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Detachment Rules

A T’AU EMPIRE detachment is one that only contains models with the T’AU EMPIRE keyword
(excluding UNALIGNED models).

A FARSIGHT ENCLAVES detachment is one that only contains FARSIGHT ENCLAVES models (excluding
T’AU AUXILIARIES and UNALIGNED models).

Each T’AU EMPIRE detachment (excluding FARSIGHT ENCLAVES detachments) can include a maximum
of one COMMANDER model.

Each FARSIGHT ENCLAVES detachment can include a maximum of two COMMANDER models, and
cannot include any ETHEREAL models.

T’AU EMPIRE units (excluding T’AU AUXILIARIES units) in T’AU EMPIRE detachments gain Sept Tenets.

Troops units in T’AU EMPIRE Detachments gain obsec.


Septs
T’au Sept
Tenet (Coordinated Fire Arcs): Each time a unit is selected to shoot or fight, it can reroll one hit roll or
one wound roll. Add 3” to the range of aura abilities of this model (to a maximum of 12”). When this
unit uses a command phase ability with a set range, increase its range by 3” (to a maximum of 12”).
Warlord Trait (Strength of Conviction): 5+ FNP.
Signature System (Vectored Maneuvering Thrusters): Add 2” to the bearer’s movement. Once per
round, when the bearer is selected as a charge target, if it is not engaged, it can make a normal
move. If it does, until the end of the phase it cannot fire overwatch or set to defend, and your
opponent can select new targets for the charge.
Strat (Focused Fire, 2CP - Battle Tactic): Use in your shooting phase, when a model in an enemy unit
loses wounds due to an attack made by a T’AU SEPT model. Until the end of the phase, T’AU SEPT
CORE models in your army gain +1 to wound against that enemy unit.

Vior’la Sept
Tenet (Strike Fast): At the start of your first turn, each unit in your army that is wholly within your
deployment zone adds 2” to its movement until the end of the turn. This unit can reroll advance and
charge rolls.
Warlord Trait (Academy Luminary): While this WARLORD is on the battlefield, each time you spend a
CP to use a T’au Empire Strategic Ploy or T’au Empire Wargear stratagem, regain that CP on a 3+.
Signature System (Automated Armour Defences): COMMANDER model only. At the start of your
shooting phase, roll a D6. On a 2-4, the closest enemy unit within 18” and visible takes 1 mortal; on a
5+, the closest enemy unit within 12” and visible takes D3 mortals.
Strat (Hot-Blooded, 2CP - Battle Tactic): Use in your shooting phase, when a VIOR’LA unit is selected
to shoot. Until the end of the phase, each time a non-DRONE model in that unit makes an attack that
targets the closest eligible target, each 6 to wound deals 1 mortal (maximum 6 mortals).

Sa’cea Sept
Tenet (Masters of Urban Warfare): Each time a ranged attack targets a unit with this tenet, if the
attacker is more than 12” away (or more than 18” away if your unit is a VEHICLE), your unit gains the
benefits of dense cover. VEHICLE and BATTLESUIT units do not take the penalty for firing heavy
weapons against units they are engaged with.
Warlord Trait (Strategic Conquerer): In your command phase, select one friendly SA’CEA unit within
9”. Until the start of your next command phase, that unit gains obsec. If it already had obsec, each
model in that unit counts as two for controlling objectives.
Signature System (Grav-Inhibitor Field): At the start of the fight phase, all enemy units engaged with
the bearer fight last. Melee attacks against the bearer have -1 to hit.
Strat (Orbital Uplink, 1CP - Strategic Ploy): Use in your shooting phase. Select one enemy unit; until
the end of the phase, ranged attacks made against that unit by SA’CEA units ignore all cover.

Dal’yth Sept
Tenet (Trading Partners): Each time a ranged attack is made against an INFANTRY unit with this tenet,
if the attacker is not engaged with it, that unit gains the benefits of light cover. T’AU AUXILIARY units
in the same detachment as SA’CEA units gain the benefits of your Tactical Philosophy.
Warlord Trait (Unifying Influence): The warlord gains the following two auras: models in friendly
DAL’YTH and T’AU AUXILIARY units (except CHARACTER units) within 6” gain +1 Ld, and friendly T’AU
AUXILIARY units within 6” are treated as not being T’AU AUXILIARY units for the purposes of
markerlights.
Signature System (Dynamic Mirror Field): The bearer cannot be targeted by ranged attacks unless it is
the closest eligible model or within 12”. Gain a 5++ save.
Strat (Outflank, 1CP - Strategic Ploy): Use at the end of your movement phase. Pick a DAL’YTH CORE
or T’AU AUXILIARY unit that is within 9” of a battlefield edge and place it into strategic reserves.

Bork’an Sept
Tenet (Superior Craftsmanship): Add 4” to the range characteristics of all ranged weapons. Each time
a ranged attack with strength 7 or less is made against a VEHICLE or BATTLESUIT unit, subtract 1 from
its strength.
Warlord Trait (Seeker of Perfection): The WARLORD’s ranged attacks have +1 AP, and each 6 to wound
deals 1 mortal (maximum 3 mortals per phase).
Signature System (Overdrive Power Systems): COMMANDER model only. Select up to two ranged
weapons this model is equipped with. Each time a ranged attack is made with these weapons against
an enemy within half range, that attack has +1 to wound.
Strat (Experimental Weaponry, 2CP - Epic Deed): Use in your shooting phase, when selecting a
BORK’AN unit to shoot. Select one model in that unit and one weapon it is equipped with. Each time
that model makes an attack with that weapon this phase, it ignores invulnerable saves.

Farsight Enclaves
Tenet (Devastating Counterstrike): Each time this model makes a ranged attack against a unit within
12”, the target is treated as having a markerlight token. Each time a unit is selected to shoot or fight,
it can reroll one wound roll.
Warlord Trait (Master of the Killing Blow): Whenever this WARLORD makes an attack, wounds caused
by that attack cannot be ignored and 6s to wound have +3 AP.
Signature System (Talisman of Arthas Moloch): The bearer can deny one power per psychic phase
and has +1 to deny.
Strat (Drop Zone Clear, 2/3CP - Battle Tactic): Use in your movement phase, when a FARSIGHT
ENCLAVES BATTLESUITS unit arrives from reserves via Manta Strike or Homing Beacon. Until end of
turn, when a BATTLESUIT model in that unit makes a ranged attack, reroll the hit roll and the wound
roll. Costs 3CP if the unit has 4+ BATTLESUIT models, or 2CP otherwise.
Stratagems
Breach and Clear [1CP] - Battle Tactic
Use in your shooting phase, when selecting a BREACHER TEAM unit to shoot. Until the end of the
phase, when a CORE model in that unit makes a ranged attack, it ignores cover and rerolls wounds.

Relentless Fusillade [1CP] - Battle Tactic


Use in your shooting phase, when selecting a STRIKE TEAM unit to shoot. Until the end of the phase,
rapid fire weapons double shots at any range, and CORE models in the unit gain +1AP with ranged
attacks.

On-Board Sensors [1CP] - Battle Tactic


Use at the start of your shooting phase. Select one friendly <SEPT> DEVILFISH model and one enemy
unit within 24” and visible to it. Until the end of the phase, the DEVILFISH gains a 6” aura. Friendly
<SEPT> FIRE WARRIOR units within the aura reroll 1s to hit against the chosen enemy unit.

Dynamic Offensive [1CP] - Battle Tactic


Use in your movement phase, when selecting a CRISIS BATTLESUIT unit to move. Until the end of the
turn, that unit autoadvances 6” and does not take the penalty for advancing and shooting assault
weapons.

Pulse Onslaught [1CP] - Battle Tactic


Use in your shooting phase, when selecting a FIRE WARRIOR TEAM unit to shoot. Until the end of the
phase, CORE models in that unit autowound on 6s to hit with pulse weapons.

Point-Blank Volley [1CP] - Battle Tactic


Use at the start of your shooting phase. Select one FIRE WARRIOR TEAM in your army that is
engaged. Until the end of the phase, pulse carbines, pulse blasters and pulse rifles in that unit
become Pistol 2.

