D6. Also, during the Assault phase, it can consolidate D6" in any direction after having fired Overwatch (before rolls for charge range are made). You cannot take this support system on units that don't have the Fly keyword.
  • Velocity Tracker: Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can Fly. You cannot take this support system on an XV46 Vanguard Void Suit.

Vehicle Battle Systems

  • Advanced Targeting System: A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
  • Automated Repair System: At the Beginning of each friendly turn, roll a D6 for each vehicle with an Automated Repair System that has less than its original amount of wounds. On a 4+; the model regains 1 wound lost previously in the battle.
  • Blacksun Filter: A model with a Blacksun Filter never suffers any penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid.
  • Decoy Launchers: A model with Decoy Launchers has a 5+ invulnerable save against wounds inflicted by weapons that have bonuses to hit or to wound against targets that can Fly.
  • Disruption Pod: Add 2 to saving throws made by a model with a Disruption Pod when they receive the benefits of cover, instead of 1.
  • Flechette Discharger: At the beginning of the Fight phase, roll a die for each enemy model within 1" of a model with a Flechette Discharger. On a 6+, that model suffers a mortal wound.
  • Point Defense Targeting Relay: A model equipped with a Point Defense Targeting Relay re-rolls failed hit rolls when firing Overwatch.
  • Sensor Spines: A model with Sensor Spines does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.

T'au Empire Wargear List

Ranged Weapons

-Airbursting Fragmentary Projector - 8 pts.
-Burst Cannon - 8 pts.
-Cyclic Ion Blaster* - 18 pts.
-Flamer - 6 pts.
-Fusion Blaster - 18 pts.
-Missile Pod - 15 pts.
-Plasma Rifle - 8 pts.
-Rail Rifle - 9 pts.

* May not be taken by a Commander in XV86 Coldstar Battlesuit

Support Systems

Where a Support System has two point costs, the first one is for all types of models, the second one is for Titanic unit only.

-Advanced Targeting System - 6/18 pts.
-Counterfire Defence System - 10 pts.
-Drone Controller - 5 pts.
-Early Warning Override - 5/10 pts.
-Homing Beacon* - 20 pts.
-Multi-tracker - 10 pts.
-Shield Generator - 8/30 pts.
-Stimulant Injectors - 6/20 pts.
-Target Lock - 6/12 pts.
-Vectored Retro-thrusters - 10 pts.
-Velocity Tracker - 2/10 pts.

* May not be taken by a Commander in XV86 Coldstar Battlesuit

Vehicle Battle Systems

-Advanced Targeting System - 6 pts.
-Automated Repair System - 4 pts.
-Blacksun Filter - 1 pts.
-Decoy Launchers - 8 pts.
-Disruption Pod - 6 pts.
-Flechette Discharger - 8 pts.
-Point Defense Targeting Relay - 10 pts.
-Sensor Spines - 6 pts.

Units

HQs

Cadre Fireblade

This unit contains 1 Cadre Fireblade (Power Rating 2). This model may be accompained by up to 2 Tactical Drones (Power Rating +1).

Name M WS BS S T W A Ld Sv
Cadre Fireblade 6" 3+ 2+ 3 3 5 3 8 4+

Wargear:

  • Markerlight
  • Photon Grenades
  • Pulse Pistol
  • Pulse Rifle

Special Rules:

  • For The Greater Good
  • Skilled Commander: Friendly <Sept> Fire Warriors units within 6" of this model may re-roll hit rolls of 1 in the Shooting phase.
  • Volley Fire: Models in <Sept> units within 6" of any friendly <Sept> Cadre Fireblades may fire an extra shot with Pulse Pistols, Pulse Blasters, Pulse Carbines and Pulse Rifles when shooting at a target within half the weapon's range.

Options:

  • This model may replace its Pulse Rifle for one of the following:
-Pulse Blaster - free
-Pulse Carbine - free

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Cadre Fireblade, Infantry, Character


Commander in XV8 Crisis Battlesuit

This unit contains 1 Commander in XV8 Crisis Battlesuit (Power Rating 5). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV8 Crisis Battlesuit 8" 3+ 2+ 5 5 5 4 9 3+

Wargear:

  • Burst Cannon
  • Missile Pod

Special Rules:

  • For The Greater Good
  • Manta Strike
  • Master of War

Options:

  • This model may replace its Burst Cannon and its Missile Pod with two items from the Ranged Weapons and/or Support Systems lists.
  • This model may take up to two additional items from the Ranged Weapons and/or Support Systems lists.
  • This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV8 Crisis Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character


Commander in XV22 Stealth Battlesuit

This unit contains 1 Commander in XV22 Stealth Battlesuit (Power Rating 3). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV22 Stealth Battlesuit 8" 3+ 2+ 4 4 4 4 9 3+

Wargear:

  • Burst Cannon

Special Rules:

  • For The Greater Good
  • Infiltrator
  • Master of War
  • XV22 Stealth Battlesuit: This model has a 5+ invulnerable save. In addition, your opponent must subtract 2 from all hit rolls for attacks that target this unit.

Options:

  • This model may replace its Burst Cannon with up to four items from the Ranged Weapons and/or Support Systems lists.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Infantry, Fly, Battlesuit, Jet Pack, Character, XV22 Stealth Battlesuit, Commander


Commander in XV46-4 Vanguard Void Suit

This unit contains 1 Commander in XV46-4 Vanguard Void Suit and 1 DX-11 Exploratory Drone (Power Rating 7). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Commander in XV46-4 Vanguard Void Suit 8" 3+ 2+ 4 5 5 3 9 2+
DX-11 Exploratory Drone 12" 5+ 5+ 4 4 1 1 6 3+

Wargear (XV46 Vanguard Void Suit):

  • Flame Projector
  • Fusion Cutter
  • High-output Burst Cannon
  • Photon Grenades Launcher

Wargear (DX-11 Exploratory Drone):

  • Pulse Carbine

Special Rules (XV46 Vanguard Void Suit):

  • Electric Engagement Countermeasures: Roll a D6 for each enemy unit that is within 1" of this model at the start of the Fight phase. On a 4+ that unit suffers D3 mortal wounds.
  • For The Greater Good
  • Grav-repulsive Waves: Enemy units charging this unit or another T'au Empire unit within 3" of this model reduce their charge distance by D3".
  • Manta Strike
  • Master of War

Special Rules (DX-11 Exploratory Drone):

  • Drone Support
  • Enemy Spotter: Enemy units do not receive the benefit of cover when attacked by an XV46 Vanguard Void Suit if they are within 12" and in line of sight of a DX-11 Exploratory Drone.
  • For The Greater Good
  • Saviour Protocols

Options:

  • The Commander may swap its Fusion Cutter and/or its High-output Burst Cannon for one of the following:
-EMP Blaster - 8 pts.
-Microburst Fragmentation Launcher - 8 pts.
  • The Commander may take two items from the Support Systems list.

Keywords (XV46 Vanguard Void Suit):

  • Faction:<Sept>, T'au Empire
  • HQ, Infantry, XV46 Vanguard Void Suit, Battlesuit, Jet Pack, Character, XV46-4 Vanguard Void Suit, Commander

Keywords (DX-11 Exploratory Drone):

  • Faction:<Sept>, T'au Empire
  • HQ, Drone, DX-11 Exploratory Drone, Fly


Commander in XV81 Crisis Battlesuit

This unit contains 1 Commander in XV81 Crisis Battlesuit (Power Rating 5). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV81 Crisis Battlesuit 8" 3+ 2+ 5 5 6 4 9 3+

Wargear:

  • Burst Cannon
  • Smart Missile System

Special Rules:

  • For The Greater Good
  • Manta Strike
  • Master of War

Options:

  • This model may replace its Burst Cannon with one item from the Ranged Weapons and/or Support Systems lists.
  • This model may take one additional item from the Ranged Weapons and/or Support Systems lists.
  • This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV81 Crisis Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character


Commander in XV84 Crisis Battlesuit

This unit contains 1 Commander in XV84 Crisis Battlesuit (Power Rating 5). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV84 Crisis Battlesuit 8" 3+ 2+ 5 5 6 4 9 3+

Wargear:

  • Burst Cannon
  • Target Lock

Special Rules:

  • For The Greater Good
  • Manta Strike
  • Master of War
  • Networked Markerlight

Options:

  • This model may replace its Burst Cannon with one item from the Ranged Weapons and/or Support Systems lists.
  • This model may take one additional item from the Ranged Weapons and/or Support Systems lists.
  • This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV84 Crisis Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character


Commander in XV85 Enforcer Battlesuit

This unit contains 1 Commander in XV85 Enforcer Battlesuit (Power Rating 5). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV85 Enforcer Battlesuit 8" 3+ 2+ 5 5 5 4 9 3+

Wargear:

  • Burst Cannon
  • Missile Pod

Special Rules:

  • For The Greater Good
  • Manta Strike
  • Master of War

Options:

  • This model may replace its Burst Cannon and its Missile Pod with two items from the Ranged Weapons and/or Support Systems lists.
  • This model may take up to two additional items from the Ranged Weapons and/or Support Systems lists.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV85 Enforcer Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character


Commander in XV86 Coldstar Battlesuit

This unit contains 1 Commander in XV86 Coldstar Battlesuit (Power Rating 6). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV86 Coldstar Battlesuit 20" 3+ 2+ 5 5 5 4 9 3+

Wargear:

  • High-output Burst Cannon
  • Missile Pod

Special Rules:

  • For The Greater Good
  • Manta Strike
  • Master of War
  • XV86 Coldstar Battlesuit: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.

Options:

  • This model may replace its High-output Burst Cannon and/or its Missile Pod with two items from the Ranged Weapons and/or Support Systems lists.
  • This model may take up to two additional items from the Ranged Weapons and/or Support Systems lists.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV86 Coldstar Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character


Commander in XV88 Broadside Battlesuit

This unit contains 1 Commander in XV88 Broadside Battlesuit (Power Rating 8). This model may be accompained by up to 2 MV8 Missile Drones (Power Rating +2) or up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV88 Broadside Battlesuit 5" 3+ 2+ 5 5 6 3 9 2+
MV8 Missile Drone 8" 5+ 5+ 4 4 1 1 6 4+

Wargear (Commander in XV88 Broadside Battlesuit):

  • Heavy Rail Rifle
  • Two Smart Missile Systems

Wargear (MV8 Missile Drone):

  • Missile Pod

Special Rules (Commander in XV88 Broadside Battlesuit):

  • For The Greater Good
  • Master of War
  • Stabilising Feet:A Commander in XV88 Broadside Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A Commander in XV88 Broadside Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.

Special Rules (MV8 Missile Drone):

  • Drone Support
  • For The Greater Good
  • Saviour Protocols

Options:

  • This model may swap its Heavy Rail Rifle for two High-yield Missile Pods - 50 pts.
  • This model may swap its two Smart Missile Systems for two Plasma Rifles - 16 pts.
  • This model may take a Seeker Missile - 5 pts.
  • This model may take two items from the Support Systems list.

Keywords (XV88 Broadside Battlesuit):

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV88 Broadside Battlesuit, Battlesuit, Character, Commander

Keywords (MV8 Missile Drone):

  • Faction:<Sept>, T'au Empire
  • HQ, MV8 Missile Drone, Drone, Fly


Commander in XV89 Crisis Battlesuit

This unit contains 1 Commander in XV89 Crisis Battlesuit (Power Rating 5). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV89 Crisis Battlesuit 5" 4+ 2+ 5 5 6 2 9 2+

Wargear:

  • Burst Cannon
  • Missile Pod

Special Rules:

  • For The Greater Good
  • Master of War

Options:

  • This model may replace its Burst Cannon and its Missile Pod with two items from the Ranged Weapons list.
  • This model may take up to three additional items from the Support Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Commander in XV89 Crisis Battlesuit, Battlesuit, Commander, Character


Commander in XV104 Riptide Battlesuit

This unit contains 1 Commander in XV104 Riptide Battlesuit (Power Rating 13). This model may be accompained by up to 2 Tactical Drones (Power Rating +1) or by up to 2 MV84 Shielded Missile Drones (Power Rating +2). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
Commander in XV104 Riptide Battlesuit * 3+ * 6 7 14 * 8 2+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
7-14+ 12" 2+ 4
4-6 8" 3+ 3
1-3 4" 4+ 2

Wargear (Commander in XV104 Riptide Battlesuit):

  • Heavy Burst Cannon
  • Two Smart Missile Systems

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod

Special Rules (Commander in XV104 Riptide Battlesuit):

  • For The Greater Good
  • Master of War
  • Riptide Class Nova Reactor: In your Movement phase you can choose to use this model's Nova Reactor. If you do, this 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 (even if it doesn't declare a charge).
  • Nova-charge: Choose for either of 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.
  • Riptide Shield Generator

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Options:

  • This model may replace its Heavy Burst Cannon for an Ion Accelerator - 50 pts.
  • This model may replace its two Smart Missile Systems for one of the following:
-Two Fusion Blasters - 36 pts.
-Two Plasma Rifles - 16 pts.
  • This model may take three items from the Support Systems list.

