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. WIP
Army Rules
Battlesuits
- 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 loses its last wound, roll a die. On a 4+ place on the battlefield, as close as the Battlesuit's last position, a single Fire Warrior model equipped with a Pulse Pistol and Photon Grenades. 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 Fire Warrior is killed)
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.
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.
- 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 -
- 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
- 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.
- 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 -
- Defensive Charge:
Weapon Range Type S AP D Abilities Defensive Charge 8" Assault 1 5 0 1 -
- EMP Weaponry:
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 D3 This weapon hits its target automatically. Phased Plasma-flamer (Nova Reactor) 8" Heavy 3D6 6 -2 D3 This weapon hits its target automatically.
- 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 -
- 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. 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. 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 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.
- 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. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers. Destroyer Missile 60" Heavy 1 - - - A unit hit by this weapon suffers D3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers. 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 INFANTRY units that have suffered any hits from photon grenades until the beginning of your next turn. Photon Grenades Launcher 18" Grenade 2D3 - - - 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 beginning of your next turn.
- 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 (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: 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.
- 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 and that target 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 an XV46 Vanguard Void Suit.
- 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.
- 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.
* May not be taken by a Commander in XV86 Coldstar Battlesuit
Support Systems
- -Advanced Targeting System - 6 pts.
- -Counterfire Defence System - 10 pts.
- -Drone Controller - 5 pts.
- -Early Warning Override - 5 pts.
- -Multi-tracker - 10 pts.
- -Shield Generator - 8 pts.
- -Stimulant Injectors - 6 pts.
- -Target Lock - 6 pts.
- -Vectored Retro-thrusters - 10 pts.
- -Velocity Tracker - 2 pts.
Vehicle Battle Systems
- -Advanced Targeting System - 6 pts.
- -Automated Repair System - 4 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
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 | 8" | 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
- Savious Protocols
Options:
- The Commander may swap its Fusion Cutter and/or its High-output Burst Cannon for one of the following:
- -EMP Blaster - 10 pts.
- -Microburst Fragmentation Launcher - 10 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, Fly, 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 XV88 Broadside Battlesuit
This unit contains 1 Commander in XV88 Broadside Battlesuit (Power Rating 6). This model 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
- Savious 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
- Heavy Support, MV8 Missile Drone, Drone, Fly
Troops
Elites
XV8 Crisis Battlesuits
This unit contains 3 XV8 Crisis Battlesuits (Power Rating 12). It can include up to 3 more XV8 Crisis Battlesuits (Power Rating +12) or up to 6 more XV8 Crisis Battlesuits (Power Rating +24). Any model 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 Battlesuits Shas'vre | 8" | 5+ | 4+ | 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 Suit Shas'vre - free
- Any model may replace its Burst Cannon with up to three items from the Ranged Weapons and/or Support System.
- 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+.
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 13). It can include up to 3 more XV8 Crisis Bodyguards (Power Rating +12) or up to 6 more XV8 Crisis Bodyguards (Power Rating +24). Any model 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 System.
- 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+.
Keywords:
- Faction:<Sept>, T'au Empire
- Elites, XV8 Crisis Bodyguards, Fly, Battlesuit, Jet Pack
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 | 8" | 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
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
- Savious 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, Fly, Battlesuit, Jet Pack
Keywords (DX-11 Exploratory Drone):
- Faction:<Sept>, T'au Empire
- Elites, Drone, DX-11 Exploratory Drone, Fly
Fast Attacks
Heavy Supports
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 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
- Manta Strike
- 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, Fly, Battlesuit, Jet Pack
XV88 Broadside Battlesuits
This unit contains 1 XV88 Broadside Battlesuit (Power Rating 7). It contain 1 additional XV88 Broadside Battlesuit (Power Rating +7) or 2 additional XV88 Broadside Battlesuits (Power Rating +14). Any model 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
- Savious 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