Drop Threat Acquisition [2/3CP] - Battle Tactic


Use in your movement phase, when a BATTLESUITS unit arrives from reserves via Manta Strike or
Homing Beacon. Until end of turn, when a BATTLESUIT model in that unit makes a ranged attack,
reroll the hit roll. Costs 3CP if the unit has 4+ BATTLESUIT models, or 2CP otherwise.

Saviour Protocols [1CP] - Epic Deed


Use in any phase after failing a save for a model in a <SEPT> unit. Select a friendly <SEPT> DRONE
model within 3” of that unit, or within 6” if the unit contains a model with a drone controller. That
DRONE is destroyed and the attack’s damage characteristic becomes 0.

Branched Nova Charge [2CP] - Epic Deed


Use in your command phase, when a RIPTIDE BATTLESUIT fails its nova reactor roll. That roll passes
instead. Can only be used on each model once per battle.

Combat Debarkation [1CP] - Epic Deed


Use at the start of your movement phase. If you selected Mont’ka and it is the first, second or third
battle round, or if you selected Kauyon and it is the third, fourth or fifth battle round, pick three
DEVILFISH models in your army. Otherwise, pick one DEVILFISH model in your army. Until the end of
the phase, each time a selected model makes a normal move, units inside it can disembark. Units
that disembark in this way cannot charge this turn.

Wisdom of the Many [2CP] - Epic Deed


Use at the start of any of your phases other than the command phase. Select one ETHEREAL unit that
did not intone an invocation this turn. That unit can intone one invocation that has not already been
used this turn, and the invocation is automatically inspiring. It lasts until the start of your next
command phase.

Fail-Safe Detonator [1CP] - Epic Deed


Use in any phase when a BATTLESUIT model from your army is destroyed. Before removing it from
play, instead of triggering any other abilities that trigger on death, roll one D6 for each unit within 3”
of that model, adding 1 if the destroyed model had 12 or more wounds. On a 3-5, that unit takes D3
mortals; on a 6+, that unit takes 3 mortals.

Backup AI [1CP] - Epic Deed


Use in your command phase. Select one T’AU EMPIRE model in your army. Until the start of your next
command phase, it counts as having full wounds remaining for degradation.

Emergency Dispensation [1CP] - Requisition


Standard extra relic strat.

Promising Pupil [1CP] - Requisition


Standard extra WLT strat.

Orbital Ion Beam [2CP] - Strategic Ploy


Use in your command phase. Place two markers anywhere on the battlefield within 12” of each
other. At the start of your next command phase, draw a straight line between them and roll a D6 for
each unit the line crosses over, adding 1 if the unit is a BUILDING. On a 2-5, that unit takes D3
mortals; on a 6+, that unit takes 3 mortals. You can only use this stratagem once.

Wall of Mirrors [1CP] - Strategic Ploy


Use at the end of your movement phase. Select one friendly STEALTH BATTLESUIT or GHOSTKEEL
BATTLESUIT unit that is wholly within 9” of any battlefield edges and remove it from the battlefield.
In your next reinforcements step, set it back up wholly within 9” of any battlefield edge and more
than 9” from any enemy models.

The Grisly Feast [1CP] - Strategic Ploy


Use in the fight phase, when an enemy unit is destroyed by an attack made by a model in a KROOT
unit. Until the end of the battle, that KROOT unit gains a 5+ FNP.

Coordinated Engagement [1CP] - Strategic Ploy


Use in your shooting phase, before selecting a unit to shoot with. Select one enemy unit and two
<SEPT> units from your army that are within 18” of and visible to that enemy. Until the end of the
phase, each time a model in one of those <SEPT> units makes an attack, it must target the chosen
enemy unit, and gains +1 AP.
A Trap Well Laid [1CP] - Strategic Ploy
Use in the heroic interventions step of your opponent’s charge phase. Select one KROOT unit in your
army that is not engaged. Until end of turn, that unit can perform a 6” heroic intervention, and
models in that unit gain +1 attack.

Recon Sweep [1CP] - Strategic Ploy


Use in your shooting phase, when a PATHFINDER TEAM unit completes a Fire Markerlights action.
Add 1 to the rolls for that unit’s markerlights, and the unit can make a normal move afterwards.

Shocking Firestorm [1CP] - Strategic Ploy


Use in your shooting phase, when selecting a <SEPT> unit to shoot. Select one enemy unit within 18”
of that unit. Until the end of the phase, each time a model in the enemy unit is destroyed by an
attack made by the <SEPT> unit, that model counts as two for morale tests.

Counterfire Defence System [1/2CP] - Strategic Ploy


Use in your opponent’s shooting phase, when an attack is allocated to a COUNTERFIRE DEFENCE
SYSTEM model. The damage characteristic of that attack becomes 1. Costs 2CP if that model has 14
or more wounds, or 1CP otherwise.

Designated Tasking [1CP] - Strategic Ploy


Use in your command phase. Select one T’AU EMPIRE unit that is not engaged and contains both
DRONE models and non-DRONE models. If any of those DRONE models are docked within another
model, set them up within 1” of that model, they are no longer docked. Then split the unit into two
units, one containing all DRONE models and one containing all non-DRONE models.

Strike and Fade [1/2CP] - Strategic Ploy


Use at the start of your shooting phase. One T’AU EMPIRE JET PACK unit from your army can shoot,
then make a normal move of up to 6”. That unit cannot shoot again this phase. Costs 1CP if the unit
contains 5 or fewer models (excluding DRONE models), or 2CP otherwise.

Frequency Lock [1CP] - Wargear


Use in your shooting phase, when picking a T’AU EMPIRE unit to shoot. Until the end of the phase,
that unit’s seeker missiles, seeker missile racks and destroyer missiles gain +1 to wound, and can
target units with at least one markerlight on them even if they are not visible.

Neuroweb System Jammer [1CP] - Wargear


Use in your shooting phase. Select one enemy unit within 18” of and visible to a NEUROWEB SYSTEM
JAMMER unit in your army and roll a D6. On a 3+, until the start of your next shooting phase, models
in that unit have -1 to hit.

Repulsor Impact Field [1CP] - Wargear


Use in your opponent’s charge phase, when a BATTLESUIT unit is selected as a charge target. Until
the end of the phase, subtract 2 from all charge rolls against that unit.

Ionised Shockfield [2CP] - Wargear


Use in your shooting phase, when a model in an enemy unit is destroyed by an ion weapon by a
<SEPT> model in your army. Until the start of your next shooting phase, models in that enemy unit
cannot be affected by auras of other enemy units.

Submunitions [1CP] - Wargear


Use in your shooting phase, when selecting a HAMMERHEAD model to shoot. If that model has a
railgun, instead of attacking with it this phase, select one visible enemy within 36” that is not
engaged. Roll a D6 for each model in that unit, adding 1 if the unit has 11+ models. For every 4+, the
target takes a mortal (maximum 8 mortals).

Photon Grenades [1CP] - Wargear


Use in your opponent’s charge phase, when a PHOTON GRENADES unit from your army is selected as
a charge target by a non-VEHICLE, non-MONSTER enemy unit. Until the end of the turn, that enemy
unit subtracts 2 from its charge rolls and takes -1 to hit.
Prototype Systems
Any COMMANDER, Crisis Shas’vre, Crisis Bodyguard Shas’vre or Ghostkeel Shas’vre model in your
army may take one of the following prototype systems. Systems that replace a piece of wargear still
require you to pay the base cost of that wargear. Named characters cannot have prototype systems,
and you cannot include two of the same system in your army.

Starflare Ignition System (20pts, +1PL)


COLDSTAR COMMANDER only. Once per battle, when the bearer starts or ends a move, or uses its
High-Altitude Maneuvers ability (before removing it from the battlefield), it can use this system. Roll
a D6 for each other unit within 3” of this model. On a 2+, that unit takes D3 mortals.

Sensory Negation Countermeasures (15pts, +1PL)


COMMANDER or CRISIS model only. Once per battle at the start of the fight phase, select one enemy
unit within engagement range of the bearer. Until end of next turn, models in that unit take -1 to hit.

Alternating Fusion Blaster (25pts, +2PL)


COMMANDER or CRISIS model with a fusion blaster only. Replaces one fusion blaster.
Alternating fusion blaster: 12”, Assault 1, S8 AP4 Dd6+2. If a hit is scored, draw a straight line from
the closest part of this model’s base/hull and the closest model in the target unit, then make one
wound roll against the target unit and one against each other unit the line passes over.