Keywords (Commander in XV104 Riptide Battlesuit):

  • Faction:<Sept>, T'au Empire
  • HQ, Monster, Commander in XV104 Riptide Battlesuit, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • HQ, Drone, MV84 Shielded Missile Drone, Fly


Ethereal

This unit contains 1 Ethereal (Power Rating 2). This model may be accompained by up to 2 Tactical Drones (Power Rating +1).

Name M WS BS S T W A Ld Sv
Ethereal 6" 3+ 4+ 3 3 4 3 9 5+

Wargear:

  • Honour Blade

Special Rules:

  • Failure Is Not An Option
  • Invocation Of The Elements

Upgrades:

  • Hover Drone

Options:

  • This model may take the Hover Drone upgrade - 5 pts.
  • This model may take any of the following:
-Homing Beacon - 20 pts.
-Pulse Pistol - 1 pts.
  • This model may replace its Honour Blade for a pair of Equalizers - 1 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • HQ, Ethereal, Infantry, Character


Aun'Shi

This unit contains 1 Aun'Shi (Power Rating 3). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Aun'Shi 6" 2+ 4+ 3 3 5 5 9 -

Wargear:

  • Honour Blade
  • Shield Generator

Special Rules:

  • Blademaster
  • Failure Is Not An Option
  • Hero of the Empire: 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 from the same <Sept> as this model.
  • Invocation Of The Elements

Warlord Trait: If this model is your Warlord, it has the Academy Luminary Warlord Trait.

Keywords:

  • Faction:Vior'la Sept, T'au Empire
  • HQ, Ethereal, Infantry, Character, Aun'Shi


Aun'Va

This unit contains 1 Aun'Va and 2 Ethereal Guards (Power Rating 4). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Aun'Va 6" 6+ 4+ 2 3 6 1 9 5+
Ethereal Guard 6" 3+ 3+ 3 3 2 3 9 5+

Wargear (Ethereal Guard):

  • Honour Blade

Special Rules (Aun'Va):

  • Failure Is Not An Option
  • Grand Invocation Of The Elements
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Paradox of Duality
  • Supreme Loyalty

Warlord Trait (Aun'Va): If this model is your Warlord, it has the Through Unity, Devastation Warlord Trait.

Keywords (Aun'Va):

  • Faction:T'au Sept, T'au Empire
  • HQ, Ethereal, Infantry, Character, Aun'Va

Keywords (Ethereal Guard):

  • Faction:T'au Sept, T'au Empire
  • HQ, Ethereal Guard, Infantry, Character


Commander Farsight

This unit contains 1 Commander Farsight (Power Rating 6). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Commander Farsight 8" 2+ 2+ 5 5 6 4 9 3+

Wargear:

  • Dawn Blade
  • High-Intensity Plasma Rifle

Special Rules:

  • For The Greater Good
  • Genius of Mont'ka
  • Manta Strike
  • Master of War
  • Shield Generator
  • Way of the Short Blade

Warlord Trait: If this model is your Warlord, it has the Aggressive Tactician Warlord Trait.

Keywords:

  • Faction:Farsight Enclaves, T'au Empire
  • HQ, Commander Farsight, Fly, Battlesuit, Jet Pack, Commander, Character


Commander Shadowsun

This unit contains 1 Commander Shadowsun (Power Rating 6). This model is accompained by 1 MV62 Command Drone and 1 MV37 Advanced Guardian Drone. Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Commander Shadowsun 8" 3+ 2+ 4 4 5 4 9 3+
MV37 Advanced Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV62 Command-link Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (Commander Shadowsun):

  • Flechette Launcher
  • Light Missile Pod
  • Pulse Pistol
  • Two High-energy Fusion Blaster

Special Rules (Commander Shadowsun):

  • Defender of the Greater Good
  • For The Greater Good
  • Genius of Kauyon
  • Infiltrator
  • Master of War
  • Hero of the Empire: 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 from the same <Sept> as this model.
  • XV22 Stealth Field: This model has a 5+ invulnerable save. In addition, your opponent must subtract 2 from all hit rolls for attacks that target Shadowsun or her accompanying drones.

Special Rules (MV37 Advanced Guardian Drone):

  • Advanced Guardian Field
  • Drone Support
  • For The Greater Good
  • Saviour Protocols

Special Rules (MV62 Command-link Drone):

  • Command-link Drone
  • Drone Support
  • For The Greater Good
  • Saviour Protocols

Warlord Trait (Commander Shadowsun): If this model is your Warlord, it has the Master of Kauyon Warlord Trait.

Keywords (Commander Shadowsun):

  • Faction:T'au Sept, T'au Empire
  • HQ, Infantry, Fly, Battlesuit, Jet Pack, Character, Commander Shadowsun, Commander

Keywords (MV37 Advanced Guardian Drone):

  • Faction:T'au Sept, T'au Empire
  • HQ, Drone, MV37 Advanced Guardian Drone, Fly

Keywords (MV62 Command-link Drone):

  • Faction:T'au Sept, T'au Empire
  • HQ, Drone, MV62 Command-link Drone, Fly


Darkstrider

This unit contains 1 Darkstrider (Power Rating 2). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Darkstrider 7" 3+ 2+ 3 3 5 3 8 5+

Wargear:

  • Markerlight
  • Photon Grenades
  • Pulse Carbine

Special Rules:

  • Fighting Retreat: During the enemy Assault phase, friendly T'au Sept Infantry units within 6" of Darkstrider can consolidate D6" in any direction after firing Overwatch (before rolls for charge range are made). In addition, such units in the Shooting phase may attack with ranged weapons even if they Fell Back this turn.
  • For The Greater Good
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Structural Analyzer
  • Vanguard

Warlord Trait: If this model is your Warlord, it has the A Ghost Walks Among Us Warlord Trait.

Keywords:

  • Faction:T'au Sept, T'au Empire
  • HQ, Darkstrider, Infantry, Character


Gue'Ron'Vesa Keenblade

This unit contains 1 Gue'Ron'Vesa Keenblade (Power Rating 4). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Gue'Ron'Vesa Keenblade 6" 2+ 2+ 4 4 6 4 9 2+

Wargear:

  • Dusk Blade
  • Pulse Blaster

Special Rules:

  • For The Greater Good
  • Heretic Traitor: Enemy Imperium units may re-roll wound rolls of 1 when attacking this unit.
  • Renegade Exemplar: Friendly Farsight Enclaves GUE'VESA units within 12" of this model may use its Leadership characteristic instead of their own when taking Morale tests. In addition, roll a die each time a friendly Farsight Enclaves GUE'VESA unit within 12" of this model loses a wound; on a 5+ that wound is not lost. Finally, Farsight Enclaves GUE'VESA units within 12" of this model count as having the Bonding Knife Ritual special rule.
  • Shield Generator

Warlord Trait: If this model is your Warlord, it has the Blooded Through War Warlord Trait.

Keywords:

  • Faction:Farsight Enclaves, T'au Empire
  • HQ, Gue'Ron'Vesa Keenblade, Infantry, Character


Longstrike

This unit contains 1 Longstrike (Power Rating 9). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Longstrike * 6+ * 6 7 13 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
7-13+ 12" 2+ 3
4-6 6" 3+ D3
1-3 3" 4+ 1

Wargear (Longstrike):

  • Railgun

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (Longstrike):

  • Attached Drones
  • Blacksun Filter: This model doesn't suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid.
  • 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 D3 mortal wounds.
  • Fire Caste Exemplar
  • For The Greater Good
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Hover Tank
  • Tank Ace
  • XV02 Battlesuit

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Options:

  • This model may replace its Railgun for one of the followings:
-Ion Cannon - 35 pts.
-Two High-yield Missile Pods - 50 pts.
-Twin Fusion Cannon - 30 pts.
-Twin Swiftstrike Burst Cannon - 35 pts.
-Twin T'au Plasma Cannon - 35 pts.
  • This model may replace its two MV1 Gun Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Smart Missile Systems - 30 pts.
  • This model may take up to two Seeker Missiles - 5 pts./missile
  • This model may take up to three items from the Vehicle Battle Systems list.

Warlord Trait: If this model is your Warlord, it has the Precision of the Hunter Warlord Trait.

Keywords (Longstrike):

  • Faction:T'au Sept, T'au Empire
  • HQ, Vehicle, Longstrike, Fly, Hammerhead Gunship, Character

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • HQ, Drone, MV1 Gun Drone, Fly


Shas'O Kais

This unit contains 1 Shas'O Kais and 2 MV4 Battle Drones (Power Rating 6). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Shas'O Kais 8" 3+ 2+ 4 5 6 3 9 2+
MV4 Battle Drone 8" 5+ 4+ 3 4 1 1 6 4+

Wargear (Shas'O Kais):

  • Fusion Blaster
  • Plasma Rifle
  • Two Missile Pods

Wargear (MV4 Battle Drone):

  • Two Pulse Carbines

Special Rules (Shas'O Kais):

  • Camouflage Field: Your opponent must subtract 1 from all hit rolls that target this model.
  • For The Greater Good
  • Genius Of Monat: If there are no friendly T'au Empire Infantry or Battlesuit models within 12" of this model, it may re-roll all failed to hit and to wound rolls as well as any saving throws.
  • Gravity Shield Generator: This model has a 5+ invulnerable save. This is increased to a 3+ invulnerable save against attacks generating within 12" of this model.
  • Hero of the Empire: 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 from the same <Sept> as this model.
  • Manta Strike
  • Master of War

Special Rules (MV4 Battle Drone):

  • Drone Support
  • For The Greater Good
  • Saviour Protocols
  • Wide Range Comms Relay:

Warlord Trait (Shas'O Kais): If this model is your Warlord, it has the A Ghost Walks Among Us Warlord Trait.

Keywords (Shas'O Kais):

  • Faction:T'au Sept, T'au Empire
  • HQ, Infantry, Fly, Battlesuit, Jet Pack, Character, Shas'O Kais, Commander

Keywords (MV4 Battle Drone):

  • Faction:T'au Sept, T'au Empire
  • HQ, Drone, MV4 Battle Drone, Fly


Shas'O Man'ot

This unit contains 1 Shas'O Man'ot and 2 MV84 Shielded Missile Drones (Power Rating 9). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Shas'O Man'ot 5" 4+ 2+ 6 7 9 3 9 2+
MV84 Shielded Missile Drone 8" 5+ 5+ 4 4 1 1 6 4+

Wargear (Shas'O Man'ot):

  • Shield Generator
  • Stimulant Injectors
  • Two High-acceleration Rail Rifles
  • Velocity Tracker

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod

Special Rules (Shas'O Man'ot):

  • For The Greater Good
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Master of War
  • Stabilising Feet: Shas'O Man'ot may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. Shas'O Man'ot can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Warlord Trait (Shas'O Man'ot): If this model is your Warlord, it has the Seeker of Perfection Warlord Trait.

Keywords (Shas'O Man'ot):

  • Faction:Bork'an, T'au Empire
  • HQ, Shas'O Man'ot, Battlesuit, Character, Commander

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • HQ, Drone, MV84 Shielded Missile Drone, Fly


Sash'O R'alai

This unit contains 1 Sash'O R'alai and 2 Blacklight Marker Drones (Power Rating 7). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Sash'O R'alai 8" 3+ 2+ 5 6 8 4 9 3+
Blacklight Marker Drone 8" 3+ 5+ 3 4 1 1 6 4+

Wargear (Sash'O R'alai):

  • Drone Controller
  • Experimental Pulse Submunitions Rifle

Wargear (Blacklight Marker Drone):

  • Markerlight

Special Rules (Sash'O R'alai):

  • 'Eclips' Shield Generator
  • For The Greater Good
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Manta Strike
  • Master of War
  • Photon Caster
  • The Assassin: When targeting enemy Characters, Shas'o R'alai may re-roll all failed hit and wound rolls.

Special Rules (Blacklight Marker Drone):

  • Blacksun Filter: This model doesn't suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid.
  • Drone Support
  • For The Greater Good
  • Saviour Protocols
  • Stable Platform

Warlord Trait (Sash'O R'alai): If this model is your Warlord, it has the Through Boldness, Victory Warlord Trait.

Keywords (Sash'O R'alai):

  • Faction:Ke'lshan, T'au Empire
  • HQ, Fly, Battlesuit, Jet Pack, Character, Sash'O R'alai, Commander

Keywords (Blacklight Marker Drone):

  • Faction:Ke'lshan, T'au Empire
  • HQ, Drone, Blacklight Marker Drone, Fly


Shas'O R'myr

This unit contains 1 Shas'o R'myr (Power Rating 6). This model may be accompained by up to 2 Tactical Drones (Power Rating +1). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Shas'O R'myr 8" 3+ 2+ 5 5 6 4 9 3+

Wargear:

  • Double-barrelled Plasma Rifle
  • Miniaturised Flechette Pod

Special Rules:

  • For The Greater Good
  • Hero of the Empire: This model can be included in a T'au Empire Detachment (for the exception of a Farsight Enclaves 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 from the same <Sept> as this model.
  • Manta Strike
  • Master of War
  • Upgraded Shield Generator
  • Vengeance: Shas'o R'myr may re-roll failed hit and wound rolls of 1 when targeting Imperium units.

