Codex - T'aus: /tg/'s 8th Edition
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.
Sept Tenets
- Bork'an - Superior Craftsmanship
- Dal'yth - Adaptive Camouflage:
- Farsight Enclaves - Devastating Counter-Strike
- Sa'cea - Calm Discipline:
- T'au - Coordinated Fire Arcs
- Vior’la - Strike Fast:
Stratagems
Universal
- Automated Repair System (2 CP)
- Branched Nova Charge (1 CP)
- Breach and Clear! (1 CP)
- Command and Control Node (1 CP)
- Emergency Dispensation (1 CP/3 CP)
- EMP Grenade (1 CP)
- Fail-safe Detonator (1 CP)
- Hunting Grounds (1 CP)
- Multi-spectrum Sensor Suite (1 CP)
- Neuroweb System Jammer (2 CP)
- Orbital Ion Beam (3 CP)
- Point Defense Targeting Relay (1 CP)
- Positional Relay (2 CP)
- Recon Sweep (1 CP)
- Repulsor Impact Field (1 CP)
- Stimulant Injector (1 CP)
- Support Turret Replacement (1 CP)
- Uplinked Markerlight (1 CP)
- Wall of Mirrors (1 CP)
Sept Specific
- Bork'an - Experimental Weaponry (1 CP)
- Dal'yth - Strike and Fade (1 CP)
- Farsight Enclaves - Drop zone clear (2 CP)
- Sa'cea - Orbital Marker Distribution Uplink (2 CP)
- T'au - Focused Fire (3 CP)
- Vior’la - Hot Blooded (2 CP)
Warlord Traits
Universal
- 1: Precision of the Hunter
- 2: Through Unity, Devastation
- 3: A Ghost Walks Among Us
- 4: Through Boldness, Victory
- 5: Exemplar of the Kauyon
- 6: Exemplar of the Mont'ka
Sept Specific
- Bork'an - Seeker of Perfection
- Dal'yth - Gunship Diplomat
- Farsight Enclaves - Hero of the Enclaves
- Sa'cea - Beacon of Honour
- T'au - Strength of Belief
- Vior’la - Academy Luminary
Markelights
If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models 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 use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
- 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.
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 -
- 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.
- 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 -
- Kroot Auxiliaries Weaponry:
Weapon Range Type S AP D Abilities Kroot Rifle Melee Melee +1 0 1 - Krootox Fists Melee Melee User 0 2 - Razor Talons Melee Melee User -3 D3 - Ripping Fangs Melee Melee User -1 1 - Ritual Blade Melee Melee User 0 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn. Sharp Beak and Talons Melee Melee 5 -1 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
Ranged Weapons
- Burst Weaponry:
Weapon Range Type S AP D Abilities 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 -
- Defensive Charge:
Weapon Range Type S AP D Abilities Defensive Charge 8" Assault 1 5 0 1 -
- 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 D3 This weapon hits its target automatically. Phased Plasma-flamer (Nova Reactor) 8" Heavy 3D6 6 -2 D3 This weapon hits its target automatically.
- Fusion Weaponry:
Weapon Range Type S AP D Abilities 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. 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.
- 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. 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. Cyclic Ion Blaster (Standard) 30" Assault 4 7 -1 1 Add 1 to hit rolls for this weapon against targets that can't FLY. Cyclic Ion Blaster (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 3D3 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.
- Kroot Auxiliaries Weaponry:
Weapon Range Type S AP D Abilities Kroot Bolt Thrower 36" Assault D6 6 -1 1 - Kroot Gun 48" Rapid Fire 1 7 -1 D3 - Kroot Pistol 12" Pistol 1 4 0 1 - Kroot Rifle 24" Rapid Fire 1 4 0 1 -
- 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 3 markerlight counters to be placed on the target unit.
- 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 INFANTRY units that have suffered any hits from photon grenades until the end of the turn. Photon Grenades Launcher 30" Grenade D6 - - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
- Pulse Weaponry:
Weapon Range Type S AP D Abilities Pulse Pistol 12" Pistol 1 5 0 1 - Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 - Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 - Pulse Blaster (Long Range) 15" Assault 2 4 0 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 CHARACTERs 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. On a 3+, the target unit suffers 1 mortal wound in addition to any other 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 D6 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. 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. 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. Heavy Rail Cannon 120" Macro 1 18 -5 2D6 Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
Signature Systems
Universal
- Multi-sensory Discouragement Array: Enemy units within 12" of the bearer subtract 2 from their Leadership characteristic.
- Onager Gauntlet
- Puretide Engram Neurochip
- Seismic Destabiliser
- Solid-Image Projection Unit
- Supernova Launcher
Sept Specific
- Bork'an - Plasma Accelerator Rifle
- Dal'yth - Dynamic Mirror Field
- Farsight Enclaves - Fusion Blades
- Sa'cea - Grav-Inhibitor Field
- T'au - Vectored Maneuvering Thrusters
- Vior’la - Thermoneutronic Projector
Support Systems
- Advanced Targeting System
- Counterfire Defence System
- 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
- Multi-tracker
- Shield Generator
- Stimulant Injectors: Roll a dice each time a model with a Stimulant Injector suffers a wound or mortal wound. On a roll of 6, ignore it.
- Target Lock
- 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).
- Velocity Tracker
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.
- 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.