DW-02 Advanced Burst Cannon (15pts, +1PL)


COMMANDER or CRISIS model with a burst cannon only. Replaces one burst cannon.
DW-02 Advanced Burst Cannon: 18”, Assault 8, S6 AP1 D1, wounds from this weapon cannot be
ignored.

Novasurge Plasma Rifle (20pts, +1PL)


COMMANDER or CRISIS model with a plasma rifle only. Replaces one plasma rifle.
Novasurge Plasma Rifle: 30”, Assault 1, S8 AP5 D3, ignores invulns

Thermoneutronic Projector (20pts, +1PL)


COMMANDER or CRISIS model with a t’au flamer only. Replaces one t’au flamer.
Thermoneutronic Projector (shooting): 12”, Assault D6+2, S4 AP2 D2
(melee): Melee, S4 AP2 D2, each time the bearer fights it makes D6+2 additional attacks with
this weapon .

Dominator Fragmentation Launcher (25pts, +2PL)


COMMANDER or CRISIS model with an airbursting fragmentation projector only. Replaces one
airbursting fragmentation projector.
Dominator Fragmentation Launcher: 24”, Assault D6, S5 AP2 D1, blast, indirect, if any hits are
scored the target unit takes -4 leadership until end of turn.

Internal Grenade Racks (15pts, +2PL)


Once per turn, after the bearer moves in your movement phase, select one unit it moved across and
roll a D6. On a 2+, it takes D3 mortals.
Resonator Warheads (30pts, +2PL)
COMMANDER or CRISIS model with a missile pod only. Replaces one missile pod.
Resonator Warheads: 30”, Assault 3, S8 AP2 D2, if any hits are scored against an INFANTRY, BEAST
or CAVALRY unit, halve its movement until start of your next shooting phase. If the target is
affected by any other movement-reducing effects, this cannot reduce it to less than half.

E-H Disruption Suite (30pts, +2PL)


GHOSTKEEL BATTLESUIT model only. Once per battle in your command phase, gain a 12” aura until
your next command phase. While an enemy unit is in this aura, each time your opponent selects that
unit for a stratagem, and each time your opponent uses a stratagem when that unit is selected to
shoot or fight, increase the cost of that stratagem by 1CP.

Stimm Injectors (10pts, +1PL)


COMMANDER or CRISIS model only. Once per battle, after failing a saving throw, the bearer can gain
a 4+ FNP until end of turn.

Wide-Spectrum Scanners (20pts, +1PL)


Model with an early warning override only. At the end of your opponent’s reinforcements step, if the
bearer is not engaged, it can shoot at a single enemy unit that arrived from reinforcements this turn
and is within 12” as if it were your shooting phase.
Warlord Traits
If a <SEPT> character is your WARLORD, it can have a T’au Empire Warlord Trait. If a KROOT character
is your WARLORD, it can have a Kroot Warlord Trait.

T’au Empire Warlord Traits


1. Precision of the Hunter: This model can reroll all hit and wound rolls.
2. Through Unity, Devastation (Aura): While a friendly <SEPT> CORE unit is within 6” of the
WARLORD, when a CORE model in that unit makes a ranged attack, 6s to wound have +1 AP.
3. A Ghost Walks Among Us: Attacks against the WARLORD have -1 to hit, and the WARLORD
autoadvances 6”.
4. Through Boldness, Victory: In your command phase, pick a friendly <SEPT> CORE unit within 9”.
Until the start of your next command phase, when a CORE model in that unit makes a ranged attack,
6s to hit autowound.
5. Exemplar of the Kauyon: After the first turn roll, select one friendly <SEPT> unit, or up to three if
you selected Kauyon. Redeploy those units, or place them into strategic reserves without spending
CP.
6. Exemplar of the Mont’ka: In your command phase, pick a friendly <SEPT> CORE unit within 9”.
Until your next command phase, when a CORE model in that unit makes a ranged attack against an
enemy unit within 9”, or within 12” if you selected Mont’ka, you can reroll the wound roll.

Kroot Warlord Traits


1. Master of the Hunt (Aura): While a friendly KROOT unit is within 6”, when a model in that unit
makes a ranged attack against an enemy unit within 12”, that enemy does not gain the benefits of
cover.
2. Pack Leader (Aura): While a friendly KROOT unit is within 6”, roll an extra D6 for their charge rolls
and discard one of the dice.
3. Nomadic Hunter (Aura): While a friendly KROOT unit is within 6”, each time a model in that unit
makes a ranged attack, if that unit did not fall back this turn, it is treated as stationary.

Named Character Warlord Traits


Commander Shadowsun: Exemplar of the Kauyon
Commander Farsight: Exemplar of the Mont’ka
Longstrike: Through Boldness, Victory
Aun’va: Through Unity, Devastation
Aun’shi: Academy Luminary
Darkstrider: A Ghost Walks Among Us
Relics
Puretide Engram Neurochip: While the bearer is on the battlefield, each time you spend a CP to use
a T’au Empire Battle Tactic or T’au Empire Epic Deed stratagem, regain that CP on a 3+.

Onager Gauntlet: BATTLESUIT model only.


Onager Gauntlet: Melee, S12 AP4 D3

Multi-Sensory Discouragement Array: At the end of your movement phase, select an enemy unit
within 12” and roll 3D6. If the result is greater than the target’s Ld, select one of the following: the
unit loses obsec; halve the move stat and charge rolls of the target; the target’s ranged attacks can
only target the closest eligible target. The effect lasts until the start of your next movement phase.

Solid-Image Projection Unit: Gain a 4++ save. The first time each turn the bearer fails a saving throw,
that attack’s damage is changed to 0.

Advanced EM Scrambler: Enemy reinforcements cannot be set up within 12” of the bearer. In your
command phase, select one enemy unit within 6” of the bearer. Until the start of your next
command phase, that unit cannot be affected by auras (excluding psychic power auras) of other
enemy units.

Borthrod Gland: KROOT model only. Once per battle, in your command phase, gain a 6” aura until
the start of your next command phase. Friendly KROOT units in the aura gain +1A and +1S.

Ohr’Tu’s Lantern: Model with a markerlight only. When this model performs a Fire Markerlights
action, roll five additional dice.

The Humble Stave: ETHEREAL model only. The bearer can intone one extra invocation each turn, and
gains +1 to its rolls to intone them.

The Kindled Blade: CADRE FIREBLADE model only. Once per battle, in your command phase, gain a
6” aura until the start of your next command phase. Friendly <SEPT> FIRE WARRIOR TEAM units in
the aura autopass morale tests.

Neuro-Empathic Nullifier: ETHEREAL model only. Once per battle, in your command phase, select
one enemy unit within 18” of and visible to the bearer and roll a D6. On a 2+, until the start of your
next command phase that unit cannot perform actions, and any current action fails.

The Be’Gel Hunter’s Plate: The bearer has +1 to armour saves and a 5+ FNP.

Ka’Chak’Tarr: Model equipped with shaper kroot rifle only.


Ka’Chak’Tarr: 24”, Rapid Fire 2, S5 AP2 D2, ignores look out sir, 6s to wound deal 1 mortal
Invocations of the Ethereals
1. Storm of Fire: Select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units)
within 6”. That unit can make ranged attacks without its actions failing.

2. Sense of Stone: Select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units)
within 6”. CORE models in that unit gain a 5+ FNP.

3. Zephyr’s Grace: Select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units)
within 6”. Each time a ranged attack is made against that unit, that attack takes -1 to hit unless the
unit remained stationary in your previous movement phase.

4. Power of Tides: Select one friendly T’AU AUXILIARY unit within 6”. That unit gains +1 to wound.

5. Unifying Mantra (Aura): While a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES
units) is within 6”, that unit can reroll morale tests and adds 1 to combat attrition tests.