Warlord Trait: If this model is your Warlord, it has the Through Boldness, Victory Warlord Trait.

Keywords:

  • Faction:Dal'yth, T'au Empire
  • HQ, Shas'O R'myr, Fly, Battlesuit, Jet Pack, Commander, Character

Troops

Fire Warrior Breacher Team

This unit contains 5 Fire Warriors (Power Rating 2). It can include up to 5 more Fire Warriors (Power Rating +2), up to 10 more Fire Warriors (Power Rating +4) or up to 15 more Fire Warriors (Power Rating +6). This may be accompained by up to 2 Tactical Drones (Power Rating +1) or by 1 Tactical Drone and 1 MV36 Guardian Drone (Power Rating +1)

Name M WS BS S T W A Ld Sv
Fire Warrior 6" 5+ 4+ 3 3 1 1 6 4+
Fire Warrior Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+
DS8 Tactical Support Turret - - 4+ 3 3 1 0 4 4+
MV36 Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (Fire Warrior):

  • Photon Grenades
  • Pulse Blaster

Special Rules (Fire Warrior):

  • Bonding Knife Ritual
  • For The Greater Good

Special Rules (MV36 Guardian Drone):

  • Drone Support
  • For The Greater Good
  • Guardian Field: Guardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save.
  • Saviour Protocols

Options:

  • A model may be upgraded to a Fire Warrior Shas'ui - free
  • Any model may take a Pulse Pistol - 1 pts.
  • For every three models in the unit, one model may replace its Pulse Blaster for a Flamer - 2 pts.
  • This unit may take a DS8 Tactical Support Turret and equipped it with one of the following:
-High-output Burst Cannon - 15 pts.
-Missile Pod - 15 pts.
-Plasma Rifle - 8 pts.
-Smart Missile System - 15 pts.

Keywords (Fire Warrior):

  • Faction:<Sept>, T'au Empire
  • Troops, Fire Warriors, Breacher Team, Infantry

Keywords (MV36 Guardian Drone):

  • Faction:<Sept>, T'au Empire
  • Troops, Drone, MV36 Guardian Drone, Fly


Fire Warrior Strike Team

This unit contains 5 Fire Warriors (Power Rating 2). It can include up to 5 more Fire Warriors (Power Rating +2), up to 10 more Fire Warriors (Power Rating +4) or up to 15 more Fire Warriors (Power Rating +6). This may be accompained by up to 2 Tactical Drones (Power Rating +1) or by 1 Tactical Drone and 1 MV36 Guardian Drone (Power Rating +1)

Name M WS BS S T W A Ld Sv
Fire Warrior 6" 5+ 4+ 3 3 1 1 6 4+
Fire Warrior Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+
DS8 Tactical Support Turret - - 4+ 3 3 1 0 4 4+
MV36 Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (Fire Warrior):

  • Photon Grenades
  • Pulse Rifle

Special Rules (Fire Warrior):

  • Bonding Knife Ritual
  • For The Greater Good

Special Rules (MV36 Guardian Drone):

  • Drone Support
  • For The Greater Good
  • Guardian Field: Guardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save.
  • Saviour Protocols

Options:

  • A model may be upgraded to a Fire Warrior Shas'ui - free
  • Any model may take a Pulse Pistol - 1 pts.
  • Any model may replace it Pulse Rifle for a Pulse Carbine - free
  • This unit may take a DS8 Tactical Support Turret and equipped it with one of the following:
-High-output Burst Cannon - 15 pts.
-Missile Pod - 15 pts.
-Plasma Rifle - 8 pts.
-Smart Missile System - 15 pts.

Keywords (Fire Warrior):

  • Faction:<Sept>, T'au Empire
  • Troops, Fire Warriors, Strike Team, Infantry

Keywords (MV36 Guardian Drone):

  • Faction:<Sept>, T'au Empire
  • Troops, Drone, MV36 Guardian Drone, Fly


Gue'vesa Breacher Team

This unit contains 5 Gue'vesas (Power Rating 2). It can include up to 5 more Gue'vesas (Power Rating +2), up to 10 more Gue'vesas (Power Rating +3) or up to 15 more Gue'vesas (Power Rating +4).

Name M WS BS S T W A Ld Sv
Gue'vesa 6" 5+ 4+ 3 3 1 1 6 5+
DS8 Tactical Support Turret - - 4+ 3 3 1 0 4 4+

Wargear:

  • Photon Grenades
  • Pulse Blaster

Special Rules:

  • For The Greater Good
  • Heretic Traitors: Enemy Imperium units may re-roll wound rolls of 1 when attacking this unit.

Options:

  • Any model may take a Pulse Pistol - 1 pts.
  • For every three models in the unit, one model may replace its Pulse Blaster for a Flamer - 2 pts.
  • This unit may take a DS8 Tactical Support Turret and equip it with one of the following:
-High-output Burst Cannon - 15 pts.
-Missile Pod - 15 pts.
-Plasma Rifle - 15 pts.
-Smart Missile System - 15 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Troops, Gue'vesa Breacher Team, Breacher Team, Infantry, Gue'vesa


Gue'vesa Strike Team

This unit contains 5 Gue'vesas (Power Rating 2). It can include up to 5 more Gue'vesas (Power Rating +2), up to 10 more Gue'vesas (Power Rating +3) or up to 15 more Gue'vesas (Power Rating +4).

Name M WS BS S T W A Ld Sv
Gue'vesa 6" 5+ 4+ 3 3 1 1 6 5+
DS8 Tactical Support Turret - - 4+ 3 3 1 0 4 4+

Wargear:

  • Photon Grenades
  • Pulse Rifle

Special Rules:

  • For The Greater Good
  • Heretic Traitors: Enemy Imperium units may re-roll wound rolls of 1 when attacking this unit.

Options:

  • Any model may take a Pulse Pistol - 1 pts.
  • Any model may replace it Pulse Rifle for a Pulse Carbine - free
  • This unit may take a DS8 Tactical Support Turret and equip it with one of the following:
-High-output Burst Cannon - 15 pts.
-Missile Pod - 15 pts.
-Plasma Rifle - 15 pts.
-Smart Missile System - 15 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Troops, Gue'vesa Strike Team, Strike Team, Infantry, Gue'vesa

Elites

DX-4 Technical Drones

This unit contains 2 DX-4 Technical Drones (Power Rating 2). It can include up to 8 more DX-4 Technical Drones (Power Rating +1 for each drone)

Name M WS BS S T W A Ld Sv
DX-4 Technical Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear:

  • Defensive Charge

Special Rules:

  • For The Greater Good
  • Multi-function Surveyor
  • Saviour Protocols

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, Drone, DX-4 Technical Drones, Fly


Firesight Marksman

This unit contains 1 Firesight Marksman (Power Rating 1).

Name M WS BS S T W A Ld Sv
Firesight Marksman 5" 5+ 3+ 3 3 3 2 7 4+

Wargear:

  • Drone Controller
  • Markerlight
  • Pulse Pistol

Special Rules:

  • For the Greater Good
  • Marksman Stealth Field

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, Firesight Marksman, Infantry, Character


XV8 Crisis Battlesuits

This unit contains 3 XV8 Crisis Battlesuits (Power Rating 5). It can include up to 3 more XV8 Crisis Battlesuits (Power Rating +5) or up to 6 more XV8 Crisis Battlesuits (Power Rating +10). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones)

Name M WS BS S T W A Ld Sv
XV8 Crisis Battlesuit Shas'ui 8" 5+ 3+ 5 5 3 2 7 3+
XV8 Crisis Battlesuit Shas'vre 8" 5+ 3+ 5 5 3 3 8 3+

Wargear:

  • Burst Cannon

Special Rules:

  • Bonding Knife Ritual
  • For The Greater Good
  • Manta Strike

Options:

  • A model may be upgraded to an XV8 Crisis Battlesuit Shas'vre - free
  • Any model may replace its Burst Cannon with up to three items from the Ranged Weapons and/or Support Systems.
  • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit, increasing that model's Save characteristic to 2+. - 10 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, XV8 Crisis Battlesuits, Fly, Battlesuit, Jet Pack


XV8 Crisis Bodyguards

This unit contains 3 XV8 Crisis Bodyguards (Power Rating 6). It can include up to 3 more XV8 Crisis Bodyguards (Power Rating +6) or up to 6 more XV8 Crisis Bodyguards (Power Rating +12). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones)

Name M WS BS S T W A Ld Sv
XV8 Crisis Bodyguard 8" 5+ 3+ 5 5 3 3 8 3+

Wargear:

  • Burst Cannon

Special Rules:

  • Bonding Knife Ritual
  • For The Greater Good
  • Manta Strike
  • Sworn Protectors

Options:

  • Any model may replace its Burst Cannon with up to three items from the Ranged Weapons and/or Support Systems.
  • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit, increasing that model's Save characteristic to 2+. - 10 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, XV8 Crisis Bodyguards, Fly, Battlesuit, Jet Pack


XV9 Hazard Battlesuit

This unit contains 1 XV9 Hazard Battlesuit (Power Rating 4). It contain 1 additional XV9 Hazard Battlesuit (Power Rating +4), 2 additional XV9 Hazard Battlesuits (Power Rating +8), 3 additional XV9 Hazard Battlesuits (Power Rating +12), 4 additional XV9 Hazard Battlesuits (Power Rating +16) or 5 additional XV9 Hazard Battlesuits (Power Rating +20). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones).

Name M WS BS S T W A Ld Sv
XV9 Hazard Battlesuit 8" 5+ 3+ 5 5 5 3 8 3+

Wargear:

  • Two Double-barrelled Burst Cannons

Special Rules:

  • Bonding Knife Ritual
  • For The Greater Good
  • Manta Strike
  • Photon Casters

Options:

  • Any model may one item from the Support Systems list.
  • Any model may replace one or both of its Double-barrelled Burst Cannons for one of the following:
-Fusion Cascade - 35 pts.
-Phased Ion Gun - 12 pts.
-Pulse Submunitions Rifle - 12 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, XV9 Hazard Battlesuits, Fly, Battlesuit, Jet Pack


XV15 Stealth Battlesuits

This unit contains 3 XV15 Stealth Battlesuits (Power Rating 3). It can include up to 3 more XV15 Stealth Battlesuits (Power Rating +3) or up to 6 more XV15 Stealth Battlesuits (Power Rating +6). The may be accompained by up to 2 Tactical Drones (Power Rating +1)

Name M WS BS S T W A Ld Sv
XV15 Stealth Battlesuit Shas'ui 12" 5+ 3+ 4 4 1 2 7 4+
XV15 Stealth Battlesuit Shas'vre 12" 5+ 3+ 4 4 1 3 8 4+

Wargear:

  • Burst Cannon
  • Markerlight

Special Rules:

  • Bonding Knife Ritual
  • Camouflage Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.
  • For The Greater Good
  • Infiltrator

Options:

  • A model may be upgraded to an XV15 Stealth Battlesuits Shas'vre - free
  • The Shas'vre may take a Target Lock - 9 pts.
  • The unit may take a Homing Beacon - 20 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, XV15 Stealth Battlesuits, Fly, Battlesuit, Jet Pack, Infantry


XV25 Stealth Battlesuits

This unit contains 3 XV25 Stealth Battlesuits (Power Rating 4). It can include up to 3 more XV25 Stealth Battlesuits (Power Rating +4) or up to 6 more XV25 Stealth Battlesuits (Power Rating +8). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones)

Name M WS BS S T W A Ld Sv
XV25 Stealth Battlesuit Shas'ui 8" 5+ 3+ 4 4 2 2 7 3+
XV25 Stealth Battlesuit Shas'vre 8" 5+ 3+ 4 4 2 3 8 3+

Wargear:

  • Burst Cannon

Special Rules:

  • Bonding Knife Ritual
  • Camouflage Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit. If this unit is in cover, your opponent must subtract 2 from all hit rolls for attacks that target this unit instead.
  • For The Greater Good
  • Infiltrator

Options:

  • A model may be upgraded to an XV25 Stealth Battlesuits Shas'vre - free
  • The Shas'vre may take a Markerlight and Target Lock - 9 pts.
  • Any model may take one item from the Support Systems list.
  • For every three models in the unit, one model may replace its burst cannon for a Fusion Blaster - 10 pts.
  • The unit may take a Homing Beacon - 20 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Elites, XV25 Stealth Battlesuits, Fly, Battlesuit, Jet Pack, Infantry


XV46 Vanguard Void Suit

This unit contains 1 XV46 Vanguard Void Suit Shas'ui and 1 DX-11 Exploratory Drone (Power Rating 6). It can cointain 1 additional XV46 Vanguard Void Suit Shas'ui and 1 additional DX-11 Exploratory Drone (Power Rating +6) or 2 additional XV46 Vanguard Void Suits Shas'ui and 2 additional DX-11 Exploratory Drone (Power Rating +12). Only one of this unit may be taken for each of your Detachments.