6. Wisdom of the Guides: You gain 1 CP.


Chapter Approved Rules
Shadow Operations: Aerospace Targeting Relays
When you select this objective, place an Aerospace Designation marker halfway along each
battlefield edge. Units in your army can perform the following action:
Install Targeting Relay (Action): One or more INFANTRY units from your army can start this action at
the end of your movement phase. Each of these units must be within 6” of a different marker that
has not had a targeting relay installed yet. This action completes at the start of your next command
phase or the end of the battle, whichever comes first.
At the end of the battle, you score VPs based on the number of targeting relays that were
successfully installed.

One Two Three Four

2VP 6VP 9VP 15VP

Battlefield Supremacy: Decisive Action


If you selected Mont’ka, score 4 VP at the end of your first, second and third turns if you control half
or more of the objectives on the battlefield. If you selected Kauyon, score 4 VP at the end of your
third, fourth and fifth turns if you control half or more of the objectives on the battlefield.

No Mercy, No Respite: A Clean Victory


If you selected Mont’ka, at the end of the first, second and third battle rounds, score 1VP if any
enemy units were destroyed during that round, and score 3VP if three or more enemy units were
destroyed that round. If you selected Kauyon, at the end of the third, fourth and fifth battle rounds,
score 1VP if any enemy units were destroyed during that round, and score 3VP if three or more
enemy units were destroyed that round.
Faction Abilities
Philosophies of War: If every unit in your army (excluding T’AU AUXILIARY, SUPREME COMMANDER
and UNALIGNED units) is from the same Sept, then after rolling for first turn, you can select either
Mont’ka or Kauyon. T’AU EMPIRE units (excluding T’AU AUXILIARY units) from your army gain the
benefits of that Tactical Philosophy.
Mont’Ka: In battle rounds 1-3, when this unit makes a normal move or advances in your movement
phase, until the end of your shooting phase it counts as having remained stationary. Each time a
model in this unit makes a ranged attack against the closest eligible enemy unit during battle rounds
1-3, if that enemy unit is within 18” (battle round 1), 12” (battle round 2) or 9” (battle round 3),
improve that attack’s AP by 1 and reroll a wound roll of 1.
Kauyon: In battle rounds 3-5, this unit can shoot in the same turn that it fell back. If it does, it has -1
to hit with ranged attacks this turn. Each time a model in this unit makes a ranged attack against the
closest eligible enemy unit within 12” during battle rounds 3-5, if that model is not engaged and did
not fall back this turn, it gains exploding 6s to hit (battle round 3), 5s to hit (battle round 4) or 4s to
hit (battle round 5).

Battlesuits: BATTLESUIT models in this unit can make ranged attacks while in combat in exactly the
same way as vehicles/monsters.

Markerlights: Units in your army can perform the following action:


Fire Markerlights (Action): One or more MARKERLIGHT units in your army can begin this action at the
start of your movement phase. It completes at the start of your next shooting phase. When it is
completed, for each markerlight in the unit, select one enemy unit within 36” that would be an
eligible target for shooting and roll a D6. On a 3+, that unit gains a markerlight token.
While a VEHICLE or DRONE unit is performing this action, it can move without the action failing. If it
does, any non-VEHICLE or -DRONE units in that unit are not counted as having markerlights for the
purposes of the action.
Each time a T’AU EMPIRE unit (excluding T’AU AUXILIARY units) is selected to shoot, it gains +1 to hit
with its ranged attacks against any enemy unit with at least one markerlight token. After the unit has
finished making attacks, remove one markerlight token from each enemy unit that it targeted.
At the end of your shooting phase, remove all markerlight tokens from all enemy units.

Manta Strike: Standard deep strike.

Ambushing Predators: This unit can make a pregame move of up to 7”.

Inspired to Greatness: In your command phase, select one friendly T’AU EMPIRE CORE or T’AU
AUXILIARY unit (excluding FARSIGHT ENCLAVES units) within 6” of this unit’s ETHEREAL model. Until
the start of your next command phase, that unit can make ranged attacks without its actions failing.
HQ
Commander Shadowsun 150pts, 8PL

M WS BS S T W A Ld Sv

1 Commander Shadowsun 10” 3+ 2+ 5 5 7 4 10 3+

Equipped with flechette launcher, 2 high-energy fusion blasters, light missile pod, pulse pistol,
advanced guardian drone, command-link drone.

Dispersed fusion blaster: 18”, Assault 2, S7 AP4 D2, damage 3 in half range
Flechette launcher: 18”, Assault 5, S3 AP0 D1
High-energy fusion blaster: 24”, Assault 1, S8 AP4 Dd6, damage d6+2 in half range
Light missile pod: 24”, Assault 2, S7 AP1 D2
Pulse pistol: 12”, Pistol 1, S5 AP0 D1

Can replace one or both high-energy fusion blasters with dispersed fusion blasters.

Battlesuits, Manta Strike


Master of War (Aura): CORE models in friendly T’AU EMPIRE CORE units within 6” of the Commander
reroll 1s to hit.
Defender of the Greater Good: In your command phase, pick a friendly T’AU EMPIRE CORE or
CHARACTER unit within 6” of Shadowsun. Until the start of your next command phase, models in
that unit can reroll all hit rolls.
Camouflage Fields: While Shadowsun is alive, ranged attacks targeting the unit take -1 to hit.
XV22 Stalker Battlesuit: Shadowsun has a 5++ save.
Infiltrator: Can be deployed anywhere that is more than 9” from the enemy DZ or models.
Hero of the Empire: Shadowsun must be your warlord.

T’AU EMPIRE, T’AU SEPT; INFANTRY, CHARACTER, BATTLESUIT, FLY, SUPREME COMMANDER, JET PACK,
COMMANDER, SHADOWSUN
Commander Farsight 130pts, 7PL

M WS BS S T W A Ld Sv

1 Commander Farsight 10” 2+ 2+ 5 5 7 5 10 3+

Equipped with high-intensity plasma rifle, Dawn Blade.

High-intensity plasma rifle: 36”, Assault 2, S8 AP4 D3


Dawn Blade (strike): Melee, Sx2 AP3 D3
(sweep): Melee, S+1 AP2 D1, make two hit rolls instead of one

Battlesuits, Manta Strike


Master of War (Aura): CORE models in friendly FARSIGHT ENCLAVES CORE units within 6” reroll 1s to
hit.
Tactical Acumen: In your command phase, pick a friendly FARSIGHT ENCLAVES CRISIS CORE unit
within 9”. Until the end of this turn, it can shoot and charge after falling back, and its ranged attacks
can ignore any or all hit modifiers.
Way of the Short Blade: At the start of the fight phase, select one FARSIGHT ENCLAVES CORE unit
within 6”. Until the end of the phase, CORE models in that unit gain +1 to hit with melee attacks.
Shield Generator: Farsight has a 4++ save.
Hero of the Empire: Farsight must be your warlord.

T’AU EMPIRE, FARSIGHT ENCLAVES; INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, COMMANDER,
FARSIGHT
Commander in Crisis Battlesuit 90pts, 7PL

M WS BS S T W A Ld Sv

1 Commander 10” 3+ 2+ 5 5 6 4 10 3+

Equipped with burst cannon.

Airburst fragmentation projector: 24”, Assault D6, S4 AP1 D1, blast,


indirect………………10/15/20pts
Burst cannon: 18”, Assault 6, S5 AP0
D1……………………………………………………………………….10/15/20pts
Cyclic ion blaster (standard): 18”, Assault 3, S7 AP2
D1………………………………………………..10/20/25pts
(overcharge): 18”, Assault 3, S8 AP2 D2, take 1 mortal for each 1 to hit
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half
range………………………..15/20/25pts
Missile pod: 30”, Assault 2, S7 AP2
D2……………………………………………………………………..…..10/15/25pts
Plasma rifle: 30”, Assault 1, S8 AP4
D3………………………………………………………………………….10/15/20pts
T’au flamer: 12”, Assault D6+2, S4 AP0 D1,
autohits……………………………………………………...5/10/15pts

Counterfire defence system: Gains COUNTERFIRE DEFENCE SYSTEM keyword.


Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Iridium battlesuit: 2+
save………………………………………………………………………………………..….10pts
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Shield generator: 4++
save…………………………………………………………………………………………...10pts
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Can replace burst cannon with up to four of: airbursting fragmentation projector, burst cannon, cyclic
ion blaster, fusion blaster, missile pod, plasma rifle, t’au flamer, counterfire defence system, early
warning override, multi-tracker, shield generator, target lock, velocity tracker.

Can have iridium battlesuit.

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Battlesuits, Manta Strike


Master of War (Aura): CORE models in friendly <SEPT> CORE units within 6” of the Commander
reroll 1s to hit.
Tactical Acumen: In your command phase, pick a friendly <SEPT> CRISIS CORE unit within 9” of the
Commander. Until the end of this turn, it can shoot and charge after falling back, and its ranged
attacks can ignore any or all hit modifiers.

T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, CRISIS, COMMANDER
Commander in Coldstar Battlesuit 100pts, 7PL

M WS BS S T W A Ld Sv

1 Commander 14” 3+ 2+ 5 5 7 4 10 3+

Equipped with high-output burst cannon, target lock.

Airburst fragmentation projector: 24”, Assault D6, S4 AP1 D1, blast,


indirect………………10/15/20pts
Burst cannon: 18”, Assault 6, S5 AP0
D1………………………………………………………………..……..10/15/20pts
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half
range……………………..…15/20/25pts
High-output burst cannon: 18”, Assault 10, S5 AP1
D1……………………………….…………..…..15pts
Missile pod: 30”, Assault 2, S7 AP2
D2…………………………………………………………….…………..10/15/25pts
Plasma rifle: 30”, Assault 1, S8 AP4
D3…………………………………………………………………..…….10/15/20pts
T’au flamer: 12”, Assault D6+2, S4 AP0 D1,
autohits………………………………………………….....5/10/15pts

Positional relay: Once per battle round, when you set up a <SEPT> unit from strategic reserve, that
unit can be set up as though the battle round were 1 higher, but it must be set up within 6” of the
bearer.
Shield generator: 4++
save………………..………………………………………………………………………….10pts
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Can replace high-output burst cannon with one of the following: airbursting fragmentation projector,
burst cannon, fusion blaster, missile pod, plasma rifle, t’au flamer, positional relay, shield generator,
velocity tracker.

Can have up to three of the following: airbursting fragmentation projector, burst cannon, fusion
blaster, missile pod, plasma rifle, positional relay, shield generator, t’au flamer, velocity tracker.

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Battlesuits, Manta Strike


Master of War (Aura): CORE models in friendly <SEPT> CORE units within 6” of the Commander
reroll 1s to hit.
High-Altitude Maneuvers: Once per battle at the start of your movement phase, remove this unit
from the battlefield. In the reinforcements step of the same turn, place it back on the table more
than 9” from enemy models, or place it into strategic reserves.
Aggressive Tactics: In your command phase, pick a friendly <SEPT> CRISIS CORE unit within 9” of the
Commander. Until the end of the turn, this unit autoadvances 8”.

T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, COLDSTAR, COMMANDER
Commander in Enforcer Battlesuit 110pts, 8PL

M WS BS S T W A Ld Sv

1 Commander 8” 3+ 2+ 5 5 7 4 10 2+

Equipped with burst cannon.

Airburst fragmentation projector: 24”, Assault D6, S4 AP1 D1, blast,


indirect………………10/15/20pts
Burst cannon: 18”, Assault 6, S5 AP0
D1……………………………………………………………………….10/15/20pts
Cyclic ion blaster (standard): 18”, Assault 3, S7 AP2
D1………………………………………………..10/20/25pts
(overcharge): 18”, Assault 3, S8 AP2 D2, take 1 mortal for each 1 to hit
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half
range………………………..15/20/25pts
Missile pod: 30”, Assault 2, S7 AP2
D2……………………………………………………………………..…..10/15/25pts
Plasma rifle: 30”, Assault 1, S8 AP4
D3………………………………………………………………………….10/15/20pts
T’au flamer: 12”, Assault D6+2, S4 AP0 D1,
autohits……………………………………………………...5/10/15pts

Positional relay: Once per battle round, when you set up a <SEPT> unit from strategic reserve, that
unit can be set up as though the battle round were 1 higher, but it must be set up within 6” of the
bearer.
Shield generator: 4++
save…………………………………………………………………………………………...10pts
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Can replace burst cannon with up to four of: airbursting fragmentation projector, burst cannon, cyclic
ion blaster, fusion blaster, missile pod, plasma rifle, t’au flamer, positional relay, shield generator,
velocity tracker.

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Battlesuits, Manta Strike


Master of War (Aura): CORE models in friendly <SEPT> CORE units within 6” of the Commander
reroll 1s to hit.
Hardened Armour: -1 damage.
Resolute Firebase: In your command phase, pick a friendly <SEPT> CRISIS CORE unit within 9” of the
Commander. Until the start of your next command phase, that unit gains obsec.
T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, BATTLESUIT, FLY, JET PACK, ENFORCER, COMMANDER
Cadre Fireblade 50pts, 3PL

M WS BS S T W A Ld Sv

1 Cadre Fireblade 6” 4+ 3+ 3 3 4 3 8 4+

Equipped with Fireblade pulse rifle, markerlight.

Fireblade pulse rifle: 36”, Rapid Fire 1, S5 AP2 D2

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Volley Fire (Aura): CORE models in friendly <SEPT> CORE units within 6” of the Fireblade get
exploding 6s to hit with pulse weapons.
Target Sighted: In your command phase, pick a friendly <SEPT> FIRE WARRIOR TEAM within 9” of the
Fireblade, until the start of your next command phase, CORE models in that unit reroll 1s to hit with
ranged attacks.

T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, PHOTON GRENADES, CADRE FIREBLADE


Kroot Shaper 25pts, 2PL

M WS BS S T W A Ld Sv

1 Kroot Shaper 7” 2+ 4+ 4 3 4 3 8 6+

Equipped with shaper kroot rifle, ritual blade.

Kroot pistol: 12”, Pistol 1, S5 AP1 D1


Pulse rifle: 36”, Rapid Fire 1, S5 AP1 D1
Shaper kroot rifle: 24”, Rapid Fire 2, S4 AP1 D1
Ritual blade: Melee, S+1 AP1 D1
Grenade belt: 6”, Grenade 2d6, S5 AP1 D1, blast, one use only

Can replace shaper kroot rifle with pulse rifle.

Can replace ritual blade with kroot pistol and grenade belt.

Ambushing Predators
Wisest of their Kind (Aura): Friendly KROOT units within 6” can use this model’s Ld value.
The Shaper Commands (Aura): Friendly KROOT units within 6” can reroll 1s to hit [yes this really is
any kroot unit].
Stealthy Hunter: Extra +1 armour save from cover against ranged attacks.

T’AU EMPIRE, KROOT; INFANTRY, CHARACTER, T’AU AUXILIARY, KROOT SHAPER


Ethereal 60pts, 3PL

M WS BS S T W A Ld Sv

1 Ethereal 6” 3+ 4+ 3 3 4 3 10 5+

Equipped with honour stave.

Honour stave: Melee, S+2 AP1 D2, attacks with this weapon have -1 to hit

Hover drone: Gain move 10” and


FLY……………………………………………………………………………5pts

Can have hover drone (+1PL).

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Inspired to Greatness
Failure Is Not An Option (Aura): Friendly T’AU EMPIRE units (excluding FARSIGHT ENCLAVES or T’AU
AUXILIARIES units) within 6” of the Ethereal can use this model’s Ld value.
Embodiments of the Empire: Cannot be taken as FARSIGHT ENCLAVES.

Knows two invocations and can intone one each turn during your command phase. Roll a D6; on a 3+
the invocation is successful and remains in effect until the start of your next command phase.

T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, ETHEREAL


Aun’Va 80pts, 4PL

M WS BS S T W A Ld Sv

1 Aun’Va 6” 6+ 4+ 2 3 6 1 10 5+

2 Ethereal Guards 6” 3+ 3+ 3 3 2 3 10 5+

Each ethereal guard is equipped with supreme honour blade.

Supreme honour blade: Melee, S+2 AP1 D2

Inspired to Greatness
Supreme Loyalty (Aura): Friendly T’AU EMPIRE units (excluding FARSIGHT ENCLAVES or T’AU
AUXILIARIES units) within 9” of Aun’va can use this unit’s Ld value.
Paradox of Duality: All models have 5++ save, all attacks against this unit have -1 to wound.
Leadership Caste: Can be in any T’AU EMPIRE detachment (other than FARSIGHT ENCLAVES) without
interfering with <SEPT> traits, but will only gain <SEPT> traits if in a <T’AU SEPT> army.