Name M WS BS S T W A Ld Sv
XV46 Vanguard Void Suit Shas'ui 8" 5+ 3+ 4 5 3 1 7 2+
XV46 Vanguard Void Suit Shas'vre 8" 5+ 3+ 4 5 3 2 8 2+
DX-11 Exploratory Drone 12" 5+ 5+ 4 4 1 1 6 3+

Wargear (XV46 Vanguard Void Suit):

  • Flame Projector
  • Fusion Cutter
  • High-output Burst Cannon
  • Photon Grenades Launcher

Wargear (DX-11 Exploratory Drone):

  • Pulse Carbine

Special Rules (XV46 Vanguard Void Suit):

  • Bonding Knife Ritual
  • Electric Engagement Countermeasures: Roll a D6 for each enemy unit that is within 1" of this model at the start of the Fight phase. On a 4+ that unit suffers D3 mortal wounds.
  • For The Greater Good
  • Grav-repulsive Waves: Enemy units charging this unit or another T'au Empire unit within 3" of this model reduce their charge distance by D3".
  • Manta Strike

Special Rules (DX-11 Exploratory Drone):

  • Drone Support
  • Enemy Spotter: Enemy units do not receive the benefit of cover when attacked by an XV46 Vanguard Void Suit if they are within 12" and in line of sight of a DX-11 Exploratory Drone.
  • For The Greater Good
  • Saviour Protocols

Options:

  • A model may be upgraded to an XV46 Vanguard Void Suit Shas'vre - free
  • Any model may take one item from the Support Systems list.

Keywords (XV46 Vanguard Void Suit):

  • Faction:<Sept>, T'au Empire
  • Elites, Infantry XV46 Vanguard Void Suit, Battlesuit, Jet Pack

Keywords (DX-11 Exploratory Drone):

  • Faction:<Sept>, T'au Empire
  • Elites, Drone, DX-11 Exploratory Drone, Fly


XV95 Ghostkeel Battlesuits

This unit contains 1 XV95 Ghostkeel Battlesuit and 2 MV5 Stealth Drones (Power Rating 6). It can cointain 1 additional XV95 Ghostkeel Battlesuit and 2 additional MV5 Stealth Drones (Power Rating +6) or 2 additional XV95 Ghostkeel Battlesuits and 2 additional MV5 Stealth Drones (Power Rating +12).

Name M WS BS S T W A Ld Sv
XV95 Ghostkeel Battlesuit * 5+ * 6 6 10 * 8 3+
MV5 Stealth Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
6-10+ 12" 3+ 3
3-5 8" 4+ 2
1-2 4" 5+ 1

Wargear (XV95 Ghostkeel Battlesuit):

  • Fusion Collider
  • Two Flamers

Special Rules (XV95 Ghostkeel Battlesuit):

  • For The Greater Good
  • Ghostkeel Electrowarfare Suite
  • Infiltrator

Special Rules (MV5 Stealth Drone):

  • Drone Support
  • For The Greater Good
  • Saviour Protocols
  • Stealth Field

Options:

  • Any model may replace its Fusion Collider for a Cyclic Ion Raker - 32 pts.
  • Any model may replace its two Flamers for one of the following:
-Two Burst Cannons - 16 pts.
-Two Fusion Blasters - 36 pts.
  • Any model may take two items from the Support Systems list.

Keywords (XV95 Ghostkeel Battlesuit):

  • Faction:<Sept>, T'au Empire
  • Elites, Monster XV95 Ghostkeel Battlesuit, Fly, Battlesuit, Jet Pack

Keywords (MV5 Stealth Drone):

  • Faction:<Sept>, T'au Empire
  • Elites, Drone, MV5 Stealth Drone, Fly


XV104 Riptide Battlesuits

This unit contains 1 XV104 Riptide Battlesuit (Power Rating 13). It can cointain 1 additional XV104 Riptide Battlesuit (Power Rating +13) or 2 additional XV104 Riptide Battlesuits (Power Rating +26). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones) or by up to 2 MV84 Shielded Missile Drones (Power Rating +2 for each model accompaigned by drones).

Name M WS BS S T W A Ld Sv
XV104 Riptide Battlesuit * 5+ * 6 7 14 * 8 2+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
7-14+ 12" 3+ 4
4-6 8" 4+ 3
1-3 4" 5+ 2

Wargear (XV104 Riptide Battlesuit):

  • Heavy Burst Cannon
  • Two Smart Missile Systems

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod
  • Shield Generator

Special Rules (XV104 Riptide Battlesuit):

  • For The Greater Good
  • Riptide Class Nova Reactor: In your Movement phase you can choose to use this model's Nova Reactor. If you do, this 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 (even if it doesn't declare a charge).
  • Nova-charge: Choose for either of 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.
  • Riptide Shield Generator

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Options:

  • Any model may replace its Heavy Burst Cannon for an Ion Accelerator - 50 pts.
  • Any model may replace its two Smart Missile Systems for one of the following:
-Two Fusion Blasters - 36 pts.
-Two Plasma Rifles - 16 pts.
  • Any model may take two items from the Support Systems list.

Keywords (XV104 Riptide Battlesuit):

  • Faction:<Sept>, T'au Empire
  • Elites, Monster, XV104 Riptide Battlesuit, Fly, Battlesuit, Jet Pack

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • Elites, Drone, MV84 Shielded Missile Drone, Fly

Fast Attacks

DX-13 Aerial Drone Mines

This unit contains 2 DX-13 Aerial Drone Mines (Power Rating 2). It can include up to 4 more DX-4 Technical Drones (Power Rating +1 for each drone)

Name M WS BS S T W A Ld Sv
DX-13 Aerial Drone Mine 12" 5+ 5+ 3 4 1 1 6 4+

Special Rules:

  • Explosive Charge: Whenever a DX-13 Aerial Drone Mine finds itself (whether it be during any phase of any player) within 3" of an enemy unit with the Fly keyword, it explodes. Roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts 2D3 mortal wounds on that unit. If the enemy unit has the Flyer keyword, double the amount of mortal wounds it suffers. The DX-13 Aerial Drone Mine is then destroyed.
  • For The Greater Good

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Drone, DX-13 Aerial Drone Mines, Fly


Pathfinder Team

This unit contains 5 Pathfinders (Power Rating 2). It can include up to 5 more Pathfinders (Power Rating +2), up to 10 more Pathfinders (Power Rating +4) or up to 15 more Pathfinders (Power Rating +6). This may be accompained by up to 2 Tactical Drones (Power Rating +1) and or 1 MB3 Recon Drone (Power Rating +1) and up to 2 Support Drones: 1 MV31 Pulse Accelerator Drone and/or 1 MV33 Grav-inhibitor Drone (Power Rating +1)

Name M WS BS S T W A Ld Sv
Pathfinder 7" 5+ 4+ 3 3 1 1 6 5+
Pathfinder Shas'ui 7" 5+ 4+ 3 3 1 2 7 5+
MB3 Recon Drone 8" 5+ 5+ 4 4 2 1 6 4+
MV31 Pulse Accelerator Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV33 Grav-inhibitor Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (Pathfinder):

  • Markerlight
  • Photon Grenades
  • Pulse Carbine

Wargear (MB3 Recon Drone):

  • Burst Cannon

Special Rules (Pathfinder):

  • Bonding Knife Ritual
  • For The Greater Good
  • Vanguard

Special Rules (MB3 Recon Drone):

  • Drone Support
  • For The Greater Good
  • Recon Suite
  • Saviour Protocols

Special Rules (MV31 Pulse Accelerator Drone):

  • Drone Support
  • Pulse Accelerator
  • Saviour Protocols

Special Rules (MV33 Grav-inhibitor Drone):

  • Drone Support
  • Gravity Wave Projector
  • Saviour Protocols

Options:

  • A model may be upgraded to a Pathfinder Shas'ui - free
  • Any model may take a Pulse Pistol - 1 pts.
  • For every five models in the unit, up to three models may replace their Pulse Carbine for one of the following:
-Burst Rifle - 4 pts.
-EMP Blaster - 8 pts.
-Flamer - 2 pts.
-Fusion Rifle - 10 pts.
-Ion Rifle - 4 pts.
-Rail Rifle - 9 pts.

Keywords (Pathfinder):

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Pathfinder Team, Infantry

Keywords (MB3 Recon Drone):

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Drone, MB3 Recon Drone, Fly

Keywords (Support Drones):

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Drone, Support Drone, Fly


Tactical Drones

This unit contains 4 Tactical Drones (Power Rating 2). It can include up to 4 more Tactical Drones (Power Rating +2) or up to 8 more Tactical Drones (Power Rating +4). Each Drone in the unit must be either an MV1 Gun Drone, an MV4 Shield Drone or an MV7 Marker Drone. Note that this datasheet is also used fot Tactical Drones that accompany many T'au Empire units.

Name M WS BS S T W A Ld Sv
Tactical Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Wargear (MV7 Marker Drone):

  • Markerlight

Special Rules (MV1 Gun Drone):

  • For The Greater Good
  • Manta Strike
  • Saviour Protocols
  • Threat Identification Protocols

Special Rules (MV4 Shield Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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.
  • For The Greater Good
  • Manta Strike
  • Saviour Protocols

Special Rules (MV7 Marker Drone):

  • For The Greater Good
  • Manta Strike
  • Saviour Protocols
  • Stable Platform

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Drone, Tactical Drones, Fly


Tetra Scout Speeder Team

This unit contains 1 Tetra Scout Speeder (Power Rating 2). It can include 1 additional Tetra Scout Speeder (Power Rating +2), 2 additional Tetra Scout Speeders (Power Rating +4) or 3 aditional Tetra Scout Speeders (Power Rating +6).

Name M WS BS S T W A Ld Sv
Tetra Scout Speeder 18" 6+ 4+ 4 5 4 2 6 4+

Wargear:

  • High-intensity Markerlight
  • Markerlight
  • Two Pulse Rifles

Special Rules:

  • For the Greater Good
  • Shadow Strike
  • Any model may take up to one item from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Vehicle, Tetra Scout Speeder, Fly


TX4 Piranhas

This unit contains 1 TX4 Piranha and it is accompanied by 2 MV1 Gun Drones (Power Rating 2). It can include 1 additional TX4 Piranha (Power Rating +2), 2 additional TX4 Piranhas (Power Rating +4), 3 additional TX4 Piranhas (Power Rating +6) or 4 aditional TX4 Piranhas (Power Rating +8).

Name M WS BS S T W A Ld Sv
TX4 Piranha 16" 6+ 4+ 4 5 6 2 6 4+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear (TX4 Piranha):

  • Burst Cannon

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (TX4 Piranha):

  • For the Greater Good

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Options:

  • Any model in this unit may replace its Burst Cannon with a Fusion Blaster - 18 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to one item from the Vehicle Battle Systems list.

Keywords (TX4 Piranha):

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Vehicle, TX4 Piranha, Fly

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Drone, MV1 Gun Drone, Fly


TX42 Piranhas Light Skimmers

This unit contains 1 TX42 Piranhas Light Skimmer (Power Rating 4). It can include 1 additional TX42 Piranhas Light Skimmer (Power Rating +4), 2 additional TX42 Piranhas Light Skimmers (Power Rating +8), 3 additional TX42 Piranhas Light Skimmers (Power Rating +12) or 4 aditional TX42 Piranhas Light Skimmers (Power Rating +16).

Name M WS BS S T W A Ld Sv
TX42 Piranhas Light Skimmer 16" 6+ 4+ 5 6 7 2 6 3+

Wargear:

  • Two Fusion Blasters

Special Rules:

  • For the Greater Good
  • Slaved Targeting Array

Options:

  • Any model in this unit may replace its two Fusion Blasters for one of the following:
-Two Missile Pods - 30 pts.
-Two Plasma Rifles - 16 pts.
-Two Rail Rifles - 24 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to one item from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fast Attack, Vehicle, TX42 Piranhas Light Skimmer, Fly


Vespid Stingwings

This unit contains 4 Vespid Stingwings (Power Rating 2). It can include up to 4 more Vespid Stingwings (Power Rating +2), up to 8 more Vespid Stingwings (Power Rating +4), up to 12 more Vespid Stingwings (Power Rating +6) or up to 16 more Vespid Stingwings (Power Rating +8).

Name M WS BS S T W A Ld Sv
Vespid Stingwing 14" 4+ 4+ 3 4 1 1 5 4+
Vespid Strain Leader 14" 4+ 4+ 3 4 1 2 8 4+

Wargear:

  • Neutron Blaster

Special Rules:

  • Plunge from the Sky

Options:

  • One model in the unit may be upgraded to a Vespid Strain Leader - free

Keywords:

  • Faction:T'au Empire, Vespid
  • Fast Attack, Vespid Stingwings, Infantry, Fly


XV109 Y'vahra Battlesuits

This unit contains 1 XV109 Y'vahra Battlesuit (Power Rating 20). It can cointain 1 additional XV109 Y'vahra Battlesuit (Power Rating +40) or 2 additional XV109 Y'vahra Battlesuits (Power Rating +60). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones), up to 2 MV52 Shield Drones (Power Rating +2 for each model accompaigned by drones) or by up to 2 MV84 Shielded Missile Drones (Power Rating +2 for each model accompaigned by drones).

Name M WS BS S T W A Ld Sv
XV109 Y'vahra Battlesuit * 5+ * 6 7 14 * 8 2+
MV52 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
7-15+ 8" 3+ 4
4-6 6" 4+ 3
1-3 3" 5+ 2

Wargear (XV109 Y'vahra Battlesuit):

  • Flechette Pod
  • Ion Discharge Cannon
  • Phased Plasma-flamer

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod
  • Shield Generator

Special Rules (XV109 Y'vahra Battlesuit):

  • For The Greater Good
  • Manta Strike
  • Y'vahra Class Nova Reactor: In your Movement phase, you can choose to use the XV109 Y'vahra Battlesuit's nova reactor. If you do so, this model suffers 1 mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Overcharged Burst: The Y'vahra can fire using a weapon's Nova Reactor profile.
  • Escape Thrust: At the start of your Movement phase, the Y'vahra may be removed from play and set up in the sky. At the end of your next Movement phase, you may set the Y'vahra anywhere on the battlefield as long as it is more than 9" away from any enemy unit.
  • Nova Barricade: The Y'vahra's invulnerable save is increased to 3+ against melee attacks.
  • XV109 Y'vahra Battlesuit

Special Rules (MV52 Shield Drone):

  • Drone Support
  • For The Greater Good
  • MV52 Shield Generator: A model with a Shield Generator has a 3+ 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.
  • Saviour Protocols

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Options:

  • Any model may take two items from the Support Systems list.

Keywords (XV109 Y'vahra Battlesuit):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Monster, XV109 Y'vahra Battlesuit, Battlesuit, Fly, Jet Pack

Keywords (MV52 Shield Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV52 Shield Drone, Fly

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV84 Shielded Missile Drone, Fly

Heavy Supports

Heavy Gun Drone Squadron

This unit contains 2 Heavy Gun Drones (Power Rating 2). It can include up to 4 more Heavy Gun Drones (Power Rating +1/model)

Name M WS BS S T W A Ld Sv
Heavy Gun Drone 8" 5+ 5+ 3 4 3 1 6 4+

Wargear:

  • Two Burst Cannons

Special Rules:

  • Advanced Targeting Protocols: A Heavy Gun Drone may fire both Markerlights and other weapons in the same Shooting phase. In addition, a Heavy Gun Drone does not suffer the penalty for moving and firing Heavy weapons.
  • For The Greater Good
  • Saviour Protocols

Upgrades:

  • Drone Shield Generator: A model with a shield generator has 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.

Options:

  • Any model may replace one or both of its Burst Cannons for a Markerlight - 3 pts.
  • Any model may take the Drone Shield Generator Upgrade - 8 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, Heavy Gun Drone Squadron, Fly


MV71 Sniper Drones

This unit contains 3 MV71 Sniper Drones (Power Rating 2). It can include up to 3 more MV71 Sniper Drones (Power Rating +2) or up to 6 more MV71 Sniper Drones (Power Rating +4)

Name M WS BS S T W A Ld Sv
MV71 Sniper Drone 8" 5+ 5+ 3 4 1 1 6 4+

Wargear:

  • Longshot Pulse Rifle

Special Rules:

  • Advanced Aiming Protocols: An MV71 Sniper Drone may add 1 to its hit rolls if it didn't move in its turn.
  • For The Greater Good
  • Saviour Protocols
  • Sniper Drone Stealth Field

Keywords:

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV71 Sniper Drones, Fly


TX7 Hammerhead Gunships

This unit contains 1 TX7 Hammerhead Gunship and it is accompanied by 2 MV1 Gun Drones (Power Rating 8). It contain 1 additional TX7 Hammerhead Gunship (Power Rating +8) or 2 additional TX7 Hammerhead Gunships (Power Rating +16).

Name M WS BS S T W A Ld Sv
Hammerhead Gunship * 6+ * 6 7 13 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
7-13+ 12" 3+ 3
4-6 6" 4+ D3
1-3 3" 5+ 1

Wargear (Hammerhead Gunship):

  • Railgun

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (Hammerhead Gunship):

  • Attached Drones
  • 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 D3 mortal wounds.
  • Hover Tank

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Options:

  • Any model may replace its Railgun for one of the followings:
-Ion Cannon - 35 pts.
-Two High-yield Missile Pods - 50 pts.
-Twin Fusion Cannon - 30 pts.
-Twin Swiftstrike Burst Cannon - 35 pts.
-Twin T'au Plasma Cannon - 35 pts.
  • Any model may replace its two MV1 Gun Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Smart Missile Systems - 30 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords (Hammerhead Gunship):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Vehicle, Fly, Hammerhead Gunship

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV1 Gun Drone, Fly


TX78 Sky Ray Gunships

This unit contains 1 TX78 Sky Ray Gunship and it is accompanied by 2 MV1 Gun Drones (Power Rating 7). It contain 1 additional TX78 Sky Ray Gunship (Power Rating +7) or 2 additional TX78 Sky Ray Gunships (Power Rating +14).

Name M WS BS S T W A Ld Sv
Sky Ray Gunship * 6+ * 6 7 13 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
7-13+ 12" 3+ 3
4-6 6" 4+ D3
1-3 3" 5+ 1

Wargear (Sky Ray Gunship):

  • Six Seeker Missiles
  • Two Twin Markerlights
  • Velocity Tracker

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (Sky Ray Gunship):

  • Attached Drones
  • 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 D3 mortal wounds.
  • Hover Tank

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Options:

  • Any model may replace any of its Seeker Missiles for a Destroyer Missile - 8 pts./missile
  • Any model may replace its two MV1 Gun Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Smart Missile Systems - 30 pts.
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords (Sky Ray Gunship):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Vehicle, Fly, Sky Ray Gunship

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV1 Gun Drone, Fly


XV8-2 Heavy Crisis Battlesuits

This unit contains 1 XV8-2 Heavy Crisis Battlesuit (Power Rating 5). It contain 1 additional XV8-2 Heavy Crisis Battlesuit (Power Rating +5) or 2 additional XV8-2 Heavy Crisis Battlesuits (Power Rating +10). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones)

Name M WS BS S T W A Ld Sv
XV8-2 Heavy Crisis Battlesuit Shas'ui 8" 5+ 3+ 5 5 3 2 7 3+
XV8-2 Heavy Crisis Battlesuit Shas'vre 8" 5+ 3+ 5 5 3 3 8 3+

Wargear:

  • Heavy Rail Rifle
  • Two Smart Missile Systems

Special Rules:

  • Bonding Knife Ritual
  • For The Greater Good
  • Stabilising Feet: An XV8-2 Heavy Crisis Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. An XV8-2 Heavy Crisis Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally. An XV8-2 Heavy Crisis Battlesuit may only fire its Heavy Rail Rifle when anchored.

Options:

  • A model may be upgraded to an XV8-2 Heavy Crisis Suit Shas'vre - free
  • Any model may swap its two Smart Missile Systems for two High-yield Missile Pods - 50 pts.
  • Any model may take one item from the Support Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Heavy Support, XV8-2 Heavy Crisis Battlesuits, Battlesuit


XV88 Broadside Battlesuits

This unit contains 1 XV88 Broadside Battlesuit (Power Rating 5). It contain 1 additional XV88 Broadside Battlesuit (Power Rating +5) or 2 additional XV88 Broadside Battlesuits (Power Rating +10). Any model may be accompained by up to 2 MV8 Missile Drones (Power Rating +2 for each model accompaigned by drones) or up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones).

Name M WS BS S T W A Ld Sv
XV88 Broadside Battlesuit Shas'ui 5" 5+ 3+ 5 5 6 2 7 2+
XV88 Broadside Battlesuit Shas'vre 5" 5+ 3+ 5 5 6 3 8 2+
MV8 Missile Drone 8" 5+ 5+ 4 4 1 1 6 4+

Wargear (XV88 Broadside Battlesuit):

  • Heavy Rail Rifle
  • Two Smart Missile Systems

Wargear (MV8 Missile Drone):

  • Missile Pod

Special Rules (XV88 Broadside Battlesuit):

  • Bonding Knife Ritual
  • For The Greater Good
  • Stabilising Feet: An XV88 Broadside Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. An XV88 Broadside Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.

Special Rules (MV8 Missile Drone):

  • Drone Support
  • For The Greater Good
  • Saviour Protocols

Options:

  • A model may be upgraded to an XV88 Broadside Battlesuit Shas'vre - free
  • Any model may swap its Heavy Rail Rifle for two High-yield Missile Pods - 50 pts.
  • Any model may swap its two Smart Missile Systems for two Plasma Rifles - 16 pts.
  • Any model may take a Seeker Missile - 5 pts.
  • Any model may take one item from the Support Systems list.

Keywords (XV88 Broadside Battlesuit):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, XV88 Broadside Battlesuits, Battlesuit

Keywords (MV8 Missile Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, MV8 Missile Drone, Drone, Fly


XV107 R'varna Battlesuits

This unit contains 1 XV107 R'varna Battlesuit (Power Rating 19). It can cointain 1 additional XV107 R'varna Battlesuit (Power Rating +19) or 2 additional XV107 R'varna Battlesuits (Power Rating +38). Any model may be accompained by up to 2 Tactical Drones (Power Rating +1 for each model accompaigned by drones) or by up to 2 MV84 Shielded Missile Drones (Power Rating +2 for each model accompaigned by drones).

Name M WS BS S T W A Ld Sv
XV107 R'varna Battlesuit * 5+ * 6 8 15 * 8 2+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
7-15+ 8" 3+ 4
4-6 6" 4+ 3
1-3 3" 5+ 2

Wargear (XV107 R'varna Battlesuit):

  • Multi-tracker
  • Two Pulse Submunitions Cannons

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod

Special Rules (XV107 R'varna Battlesuit):

  • For The Greater Good
  • R'varna Class Nova Reactor: In your Movement phase, you can choose to use the R'varna's nova reactor. If you do so, the R'varna suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Nova Shield: The R'varna increases its invulnerable save to 3+.
  • Electromagnetic Shockwave: Roll a D6 for each enemy unit within 6" of this model. On a 4+, it suffers D3 mortal wounds.
  • Overcharged Munitions: When firing the pulse submunitions cannon, any dice rolled to determine the number of attacks made may be re-rolled.
  • R'varna Shield Generator

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Options:

  • Any model may take one of the following:
-Advanced Targeting System - 6 pts.
-Stimulant Injectors - 6 pts.

Keywords (XV107 R'varna Battlesuit):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Monster, XV107 R'varna Battlesuit, Battlesuit

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • Heavy Support, Drone, MV84 Shielded Missile Drone, Fly

Flyers

AX2 Catfish Interceptors

This unit contains 1 AX2 Catfish Interceptor and it is accompanied by 2 MV17 Interceptor Drones (Power Rating 4). It contain 1 additional AX2 Catfish Interceptor (Power Rating +4) or 2 additional AX2 Catfish Interceptors (Power Rating +8).

Name M WS BS S T W A Ld Sv
AX2 Catfish Interceptor 20"-30" 5+ 3+ 6 6 9 1 6 4+
MV17 Interceptor Drone 20" 5+ 5+ 3 4 1 1 6 4+

Wargear (AX2 Catfish Interceptor):

  • Burst Cannon
  • Two Ion Stingers

Wargear (MV17 Interceptor Drone):

  • Two Ion Rifles

Special Rules (AX2 Catfish Interceptor):

  • Airborne
  • Attached Drones
  • 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.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit
  • Supersonic

Special Rules (MV17 Interceptor Drone):

  • Detach
  • For The Greater Good
  • Interception Protocols: When shooting at an enemy Flyer unit, the attacks from this model's Ion Rifles always hit on a 3+, regardles of any modifier.
  • Saviour Protocols

Options:

  • Any model may replace its two MV17 Interceptor Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Rail Rifles - 24 pts.
-Two Smart Missile Systems - 30 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to one item from the Vehicle Battle Systems list.

Keywords (AX2 Catfish Interceptor):

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, AX2 Catfish Interceptor

Keywords (MV17 Interceptor Drone):

  • Faction:<Sept>, T'au Empire
  • Flyer, Drone, MV17 Interceptor Drone, Fly


AX3 Razorshark Strike Fighters

This unit contains 1 AX3 Razorshark Strike Fighter (Power Rating 5). It contain 1 additional AX3 Razorshark Strike Fighter (Power Rating +5) or 2 additional AX3 Razorshark Strike Fighters (Power Rating +10).

Name M WS BS S T W A Ld Sv
AX3 Razorshark Strike Fighter * 5+ * 6 6 12 * 6 4+
Remaining W M BS A
7-12+ 20"-50" 3+ 3
4-6 20"-30" 4+ D3
1-3 20"-25" 5+ 1

Wargear:

  • Burst Cannon
  • Quad Ion Turret
  • Two Seeker Missiles

Special Rules:

  • Airborne
  • 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.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit
  • Supersonic

Options:

  • Any model may replace its Burst Cannon for a Missile Pod - 15 pts.
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, AX3 Razorshark Strike Fighter


AX39 Sun Shark Bombers

This unit contains 1 AX39 Sun Shark Bomber and it is accompanied by 2 MV17 Interceptor Drones (Power Rating 6). It contain 1 additional AX39 Sun Shark Bomber (Power Rating +6) or 2 additional AX39 Sun Shark Bombers (Power Rating +12).