Knows three invocations and can intone two each turn during your command phase. Roll a D6; on a
2+ the invocation is successful and remains in effect until the start of your next command phase.

T’AU EMPIRE, T’AU SEPT

Aun’Va: INFANTRY, CHARACTER, ETHEREAL, AUN’VA

Ethereal Guards: INFANTRY, ETHEREAL GUARD


Aun’Shi 85pts, 5PL

M WS BS S T W A Ld Sv

1 Aun’Shi 6” 2+ 4+ 3 3 5 5 10 7+

Equipped with Fidelity.

Fidelity: Melee, S+2 AP2 D2, exploding 6s to hit

Inspired to Greatness
Shield Generator: 4++ save.
Failure Is Not An Option (Aura): Friendly T’AU EMPIRE units (excluding FARSIGHT ENCLAVES or T’AU
AUXILIARIES units) within 6” can use this model’s Ld value.
Leadership Caste: Can be in any T’AU EMPIRE detachment (other than FARSIGHT ENCLAVES) without
interfering with <SEPT> traits, but will only gain <SEPT> traits if in a <VIOR’LA SEPT> army.
Inspirational Defiance (Aura): Friendly VIOR’LA CORE units within 6” that are not engaged in combat
can hold steady or set to defend when charged.

Knows three invocations and can intone two each turn during your command phase. Roll a D6; on a
2+ the invocation is successful and remains in effect until the start of your next command phase.

T’AU EMPIRE, VIOR’LA SEPT; INFANTRY, CHARACTER, ETHEREAL, AUN’SHI


Darkstrider 60pts, 3PL

M WS BS S T W A Ld Sv

1 Darkstrider 7” 3+ 2+ 3 3 5 3 9 4+

Equipped with markerlight, Shade.

Shade: 24”, Assault 2, S5 AP2 D2

Structural Analyser: In your command phase, pick a friendly T’AU SEPT CORE unit within 6” and one
visible enemy unit. Until end of turn, models in that friendly unit get +1 to wound with ranged
attacks against the enemy unit.
Target Uploaded: Can start Fire Markerlights at the end of the movement phase instead of the start.
Drone Familiar Cluster: Each time this model shoots, reroll one hit roll and one wound roll.
Fighting Retreat (Aura): Friendly T’AU SEPT CORE units (except BATTLESUITS) within 6” can shoot
after falling back.
Vanguard: Pregame move of up to 7”.

T’AU EMPIRE, T’AU SEPT; INFANTRY, CHARACTER, PHOTON GRENADES, DARKSTRIDER


Longstrike 160pts, 9PL

M WS BS S T W A Ld Sv

1 Longstrike (8+ 12” 6+ 3+ 6 7 14 3 8 3+


wounds)

Longstrike (4-7 8” 6+ 4+ 6 7 D3 8 3+
wounds)

Longstrike (1-3 4” 6+ 5+ 6 7 1 8 3+
wounds)

Equipped with railgun, 2 gun drones.

Ion cannon (standard): 60”, Heavy 3D3, S7 AP2


D2………………………………………………………..10pts
(overcharge): 60”, Heavy 3D3, S8 AP2 D3, blast, take 1 mortal for each 1 to hit
Railgun: 72”, Heavy 1, S14 AP6 Dd3+6, ignore invulns, deals 3 mortals on a successful wound roll
Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use
only……………………………………………….5pts
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover…………………..5pts
Accelerator burst cannon: 18”, Assault 8, S6 AP1
D1……………………………………………………..5pts

Can replace railgun with ion cannon.

Can take up to 2 seeker missiles.

Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.

Hover Tank, Explodes (6/6”/D6)


Gunship Ace: Longstrike’s ranged attacks against MONSTER or VEHICLE units have +1 to wound.
Targeting Array: Each time this model shoots, reroll one hit roll.
XV02 Pilot Battlesuit: In your command phase, select one other friendly T’AU SEPT CORE or
HAMMERHEAD unit within 6”. Until the start of your next command phase, when that unit makes a
ranged attack, it treats the target as having a markerlight.
Drone Deck: DRONE models in this unit begin the game docked in the HAMMERHEAD model.

T’AU EMPIRE, T’AU SEPT; VEHICLE, CHARACTER, FLY, HAMMERHEAD, LONGSTRIKE


Troops
Strike Team 80pts, +10pts/+1PL for support turret, 4PL

M WS BS S T W A Ld Sv

9 Fire Warrior 6” 5+ 4+ 3 3 1 1 7 4+

1 Fire Warrior Shas’ui 6” 5+ 4+ 3 3 1 2 8 4+

0-1 Support Turret - - 4+ 3 3 1 - 4 4+

Each fire warrior and shas’ui is equipped with pulse rifle, pulse pistol. Each support turret is equipped
with missile pod.

Missile pod: 30”, Assault 2, S7 AP2


D2……………………………………………………………………..…..10pts
Pulse carbine: 24”, Assault 2, S5 AP0 D1
Pulse pistol: 12”, Pistol 1, S5 AP0 D1
Pulse rifle: 36”, Rapid Fire 1, S5 AP1 D1
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover

Any number of models can replace pulse rifle with pulse carbine.

The shas’ui can be equipped with a markerlight (5pts).

Can have up to two of the following (+1PL): guardian drone (10pts, maximum 1), gun drone (8pts),
marker drone (10pts), shield drone (12pts).

The support turret’s smart missile system can be replaced with a missile pod.

Set Up Turret: The unit’s support turret is not set up until the unit takes the following action.
Deploy Turret (Action): In your command phase, any number of BREACHER TEAM or STRIKE TEAM
units can begin this action, completes at the end of your movement phase. When completed, if that
unit’s turret is not on the battlefield and has not been destroyed, place it on the battlefield within
coherency.
DS8 Support Turret: Support turrets are ignored for determining the unit’s starting strength and half
strength and for the purposes of morale tests. They do not take up space in transports. When the
unit is selected to move, you can remove its support turret from the battlefield.

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, STRIKE TEAM
Breacher Team 85pts, +10pts/+1PL for support turret, 5PL

M WS BS S T W A Ld Sv

9 Fire Warrior 6” 5+ 4+ 3 3 1 1 7 4+

1 Fire Warrior Shas’ui 6” 5+ 4+ 3 3 1 2 8 4+

0-1 Support Turret - - 4+ 3 3 1 - 4 4+

Each fire warrior and shas’ui is equipped with pulse blaster, pulse pistol. Each support turret is
equipped with missile pod.

Missile pod: 30”, Assault 2, S7 AP2


D2……………………………………………………………………..…..10pts
Pulse pistol: 12”, Pistol 1, S5 AP0 D1
Pulse blaster (close range): 8”, Assault 2, S6 AP2 D1
(long range): 14”, Assault 2, S5 AP1 D1
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover

The shas’ui can be equipped with a markerlight (5pts).

Can have up to two of the following (+1PL): guardian drone (10pts, maximum 1), gun drone (8pts),
marker drone (10pts), shield drone (12pts).

The support turret’s smart missile system can be replaced with a missile pod.

Set Up Turret: The unit’s support turret is not set up until the unit takes the following action.
Deploy Turret (Action): In your command phase, any number of BREACHER TEAM or STRIKE TEAM
units can begin this action, completes at the end of your movement phase. When completed, if that
unit’s turret is not on the battlefield and has not been destroyed, place it on the battlefield within
coherency.
DS8 Support Turret: Support turrets are ignored for determining the unit’s starting strength and half
strength and for the purposes of morale tests. They do not take up space in transports. When the
unit is selected to move, you can remove its support turret from the battlefield.

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, BREACHER TEAM
Kroot Carnivores 6pts/model, 3PL, 3/6PL for 10/11+ models

M WS BS S T W A Ld Sv

10-20 Kroot 7” 3+ 4+ 4 3 1 2 6 6+

Equipped with kroot rifle, quill grenades.