Name M WS BS S T W A Ld Sv
AX39 Sun Shark Bomber * 5+ * 6 6 12 * 6 4+
MV17 Interceptor Drone 20" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
7-12+ 20"-50" 3+ 3
4-6 20"-30" 4+ D3
1-3 20"-25" 5+ 1

Wargear (AX39 Sun Shark Bomber):

  • Markerlight
  • Missile Pod
  • Two Seeker Missiles

Wargear (MV17 Interceptor Drone):

  • Two Ion Rifles

Special Rules (AX39 Sun Shark Bomber):

  • Airborne
  • Attached Drones
  • 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.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit
  • Supersonic

Special Rules (MV17 Interceptor Drone):

  • Detach
  • For The Greater Good
  • Interception Protocols: When shooting at an enemy Flyer unit, the attacks from this model's Ion Rifles always hit on a 3+, regardles of any modifier.
  • Saviour Protocols


Options:

  • Any model may take an additional Missile Pod - 15 pts.
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords (AX39 Sun Shark Bomber):

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, AX39 Sun Shark Bomber

Keywords (MV17 Interceptor Drone):

  • Faction:<Sept>, T'au Empire
  • Flyer, Drone, MV17 Interceptor Drone, Fly


AX5-2 Barracudas

This unit contains 1 AX5-2 Barracuda (Power Rating 12). It contain 1 additional AX5-2 Barracuda (Power Rating +12) or 2 additional AX5-2 Barracudas (Power Rating +24).

Name M WS BS S T W A Ld Sv
AX5-2 Barracuda * 5+ * 6 7 14 3 7 3+
Remaining W M BS
7-14+ 20"-65" 3+
4-6 20"-45" 4+
1-3 20"-25" 5+

Wargear:

  • Two Long-barreled Burst Cannons
  • Two Missile Pods
  • Swiftstrike Burst Cannon

Special Rules:

  • Airborne
  • Barracuda Dispersion Field
  • 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.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit
  • Supersonic

Options:

  • Any model may replace its Swiftstrike Burst Cannon for one of the followings:
-Ion Cannon - 35 pts.
-Swiftstrike Railgun - 40 pts.
  • Any model may replace its two Long-barreled Burst Cannons for two Cyclic Ion Blasters - 36 pts.
  • Any model may take up to four Seeker Missiles - 5 pts./missile
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, AX5-2 Barracuda


DX6 Remora Stealth Drone Squadron

This unit contains 1 DX6 Remora Stealth Drone (Power Rating 3). It contain up to 5 additional DX6 Remora Stealth Drones (Power Rating +3/model).

Name M WS BS S T W A Ld Sv
DX6 Remora Stealth Drone 20"-30" 5+ 4+ 4 5 3 2 6 4+

Wargear:

  • Two Long-barreled Burst Cannon

Special Rules:

  • Airborne
  • Hard to Hit
  • Remora Targeters
  • Stealth Protocols: Your opponent must subtract 1 from all hit rolls for attacks that target this unit. In addition, during deployment, you may set the DX6 Remora Stealth Drone Squadron in Stealth mode instead of placing them on the battlefield. At the end of any of your movement phases, they can emerge from Stealth mode - set the unit up anywhere on the battlefield more than 9" away from any enemy models.

Options:

  • Any model may take up to two Seeker Missiles - 5 pts./missile

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Drone, Fly, DX6 Remora Stealth Drone Squadron


Orca Dropship

This unit contains 1 Orca Dropship (Power Rating 20).

Name M WS BS S T W A Ld Sv
Orca Dropship * 5+ * 7 8 24 3 7 3+
Remaining W M BS
13-24+ 20"-55" 3+
7-12 20"-40" 4+
1-6 20"-25" 5+

Wargear:

  • Two Long-barreled Burst Cannons
  • Two High-intensity Markerlights
  • Two Missile Pods

Special Rules:

  • Airborne
  • 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 12" suffers D6 mortal wounds.
  • Hard to Hit
  • Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Orca Energy Field: This model has a 4+ invulnerable save.
  • Supersonic

Transport Capacity: The Orca Dropship can transport up to 65 T'au Empire INFANTRY models, including DRONES, it may also transport XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS or XV8-2 Heavy CRISIS BATTLESUITS but each takes the space of two other models.

Options:

  • This model may take up to four Seeker Missiles - 5 pts./missile
  • This model may take up to three items from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, Orca Dropship


Tigershark AX-0-1s

This unit contains 1 Tigershark AX-0-1 (Power Rating 24). It contain 1 additional Tigershark AX-0-1 (Power Rating +24) or 2 additional Tigershark AX-0-1s (Power Rating +48).

Name M WS BS S T W A Ld Sv
Tigershark AX-0-1 * 5+ * 8 8 20 3 8 3+
Remaining W M BS
11-20+ 20"-75" 2+
6-10 20"-45" 3+
1-5 20"-30" 4+

Wargear:

  • Two Burst Cannons
  • Two Heavy Rail Cannons
  • Two Missile Pods

Special Rules:

  • Airborne
  • 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 12" suffers D3 mortal wounds.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit: Your opponent must subtract 1 from all hit rolls for attacks that target this model in the shooting phase. In addition, if the Tiger Shark AX-1-0 advances, it may only be affected by weapons of the Heavy and Macro type.
  • Supersonic
  • Tiger Shark Dispersion Field
  • Titan Hunter

Options:

  • Any model may replace its two Burst Cannons for two Cyclic Ion Blasters - 36 pts.
  • Any model may take up to four Seeker Missiles - 5 pts./missile
  • Any model may take up to three items from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, Tigershark AX-0-1


Tigershark Fighter-bombers

This unit contains 1 Tigershark Fighter-bomber (Power Rating 16). It contain 1 additional Tigershark Fighter-bomber (Power Rating +16) or 2 additional Tigershark Fighter-bombers (Power Rating +32).

Name M WS BS S T W A Ld Sv
Tigershark Fighter-bomber * 5+ * 8 8 20 3 8 3+
Remaining W M BS
11-20+ 20"-75" 2+
6-10 20"-45" 3+
1-5 20"-30" 4+

Wargear:

  • Two Burst Cannons
  • Two Ion Cannons
  • Two Missile Pods

Special Rules:

  • Airborne
  • 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 12" suffers D3 mortal wounds.
  • Flyer Squadron: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Hard to Hit: Your opponent must subtract 1 from all hit rolls for attacks that target this model in the shooting phase. In addition, if the Tiger Shark AX-1-0 advances, it may only be affected by weapons of the Heavy and Macro type.
  • Supersonic
  • Tiger Shark Dispersion Field
  • Titan Hunter

Transport Capacity: This model can transport up to 14 <Sept> Drones

Options:

  • Any model may replace its two Ion Cannons for one of the following:
-Two Swiftstrike Burst Cannon - 70 pts.
-Two Swiftstrike Railgun - 80 pts.
  • Any model may give up its Transport keyword and its Transport Capacity for two Skyspear Missile Racks - free
  • Any model may replace its two Burst Cannons for two Cyclic Ion Blasters - 36 pts.
  • Any model may take up to four Seeker Missiles - 5 pts./missile
  • Any model may take up to three items from the Vehicle Battle Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Flyer, Vehicle, Fly, Tigershark Fighter-bomber, Transport

Dedicated Transports

TY7 Devilfishes

This unit contains 1 TY7 Devilfish (Power Rating 5). It contain 1 additional TY7 Devilfish (Power Rating +5) or 2 additional TY7 Devilfishes (Power Rating +10).

Name M WS BS S T W A Ld Sv
TY7 Devilfish * 6+ * 6 7 12 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
7-12+ 12" 3+ 3
4-6 6" 4+ D3
1-3 3" 5+ 1

Wargear (TY7 Devilfish):

  • Burst Cannon

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (TY7 Devilfish):

  • Attached Drones
  • 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 D3 mortal wounds.
  • Hover Tank
  • Turret Mounting

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Transport Capacity: 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.

Options:

  • Any model may replace its two MV1 Gun Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Smart Missile Systems - 30 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords (TY7 Devilfish):

  • Faction:<Sept>, T'au Empire
  • Dedicated Transport, Vehicle, Fly, TY7 Devilfish, Transport

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • Dedicated Transport, Drone, MV1 Gun Drone, Fly


TY10 Sky Eel

This unit contains 1 TY10 Sky Eel (Power Rating 6). It contain 1 additional TY10 Sky Eel (Power Rating +6) or 2 additional TY10 Sky Eels (Power Rating +12).

Name M WS BS S T W A Ld Sv
TY10 Sky Eel * 6+ * 6 7 16 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
9-16+ 12" 3+ 3
5-8 6" 4+ D3
1-4 3" 5+ 1

Wargear (TY10 Sky Eel):

  • Burst Cannon

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Special Rules (TY10 Sky Eel):

  • Attached Drones
  • Deployment Hooks: Units can disembark from this model even if it moved during the Movement phase.
  • 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 D3 mortal wounds.
  • Hover Tank
  • Open Cargo: 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 (except with Pistols) if this model is within 1" of an enemy unit.

Special Rules (MV1 Gun Drone):

  • Detach
  • For The Greater Good
  • Saviour Protocols
  • Threat Identification Protocols

Transport Capacity: A Sky Eel can transport up to 6 <Sept> XV8 Crisis Battlesuits, XV8 Crisis Bodyguards or XV8-2 HEAVY CRISIS BATTLESUITS models.

Options:

  • Any model may replace its two MV1 Gun Drones for one of the following:
-Two Burst Cannons - 16 pts.
-Two Smart Missile Systems - 30 pts.
  • Any model may take up to two Seeker Missiles - 5 pts./missile
  • Any model may take up to two items from the Vehicle Battle Systems list.

Keywords (TY10 Sky Eel):

  • Faction:<Sept>, T'au Empire
  • Dedicated Transport, Vehicle, Fly, TY10 Sky Eel, Transport

Keywords (MV1 Gun Drone):

  • Faction:<Sept>, T'au Empire
  • Dedicated Transport, Drone, MV1 Gun Drone, Fly

Lords of War

KV119 Bar'trah Battlesuit

This unit contains 1 KV119 Bar'trah Battlesuit (Power Rating 13). It is accompained by 4 Tactical Drones taken in any conbination.

Name M WS BS S T W A Ld Sv
KV119 Bar'trah * 4+ * 6 8 20 * 8 2+
Tactical Drone 8" 5+ 5+ 3 4 1 1 6 4+
Remaining W M BS A
11-20+ 14" 3+ 4
6-10 10" 4+ 3
1-5 6" 5+ 2

Wargear (KV119 Bar'trah):

  • Drone Controller
  • xxx

Wargear (Tactical Drone):

  • Markerlight (MV7 Marker Drone Only)
  • Two Pulse Carabine (MV1 Gun Dron Only)

Special Rules (KV119 Bar'trah):

  • Attached Drones: When this model is set up, any accompanying Tactical 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 (the Stable Platform special rule still applies for any attack made this model's Markerlights). In addition, Shield Drones are able to use their Saviour Protocols special rule whilst attached.
  • For The Greater Good

Special Rules (Tactical Drone):

  • Detach: All Tactical 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.
  • For The Greater Good
  • Saviour Protocols
  • Shield Generator (MV4 Shield Drone Only)
  • Stable Platform: This unit can move and fire Heavy weapons without suffering the penalty to its hit rolls. (MV7 Marker Drone Only)
  • Threat Identification Protocols (MV1 Gun Drone Only)

Options:

  • This model may take up to three items from the Support Systems list.
  • May exchange any Tactical Drone for one of the followings:
-Smart Missile System - 15 pts.
-Twin Ion Rifle - 14 pts.
-Twin Rail Rifle - 24 pts.
  • May exchange any Tactical Drone for one of the followings:
-Homing Beacon - 20 pts.

Keywords (KV119 Bar'trah):

  • Faction:<Sept>, T'au Empire
  • Lord of War, Monster, KV119 Bar'trah Battlesuit, Battlesuit

Keywords (Tactical Drone):

  • Faction:<Sept>, T'au Empire
  • Lord of War, Drone, Tactical Drones, Fly


KV128 Stormsurge

This unit contains 1 KV128 Stormsurge (Power Rating 14). This model may be accompained by up to 2 Tactical Drones (Power Rating +1) or by up to 2 MV84 Shielded Missile Drones (Power Rating +2).

Name M WS BS S T W A Ld Sv
KV128 Stormsurge 6" 5+ * * 7 20 * 8 3+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W BS S A
11-20+ 3+ 8 3
6-10 4+ 7 D3
1-5 5+ 6 1

Wargear (KV128 Stormsurge):

  • Cluster Rocket System
  • Four Destroyer Missiles
  • Pulse Blastcannon
  • Two Flamers
  • Two Smart Missile Systems

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod
  • Shield Generator

Special Rules (KV128 Stormsurge):

  • 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.
  • For The Greater Good
  • Stabilising Anchors: A KV128 Stormsurge may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KV128 Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.
  • Walking Battleship

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Options:

  • This model may replace its two Flamers for one of the following:
-Two Airbursting Fragmentation Projectors - 16 pts.
-Two Burst Cannons - 16 pts.
  • This model may replace its Pulse Blastcannon for a Pulse Driver Cannon - 50 pts.
  • This model may take up to three items from the Support Systems list.

Keywords (KV128 Stormsurge):

  • Faction:<Sept>, T'au Empire
  • Lord of War, Monster, KV128 Stormsurge, Battlesuit, Titanic

Keywords (MV84 Shielded Missile Drone):

  • Faction:<Sept>, T'au Empire
  • Lord of War, Drone, MV84 Shielded Missile Drone, Fly


KX139 Ta'unar Supremacy Armour

This unit contains 1 KX139 Ta'unar Supremacy Armour (Power Rating 55).

Name M WS BS S T W A Ld Sv
KX139 Ta'unar Supremacy Armour * 4+ * 8 8 30 * 9 3+
Remaining W M BS A
21-30+ 16" 2+ 5
11-20 14" 2+ 4
6-10 12" 3+ 3
1-5 8" 4+ 2

Wargear:

  • Four Burst Cannons
  • Four Smart Missile Systems
  • Pulse Ordnance Multi-driver
  • Two Tri-axis Ion Cannons

Special Rules:

  • Barrier Shield Generator
  • 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.
  • For The Greater Good
  • Stabilising Anchors: A KX139 Ta'unar Supremacy Armour may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KX139 Ta'unar Supremacy Armour can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.
  • Towering Colossus
  • Vigilance Defence System

Upgrades:

  • Cluster Shells

Options:

  • This model may replace its Tri-axis Ion Cannons for one of the following:
-Two Fusion Eradicators - 166 pts.
-Fusion Eradicator and Tri-axis Ion Cannon - 190 pts.
  • This model may replace its Pulse Ordnance Multi-driver for one of the following:
-Heavy Rail Cannon and Cluster Shells upgrade- 130 pts.
-Nexus Meteor Missile System - 147 pts.
  • This model may take up to three items from the Support Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Lord of War, Monster, KX139 Ta'unar Supremacy Armour, Battlesuit, Titanic


KX238 Ta'unar Diplomacy Armour

This unit contains 1 KX238 Ta'unar Diplomacy Armour (Power Rating 200).

Name M WS BS S T W A Ld Sv
KX238 Ta'unar Diplomacy Armour * 4+ * 16 16 70 * 10 2+
Remaining W M BS A
61-70+ 20" 2+ 5
41-60+ 18" 2+ 4
21-40 16" 3+ 3
11-20 14" 4+ 2
1-10 12" 5+ 1

Wargear:

  • Eight Destroyer Missiles
  • Four Flamers
  • Four Long-range Markerlights
  • Four Long-barreled Burst Cannons
  • Two Airbursting Fragmentation Bombardier
  • Two Heavy Rail Cannons
  • Two KX238 Burst Eradicators

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6 suffers D6 mortal wounds.
  • For The Greater Good
  • KX238 Class Nova Reactor (Body): In your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:
  • Shield Overdrive: This model has a 3+ invulnerable save.
  • Electromagnetic Shockwave: Roll a D6 for each enemy unit within 6" of this model. On a 2+, it suffers D6 mortal wounds.
  • KX238 Class Nova Reactor (Left Arm): In your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:
  • Core Overdrive: Increase this arm's weapon's Strenght and Damage Characteristic by D3 (roll separately for each one).
  • Nova-flux: Choose for either of this model's KX238 Burst Eradicator Type to change to Heavy 60, its KX238 Fusion Annihilator Type to change to Heavy 15, or its KX238 Ion Projector Type (both standard and overcharge) to change to Macro 9.
  • KX238 Class Nova Reactor (Right Arm): In your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:
  • Core Overdrive: Increase this arm's weapon's Strenght and Damage Characteristic by D3 (roll separately for each one).
  • Nova-flux: Choose for either of this model's KX238 Burst Eradicator Type to change to Heavy 60, its KX238 Fusion Annihilator Type to change to Heavy 15, or its KX238 Ion Projector Type (both standard and overcharge) to change to Macro 9.
  • XK238 Shield Generator: This model has a 4+ invulnerable save. In addition, roll a die each time this model loses a wound, on a 5+ this model does not lose that wound.
  • Symbol of Might: Add 1 to the Leadership characteristic of friendly T'au Empire units that have line of sight to this model. In addition, enemy units that have line of sight to this model must subtract 1 from their Leadership characteristic.
  • Stabilising Anchors: A KX238 Ta'unar Diplomacy Armour may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KX238 Ta'unar Diplomacy Armour can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.
  • Towering Colossus

Options:

  • This model may replace each of its XK238 Burst Eradicators for one of the following:
-KX238 Fusion Annihilator - free
-KX238 Ion Projector - free
  • This model may take up to four items from the Support Systems list.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Lord of War, Monster, KX238 Ta'unar Diplomacy Armour, Battlesuit, Titanic


Manta Super-Heavy Dropship

This unit contains 1 Manta (Power Rating 100).

Name M WS BS S T W A Ld Sv
Manta * 5+ * 8 8 60 5 8 3+
Remaining W M BS
31-60+ 20"-60" 2+
21-30 20"-45" 3+
11-20 20"-30" 3+
1-10 20"-25" 4+

Wargear:

  • Six Long-barrelled Ion Cannons
  • Sixteen Long-barrelled Burst Cannons
  • Ten Seeker Missiles
  • Two Heavy Rail Cannons
  • Two Missile Pods

Special Rules:

  • Airborne
  • Colossal Flyer
  • Energy Field
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6 suffers D6 mortal wounds.
  • Hover Jet
  • Supersonic
  • Transport Elevator

Transport Capacity: The Manta Super-heavy Dropship consists of two decks, both of which can carry models:

-The upper deck has a transport capacity of 55 models, and may only transport models with the keywords T'AU EMPIRE INFANTRY or DRONE.
-The lower deck has a Transport Capacity of 145 models with the T"AU EMPIRE INFANTRY or DRONE keyword and up to eight XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS, XV8-2 Heavy CRISIS BATTLESUITS, XV9 HAZARD Battlesuits, COMMANDER IN XV81 BATTLESUIT, COMMANDER IN XV84 BATTLESUIT or any models with both the BATTLESUIT and COMMANDER keyword. It may also transport up to four of the following in any combination: TY7 DEVILFISH *, HAMMERHEAD GUNSHIP and/or SKY RAY GUNSHIP.
* Whilst embarked within a Manta, the Devilfish may have other models embarked within it, these models may not disembark until the Devilfish has itself disembarked from the Manta. In addition, models disembarking from a Devilfish may not do so on the same turn that the Devilfish has disembarked from a Manta.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Lord of War, Vehicle, Manta, Fly, Titanic, Transport


The Eight

This unit contains 1 Farsight, 1 Commander Brightsword with 2 MV4 Shield Drones, 1 Commander Bravestorm with 2 MV1 Gun Drones, 1 Shas'O Sha'vastos with 2 MV1 Gun Drones, 1 Shas'O Arra'kon with 2 MV1 Gun Drones, 1 Sub-commander Torchstar with 2 MV7 Marker Drones, 1 Broadside Shas'vre Ob'lotai 9-0 with 2 MV8 Missile Drones and 1 O'Vesa with MV84 Shielded Missile Drones (Power Rating 56). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Farsight 8" 2+ 2+ 5 5 6 4 9 3+
Commander Brightsword 8" 3+ 2+ 5 5 5 4 9 3+
Commander Bravestorm 8" 3+ 2+ 5 5 5 4 9 2+
Shas'O Sha'vastos 8" 3+ 2+ 5 5 5 4 9 3+
Shas'O Arra'kon 8" 3+ 2+ 5 5 6 4 9 3+
Sub-commander Torchstar 8" 3+ 2+ 5 5 5 4 9 3+
Broadside Shas'vre Ob'lotai 9-0 5" 4+ 2+ 5 5 6 3 9 2+
O'Vesa * 3+ * 6 7 14 * 9 2+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV7 Marker Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV8 Missile Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
Remaining W M BS A
7-14+ 12" 2+ 4
4-6 8" 3+ 3
1-3 4" 4+ 2

Wargear (Farsight):

  • Dawn Blade
  • High-Intensity Plasma Rifle

Wargear (Commander Brightsword):

  • Counterfire Defence System
  • Two Fusion Blasters
  • Fusion Blades
  • Target Lock

Wargear (Commander Bravestorm):

  • Advanced Targeting System
  • Flamer
  • Onager Gauntlet
  • Plasma Rifle
  • Shield Generator

Wargear (Shas'O Sha'vastos):

  • Drone Controller
  • Flamer
  • Plasma Rifle
  • Puretide Engram Neurochip
  • Shield Generator

Wargear (Shas'O Arra'kon):

  • Airbursting Fragmentation Projector
  • Counterfire Defence System
  • Cyclic Ion Blaster
  • Plasma Rifle

Wargear (Sub-commander Torchstar):

  • Advanced Targeting System
  • Drone Controller
  • Two Flamers

Wargear (Broadside Shas'vre Ob'lotai 9-0):

  • Two High-yield Missile Pods
  • Seeker Missile
  • Two Smart Missile Systems
  • Velocity Tracker

Wargear (O'Vesa):

  • Early Warning Override
  • Two Fusion Blasters
  • Ion Accelerator
  • Target Lock

Wargear (MV1 Gun Drone):

  • Two Pulse Carbines

Wargear (MV7 Marker Drone):

  • Markerlight

Wargear (MV8 Missile Drone):

  • Missile Pod

Wargear (MV84 Shielded Missile Drone):

  • Missile Pod
  • Shield Generator

Special Rules:

  • The Eight

Special Rules (Farsight):

  • For The Greater Good
  • Genius of Mont'ka
  • Manta Strike
  • Master of War
  • Shield Generator
  • Way of the Short Blade

Special Rules (Commander Brightsword):

  • For The Greater Good
  • Manta Strike
  • Master of War
  • Warscraper Drones

Special Rules (Commander Bravestorm):

  • Advanced Support Cocoon
  • For The Greater Good
  • Manta Strike
  • Master of War

Special Rules (Shas'O Sha'vastos):

  • For The Greater Good
  • Manta Strike
  • Master of War

Special Rules (Shas'O Arra'kon):

  • For The Greater Good
  • Manta Strike
  • Master of War
  • Repulsor Impact Field

Special Rules (Sub-commander Torchstar):

  • For The Greater Good
  • Manta Strike
  • Master of War
  • Neuroweb System Jammer

Special Rules (Broadside Shas'vre Ob'lotai 9-0):

  • Advanced Scan Feeds
  • For The Greater Good
  • No Longer Flesh and Blood
  • Stabilising Feet: Broadside Shas'vre Ob'lotai 9-0 may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. Broadside Shas'vre Ob'lotai 9-0 can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.

Special Rules (O'Vesa):

  • Earth Caste Pilot Array
  • For The Greater Good
  • Riptide Class Nova Reactor: In your Movement phase you can choose to use this model's Nova Reactor. If you do, this 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 (even if it doesn't declare a charge).
  • Nova-charge: This model's Ion Accelerator Type (both standard and overcharge) changes to Heavy 6.
  • Riptide Shield Generator

Special Rules (MV1 Gun Drone):

  • For The Greater Good
  • Manta Strike
  • Saviour Protocols
  • Threat Identification Protocols

Special Rules (MV4 Shield Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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.
  • For The Greater Good
  • Manta Strike
  • Saviour Protocols

Special Rules (MV7 Marker Drone):

  • For The Greater Good
  • Manta Strike
  • Saviour Protocols
  • Stable Platform

Special Rules (MV8 Missile Drone):

  • Drone Support
  • For The Greater Good
  • Saviour Protocols

Special Rules (MV84 Shielded Missile Drone):

  • Drone Shield Generator: A model with a Shield Generator has 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
  • For The Greater Good
  • Saviour Protocols

Keywords (Farsight):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, Commander Farsight, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Commander Brightsword):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV8 Crisis Battlesuit, Commander Brightsword, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Commander Bravestorm):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV8 Crisis Battlesuit, Commander Bravestorm, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Shas'O Sha'vastos):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV8 Crisis Battlesuit, Shas'O Sha'vastos, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Shas'O Arra'kon):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV85 Enforcer Battlesuit, Shas'O Arra'kon, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Sub-commander Torchstar):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV8 Crisis Battlesuits, Sub-commander Torchstar, Fly, Battlesuit, Jet Pack, Commander, Character

Keywords (Broadside Shas'vre Ob'lotai 9-0):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, XV88 Broadside Battlesuit, Battlesuit, Shas'vre Ob'lotai 9-0

Keywords (O'Vesa):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, Monster, XV104 Riptide Battlesuit, O'Vesa, Fly, Battlesuit, Jet Pack

Keywords (MV1 Gun Drone, MV4 Shield Drone, MV7 Marker Drone):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, Drone, Tactical Drones, Fly

Keywords (MV8 Missile Drone):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, MV8 Missile Drone, Drone, Fly

Keywords (MV84 Shielded Missile Drone):

  • Faction:Farsight Enclaves, T'au Empire
  • Lord of War, Drone, MV84 Shielded Missile Drone, Fly

Fortifications

Area Denial Node

This unit contains 1 Area Denial Node (Power Rating 6). It can include 1 additional Area Denial Node (Power Rating +6) or 2 additional Area Denial Nodes (Power Rating +12). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other.