Kroot rifle (shooting): 24”, Rapid Fire 1, S4 AP0 D1


(melee): Melee, S:User AP1 D1
Quill grenades: 6”, Grenade D6, S4 AP0 D1, blast

Ambush Predators
Stealthy Hunters: Extra +1 armour save from cover against ranged attacks.
Kroot Pack: For each KROOT CARNIVORES unit in a detachment, you can include one KROOTOX
RIDERS, one KROOT HOUNDS and one KROOT SHAPER unit without taking up slots.

T’AU EMPIRE, KROOT; INFANTRY, T’AU AUXILIARY, KROOT CARNIVORES


Elites
Krootox Riders 25pts/model, 2/4/6PL for 1/2/3 models

M WS BS S T W A Ld Sv

1-3 Krootox Rider 7” 3+ 4+ 6 5 4 4 6 6+

Equipped with kroot gun, krootox fists

Kroot gun: 48”, Heavy 2, S7 AP1 D2


Krootox fists: Melee, S:User AP2 D2

Ambush Predators

T’AU EMPIRE, KROOT; CAVALRY, T’AU AUXILIARY, KROOTOX RIDERS


Crisis Battlesuits 30pts/model, 9/18PL for 3/4+ models

M WS BS S T W A Ld Sv

2-5 Crisis Shas’ui 10” 5+ 4+ 5 5 4 3 8 3+

1 Crisis Shas’vre 10” 5+ 4+ 5 5 4 4 9 3+

Equipped with burst cannon.


Airburst fragmentation projector: 24”, Assault D6, S4 AP1 D1, blast,
indirect………………5/10/20pts
Burst cannon: 18”, Assault 6, S5 AP0
D1……………………………………………………………………….5/10/20pts
Cyclic ion blaster (standard): 18”, Assault 3, S7 AP2
D1………………………………………………..10/20/25pts
(overcharge): 18”, Assault 3, S8 AP2 D2, take 1 mortal for each 1 to hit
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half
range………………………..10/15/25pts
Missile pod: 30”, Assault 2, S7 AP2
D2……………………………………………………………………..…..10/15/20pts
Plasma rifle: 30”, Assault 1, S8 AP4
D3…………………………………………………………………………..5/10/15pts
T’au flamer: 12”, Assault D6+2, S4 AP0 D1,
autohits……………………………………………………...5/10/15pts

Counterfire defence system: Gains COUNTERFIRE DEFENCE SYSTEM keyword.


Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Iridium battlesuit: 2+
save………………………………………………………………………………………..….5pts
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Shield generator: 4++
save…………………………………………………………………………………………...5pts
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Any number of CRISIS models can replace burst cannon with up to three of: airbursting
fragmentation projector, burst cannon, cyclic ion blaster, fusion blaster, missile pod, plasma rifle, t’au
flamer, counterfire defence system, early warning override, multi-tracker, shield generator, target
lock, velocity tracker.

Any number of CRISIS models can have one of: counterfire defence system, early warning override,
multi-tracker, shield generator, target lock, velocity tracker.

For every 3 CRISIS models in the unit, one can have an iridium battlesuit.

Can have up to two of the following per CRISIS model in the unit (+1PL each): gun drone (8pts),
marker drone (10pts), shield drone (12pts).
Battlesuits, Manta Strike

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, CRISIS
Crisis Bodyguards 35pts/model, 6/12/18PL for 2/3-4/5+ models

M WS BS S T W A Ld Sv

1-5 Crisis Shas’ui 10” 5+ 4+ 5 5 4 3 8 3+

1 Crisis Shas’vre 10” 5+ 4+ 5 5 4 4 9 3+

Equipped with burst cannon.

Airburst fragmentation projector: 24”, Assault D6, S4 AP1 D1, blast,


indirect………………5/10/20pts
Burst cannon: 18”, Assault 6, S5 AP0
D1……………………………………………………………………….5/10/20pts
Cyclic ion blaster (standard): 18”, Assault 3, S7 AP2
D1………………………………………………..10/20/25pts
(overcharge): 18”, Assault 3, S8 AP2 D2, take 1 mortal for each 1 to hit
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half
range………………………..10/15/25pts
Missile pod: 30”, Assault 2, S7 AP2
D2……………………………………………………………………..…..10/15/20pts
Plasma rifle: 30”, Assault 1, S8 AP4
D3…………………………………………………………………………..5/10/15pts
T’au flamer: 12”, Assault D6+2, S4 AP0 D1,
autohits……………………………………………………...5/10/15pts

Counterfire defence system: Gains COUNTERFIRE DEFENCE SYSTEM keyword.


Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Iridium battlesuit: 2+
save………………………………………………………………………………………..….5pts
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Shield generator: 4++
save…………………………………………………………………………………………...5pts
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Any number of CRISIS models can replace burst cannon with up to three of: airbursting
fragmentation projector, burst cannon, cyclic ion blaster, fusion blaster, missile pod, plasma rifle, t’au
flamer, counterfire defence system, early warning override, multi-tracker, shield generator, target
lock, velocity tracker.

For every 3 CRISIS models in the unit, one can have an iridium battlesuit.

Can have up to two of the following per CRISIS model in the unit (+1PL each): gun drone (8pts),
marker drone (10pts), shield drone (12pts).
Battlesuits, Manta Strike
Sworn Protectors: CRISIS models in this unit bodyguard friendly <SEPT> characters within 3”.
Bodyguard Contingent: For each <SEPT> COMMANDER in a detachment, you can include one <SEPT>
CRISIS BODYGUARDS unit without taking a slot.

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, CRISIS, CRISIS BODYGUARDS
Stealth Battlesuits 25pts/model, 4/8PL for 2/3-4/5+ models

M WS BS S T W A Ld Sv

2-5 Stealth Shas’ui 8” 5+ 4+ 4 4 2 2 8 3+

1 Stealth Shas’vre 8” 5+ 4+ 4 4 2 3 9 3+

Equipped with burst cannon.

Burst cannon: 18”, Assault 6, S5 AP0 D1


Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half range………………………..5pts

Drone controller: In your command phase, pick one DRONE unit within 6” of the……….5pts
bearer. Until the start of your next command phase, DRONE models in that unit have BS4+ and GUN
DRONE models lose Threat Identification Protocol.
Homing Beacon: The unit can perform the following
action………………………………………….5pts
Homing Beacon (Action): In your command phase, any number of units with homing beacons can
begin this action, completes at the start of your next reinforcements step. When completed, the unit
loses its homing beacon and one friendly <SEPT> CRISIS CORE unit in manta strike can be deployed
within 3” of this unit and more than 9” away from enemy models, even if it is the first battle round.
Target lock: Ignore light
cover……………………………………………………………………………………….5pts

For every 3 BATTLESUIT models in the unit, one can replace burst cannon with fusion blaster.

For every 3 BATTLESUIT models in the unit, one can have a drone controller or target lock.

The unit can take a homing beacon.

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Battlesuits
Camouflage Fields: All attacks against this unit have -1 to hit. Extra +1 armour save from cover
against ranged attacks.
Infiltrators: Can be deployed anywhere that is more than 9” from the enemy DZ or models.

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, BATTLESUIT, FLY, JET PACK, STEALTH BATTLESUITS
Ghostkeel 160pts, 9PL

M WS BS S T W A Ld Sv

1 Ghostkeel (7+ 12” 5+ 4+ 6 7 12 3 9 3+


wounds)

Ghostkeel (4-6 8” 5+ 5+ 6 7 D3 9 3+
wounds)

Ghostkeel (1-3 4” 5+ 5+ 6 7 1 9 3+
wounds)

Equipped with fusion collider, 2 t’au flamers, ghostkeel fists, drone controller, 2 stealth drones.

Burst cannon: 18”, Assault 6, S5 AP0 D1


Cyclic ion raker (standard): 36”, Heavy 6, S7 AP2 D2
(overcharge): 36”, Heavy 6, S8 AP2 D3, take 1 mortal for each 1 to hit
T’au flamer: 12”, Assault D6+2, S4 AP0 D1, autohits
Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half range………………………..5pts
Fusion collider: 24”, Heavy 3, S9 AP4 Dd6, damage d6+2 in half range
Ghostkeel fists: Melee, S+1 AP1 D2

Drone controller: In your command phase, pick one DRONE unit within 6” of the bearer. Until the
start of your next command phase, DRONE models in that unit have BS4+ and GUN DRONE models
lose Threat Identification Protocol.
Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Flare launcher: 5+ FNP against ranged attacks with S7 or
more……………………………………15pts

Ghostkeel can replace fusion collider with cyclic ion raker.