Name M WS BS S T W A Ld Sv
Area Denial Node - - 4+ - 8 14 - - 3+

Wargear:

  • Supremacy Railgun
  • Velocity Tracker

Special Rules:

  • 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. If there's at least one T'AU EMPIRE INFANTRY unit is embarked on the Area Denial Node, the building activated this way can use that unit's Ballistic Skill instead of their own when making shooting attacks.
  • 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.
  • Firing Holes: 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. Note that the passengers can shoot if this model is within 1" of an enemy unit, but they have to target a different unit from those within 1".
  • For the Greater Good
  • Fortification
  • Immobile
  • Improved Targeting Sensors: Double the range of all of this model's weapons.

Transport Capacity: This model can transport any number of T'AU EMPIRE INFANTRY CHARACTERS and other T'AU EMPIRE INFANTRY unit, but no more than 10 models in total.

Options:

  • This model may replace its Supremacy Railgun for one of the following:
-Twin High-yield Missile Pod - 50 pts.
-Twin Ion Cannon - 70 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Area Denial Node, Building, Transport, Vehicle


Drone Sentry Turret

This unit contains 1 Drone Sentry Turret (Power Rating 2). It can include 1 additional Drone Sentry Turret (Power Rating +2), 2 additional Drone Sentry Turrets (Power Rating +4), 3 additional Drone Sentry Turrets (Power Rating +6) or 4 aditional Drone Sentry Turrets (Power Rating +8).

Name M WS BS S T W A Ld Sv
Drone Sentry Turret - - 5+ - 6 3 - - 4+

Wargear:

  • Two Burst Cannons

Special Rules:

  • Automated Tracking
  • For the Greater Good
  • Immobile

Options:

  • Any model may replace its two Burst Cannons for one of the following:
-Two Fusion Blasters - 36 pts.
-Two Missile Pods - 30 pts.
-Two Plasma Rifles - 16 pts.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Drone, Drone Sentry Turret


Remote Sensor Tower

This unit contains 1 Remote Sensor Tower (Power Rating 2). It can include 1 additional Remote Sensor Tower (Power Rating +2) or 2 aditional Remote Sensor Towers (Power Rating +4). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other.

Name M WS BS S T W A Ld Sv
Remote Sensor Tower - - 4+ - 6 3 - - 4+

Wargear:

  • High-intensity Markerlight
  • Markerlight

Special Rules:

  • For the Greater Good
  • Immobile
  • Positional Relay

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Remote Sensor Tower


Shield Generator

This unit contains 1 Shield Generator (Power Rating 5). It can include 1 additional Shield Generator (Power Rating +5) or 2 additional Shield Generators (Power Rating +10). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other.

Name M WS BS S T W A Ld Sv
Shield Dome - - - - 8 10 - - 3+
Shield Generator - - - - 5 4 - - 4+

Special Rules:

  • Emergency Restart: Roll a die at the start of any of your turns for any Shield Generator that has lost its Shield Dome; on a 6 the Shield Dome is restored and this model regains it Shield Dome special rule.
  • Explodes: This unit counts as being destroyed only if the Shield Generator loses its last wound. 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.
  • For the Greater Good
  • Fortification
  • Immobile
  • Shield Dome: Friendly units that are fully within 9" of the Shield Generator may not be selected as a target during the Shooting phase. If the enemy chooses to target them or the Shield Generator, the attack must instead target the Shield Dome using the profile above. Once the Shield Dome loses its last wound, it is destroyed and the Shield Generator loses this special rule.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Shield Generator, Building, Vehicle


Tidewall Droneport

This unit contains 1 Tidewall Droneport (Power Rating 4). It can include 1 additional Area Denial Node (Power Rating +4) or 2 additional Area Denial Nodes (Power Rating +8).

Name M WS BS S T W A Ld Sv
Tidewall Droneport 6" - - - 7 10 - - 4+

Special Rules:

  • Drone Control System
  • 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.
  • For the Greater Good
  • Fortification
  • Mobile Defence Platform
  • 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. Note that the passengers can shoot if this model is within 1" of an enemy unit, but they have to target those units within 1".

Transport Capacity: This model can transport any number of T'AU EMPIRE INFANTRY CHARACTERS and other T'AU EMPIRE INFANTRY unit, but no more than 10 models in total.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Tidewall Droneport, Building, Transport, Fly, Vehicle


Tidewall Gunring

This unit contains 1 Tidewall Gunring (Power Rating 5). It can include 1 additional Area Denial Node (Power Rating +5) or 2 additional Area Denial Nodes (Power Rating +10).

Name M WS BS S T W A Ld Sv
Tidewall Gunring 6" - 5+ - 7 10 - - 4+

Wargear:

  • Supremacy Railgun

Special Rules:

  • 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. If there's at least one T'AU EMPIRE INFANTRY unit is embarked on the Gunring, the building activated this way can use that unit's Ballistic Skill instead of their own when making shooting attacks.
  • 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.
  • For the Greater Good
  • Fortification
  • Mobile Defence Platform
  • 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. Note that the passengers can shoot if this model is within 1" of an enemy unit, but they have to target those units within 1".

Transport Capacity: This model can transport any number of T'AU EMPIRE INFANTRY CHARACTERS and other T'AU EMPIRE INFANTRY unit, but no more than 10 models in total.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Tidewall Gunring, Building, Transport, Fly, Vehicle


Tidewall Shieldline

This unit contains 1 Tidewall Shieldline (Power Rating 4). It can include 1 additional Area Denial Node (Power Rating +4) or 2 additional Area Denial Nodes (Power Rating +8).

Name M WS BS S T W A Ld Sv
Tidewall Shieldline 6" - - - 6 10 - - 4+
Tidewall Defence Platform 6" - - - 7 10 - - 4+

Special Rules:

  • 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.
  • Fortification
  • Mobile Defence Platform
  • 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. Note that the passengers can shoot if this model is within 1" of an enemy unit, but they have to target those units within 1".
  • Tidewall Field
  • Tidewall Network

Options:

  • This unit may take a Tidewall Defence Platform - 70 pts./3 PP

Transport Capacity: This model can transport any number of T'AU EMPIRE INFANTRY CHARACTERS and other T'AU EMPIRE INFANTRY unit, but no more than 10 models in total.

Keywords:

  • Faction:<Sept>, T'au Empire
  • Fortification, Tidewall Shieldline, Building, Transport, Fly, Vehicle

Point Costs

Units

HQs

Unit Models per unit Points per model (weapons not included)
Cadre Fireblade 1 39
Commander in XV8 Crisis Battlesuit 1 72
Commander in XV22 Stealth Battlesuit 1 42
Commander in XV46-4 Vanguard Void Suit 1 140
Commander in XV81 Crisis Battlesuit 1 76
Commander in XV84 Crisis Battlesuit 1 80
Commander in XV85 Enforcer Battlesuit 1 76
Commander in XV86 Coldstar Battlesuit 1 90
Commander in XV88 Broadside Battlesuit 1 105
Commander in XV89 Crisis Battlesuit 1 74
Commander in XV104 Riptide Battlesuit 1 200
Ethereal 1 45

Characters

Unit Models per unit Points per model (weapons included)
Aun'Shi 1 50
Aun'Va 1 80
Commander Farsight 1 110
Commander Shadowsun 1 125
Darkstride 1 45
Gue'Ron'Vesa Keenblade 1 85
Longstrike 1 135 (weapons nod included)
Shas'O Kais 1 120
Shas'O Man'ot 1 180
Sash'O R'alai 1 130
Shas'O R'myr 1 120

Troops

Unit Models per unit Points per model (weapons not included)
Fire Warrior Breacher Team 5-20 7
Fire Warrior Strike Team 5-20 7
DS8 Tactical Support Turret - 0
MV36 Guardian Drone - 8
Gue'vesa Breacher Team 5-20 7
Gue'vesa Strike Team 5-20 7

Elites

Unit Models per unit Points per model (weapons not included)
DX-4 Technical Drones 2-10 16
Firesight Marksman 1 25
XV8 Crisis Battlesuits 3-9 24
XV8 Crisis Bodyguards 3-9 27
XV9 Hazard Battlesuit 1-6 40
XV15 Stealth Battlesuits 3-9 7
XV25 Stealth Battlesuits 3-9 14
XV46 Vanguard Void Suit 1-3 95
DX-11 Exploratory Drone - 10
XV95 Ghostkeel Battlesuits 1-3 70
MV5 Stealth Drones - 6
XV104 Riptide Battlesuits 1-3 185
MV84 Shielded Missile Drone - 10

Fast Attacks

Unit Models per unit Points per model (weapons not included)
DX-13 Aerial Drone Mines 2-6 20
Pathfinder Team 5-20 5
MB3 Recon Drone 1 4
MV31 Pulse Accelerator Drone 1 8
MV33 Grav-inhibitor Drone 1 8
Tactical Drones 4-12 10 (Markerlight Drone 7)
Tetra Scout Speeder Team 1-3 35
TX4 Piranhas 1-5 24
TX42 Piranhas Light Skimmers 1-5 50
Vespid Stingwings 4-20 11
XV109 Y'vahra Battlesuits 1-3 395
MV52 Shield Drone - 11

Heavy Supports

Unit Models per unit Points per model (weapons not included)
Heavy Gun Drone Squadron 2-6 4
MV71 Sniper Drones 3-9 16
TX7 Hammerhead Gunships 1-3 100
TX78 Sky Ray Gunships 1-3 80
XV8-2 Heavy Crisis Battlesuits 1-3 24
XV88 Broadside Battlesuits 1-3 35
MV8 Missile Drone - 5
XV107 R'varna Battlesuits 1-3 380

Flyers

Unit Models per unit Points per model (weapons not included)
AX2 Catfish Interceptors 1-3 42
MV17 Interceptor Drone - 8
AX3 Razorshark Strike Fighters 1-3 60
AX39 Sun Shark Bombers 1-3 70
AX5-2 Barracudas 1-3 160
DX6 Remora Stealth Drone Squadron 1-6 30
Orca Dropship 1 325
Tigershark AX-0-1s 1-3 174
Tigershark Fighter-bombers 1-3 95

Dedicated Transports

Unit Models per unit Points per model (weapons not included)
TY7 Devilfish 1-3 70
TY7 Devilfish 1-3 90

Lords of War

Unit Models per unit Points per model (weapons included)
KV119 Bar'trah Battlesuit 1 260
KV128 Stormsurge 1 160 (weapons not included)
KX139 Ta'unar Supremacy Armour 1 673 (weapons not included)
KX238 Ta'unar Diplomacy Armour 1 4000
Manta Super-Heavy Dropship 1 2000
The Eight 1 1120

Fortifications

Unit Models per unit Points per model (weapons not included)
Area Denial Node 1-3 68
Drone Sentry Turret 1-5 20
Remote Sensor Tower 1-3 33
Shield Generator 1-3 100
Tidewall Droneport 1-3 70
Tidewall Gunring 1-3 70
Tidewall Shieldline 1-3 70

Weapons

Melee Weapons

Unit Points per weapon
Crushing Feet 6
Fusion Cutter free
Honour Blade free

Ranged Weapons

Unit Points per weapon
Burst Cannon 8
Cluster Rocket System 15
Destroyer Missile 10
Double-barrelled Burst Cannon 16
Flame Projector free
Flamer 6
Flechette Pod free
Fusion Collider 25
Fusion Cutter free
Heavy Burst Cannon 35
Heavy Rail Cannon 130
Heavy Rail Rifle 25
High-intensity Markerlight 7
High-output Burst Cannon 15
Ion Cannon 35
Ion Discharge Cannon free
Ion Rifle 7
Ion Stinger free
Long-barrelled Burst Cannon 12
Longshot Pulse Rifle free
Markerlight 3
Missile Pod 15
Neutron Blaster free
Phased Plasma-flamer free
Photon Grenades free
Photon Grenades Launcher free
Pulse Blastcannon 20
Pulse Blaster free
Pulse Carbine free
Pulse Ordnance Multi-driver 121
Pulse Pistol 1
Pulse Rifle free
Pulse Submonitions Cannon free
Quad Ion Turret 30
Rail Cannon 30
Seeker Missile 5
Smart Missile System 15
Supremacy Railgun 50
Swiftstrike Burst Cannon 55
Tri-axis Ion Cannon 107