Ghostkeel can take either early warning override or flare launcher.

Ghostkeel can replace both t’au flamers with either 2 burst cannons or 2 fusion blasters.

Explodes (6/6”/D3)
Electrowarfare Suite: While the ghostkeel is alive, ranged attacks against the unit take -1 to hit.
Infiltrator: Can be deployed anywhere that is more than 9” from the enemy DZ or models.

T’AU EMPIRE, <SEPT>; VEHICLE, BATTLESUIT, FLY, JET PACK, GHOSTKEEL BATTLESUIT
Firesight Marksman 70pts, 3PL

M WS BS S T W A Ld Sv

1 Firesight Marksman 6” 5+ 2+ 3 3 3 2 8 4+

Equipped with markerlight, pulse pistol, 3 sniper drones.

Pulse pistol: 12”, Pistol 1, S5 AP0 D1

Drone Uplink: In your command phase, select one SNIPER DRONE unit within 6” of the Firesight
Marksman. Until the start of your next command phase, SNIPER DRONE models in that unit have BS
3+, can ignore look out sir, and deal 1 mortal on 6s to wound with all attacks.
Marksman Stealth Field: This unit cannot be targeted by ranged attacks unless it is the closest enemy
model or is within 12” of the firing model. If this unit moves in your movement phase, it loses this
ability until the start of your next movement phase.

T’AU EMPIRE, <SEPT>; INFANTRY, CHARACTER, FIRESIGHT MARKSMAN


Fast Attack
Tactical Drones 2/4/6PL for 4-7/8-11/12 models

This unit contains 4-12 gun (8pts each), marker (10pts each) or shield (12pts each) drones in any
combination.

T’AU EMPIRE, <SEPT>; DRONE, FLY, TACTICAL DRONES


Pathfinder Team 90pts, 5PL

M WS BS S T W A Ld Sv

9 Pathfinder 7” 5+ 4+ 3 3 1 1 7 5+

1 Pathfinder Shas’ui 7” 5+ 4+ 3 3 1 2 8 5+

Each model is equipped with markerlight, pulse carbine, pulse pistol.

Pulse carbine: 24”, Assault 2, S5 AP0 D1


Pulse pistol: 12”, Pistol 1, S5 AP0 D1
Ion rifle (standard) 30”, Heavy 3, S7 AP2
D1……………………………………………………………..…..5pts
(overcharge) 30”, Heavy 3, S8 AP2 D2, take 1 mortal for each 1 to hit
Rail rifle: 30”, Heavy 1, S8 AP4 D3, each successful wound roll deals 1 mortal………..…...5pts
Semi-automatic grenade launcher (fusion): 20”, Assault 1, S6 AP1 D3……………………..….5pts
(EMP): 20”, Assault 1, S3 AP0 D1, if a non-TITANIC VEHICLE is hit, it halves its remaining
wounds for degrading purposes until the start of your next shooting phase

Drone controller: In your command phase, pick one DRONE unit within 6” of the bearer. Until the
start of your next command phase, DRONE models in that unit have BS4+ and GUN DRONE models
lose Threat Identification Protocol.
Neuroweb system jammer: Gains NEUROWEB SYSTEM JAMMER keyword.

Up to 3 models can replace their markerlight and pulse carbine with 1 ion rifle or 1 rail rifle.

One model with a pulse carbine can have a semi-automatic grenade launcher.

One model with a pulse carbine can have a neuroweb system jammer.

One model with a pulse carbine can have a drone controller.

Can have up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).

Can have one of each of the following (+1PL each): grav-inhibitor drone (10pts), pulse accelerator
drone (10pts), recon drone (15pts).

Target Uploaded: Can start Fire Markerlights at the end of the movement phase instead of the start.
Vanguard: Pregame move of up to 7”.

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, FIRE WARRIOR TEAM, PHOTON GRENADES, PATHFINDER TEAM
Piranhas 60pts/model, 4PL/model

M WS BS S T W A Ld Sv

1-5 Piranha 16” 6+ 4+ 4 6 7 2 7 4+

Each model is equipped with piranha burst cannon, 2 gun drones.

Piranha burst cannon: 18”, Assault 6, S6 AP0 D1


Piranha fusion blaster: 18”, Assault 1, S8 AP4 Dd6+2, damage d6+4 in half range………..10pts
Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use
only………………………………………………5pts

Each piranha can replace its piranha burst cannon with a piranha fusion blaster.

Each piranha can have up to 2 seeker missiles.

Explodes (6/3”/1)
Outflanking Harassers: Deep strike, but must arrive wholly within 6” of any battlefield edge.
Drone Deck: DRONE models in this unit begin the game docked in a PIRANHA model.

T’AU EMPIRE, T’AU SEPT; VEHICLE, FLY, PIRANHAS


Vespid Stingwings 12pts/model, 3/5/7PL for 5/6-9/10-13 models

M WS BS S T W A Ld Sv

4-12 Vespid Stingwing 14” 4+ 4+ 4 4 1 1 5 4+

1 Vespid Strain Leader 14” 4+ 4+ 4 4 1 2 8 4+

Each model is equipped with neutron blaster, stingwing claws.

Neutron blaster: 18”, Assault 2, S5 AP3 D2


Stingwing claws: Melee, S:User AP1 D1

Plunge From the Sky: Deep strike.

T’AU EMPIRE, VESPID; INFANTRY, T’AU AUXILIARY, FLY, VESPID STINGWINGS


Kroot Hounds 6pts/model, 1/2/3PL for 4/5-8/9-12 models

M WS BS S T W A Ld Sv

4-12 Kroot Hound 12” 3+ - 3 3 1 3 5 6+

Each model is equipped with ripping fangs.

Ripping fangs: Melee, S:User AP1 D1

Ambush Predators
Stealthy Hunters: Extra +1 armour save from cover against ranged attacks.
Voracious Predators: Can reroll advance and charge rolls.

T’AU EMPIRE, KROOT; BEASTS, T’AU AUXILIARY, KROOT HOUNDS


Heavy Support
Broadside Battlesuits 75pts/model, 5/10/15PL for 1/2/3 models

M WS BS S T W A Ld Sv

0-2 Broadside Shas’ui 5” 5+ 4+ 5 5 8 3 8 2+

1 Broadside Shas’vre 5” 5+ 4+ 5 5 8 4 9 2+

Each model is equipped with heavy rail rifle, crushing bulk.

Heavy rail rifle: 60”, Heavy 2, S9 AP4 Dd3+3, each successful wound roll deals 1 mortal
High-yield missile pod: 30”, Heavy 4, S7 AP2
D2……………………………………………………………10pts
Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use
only………………………………………………5pts
Twin plasma rifle: 30”, Assault 2, S8 AP4
D3………………………………………………………………….10pts
Twin smart missile system: 30”, Heavy 8, S5 AP1 D1, indirect, ignore light cover…………..15pts
Crushing bulk: Melee, S+1 AP1 D1

Advanced targeting system: 6s to hit with ranged attacks autowound.


Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Stabilised optics: Ignore hit penalty for shooting heavy weapons after moving and firing them in
combat.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Any number of BATTLESUIT models can replace heavy rail rifle with 2 high-yield missile pods.

Any number of BATTLESUIT models can be equipped with two of the following (duplicates on the
same model not allowed): advanced targeting system, early warning override, multi-tracker, seeker
missile, stabilised optics, twin plasma rifle OR twin smart missile system, velocity tracker. No model
can be equipped with more than one of the following: early warning override, stabilised optics, twin
plasma rifle, velocity tracker.

Can have up to two of the following per BATTLESUIT model in the unit (+1PL each): gun drone (8pts),
marker drone (10pts), missile drone (15pts), shield drone (12pts).

Battlesuits

T’AU EMPIRE, <SEPT>; INFANTRY, CORE, BATTLESUITS, BROADSIDE BATTLESUITS


Riptide Battlesuit 240pts, 13PL

M WS BS S T W A Ld Sv

1 Riptide (8+ wounds) 12” 5+ 4+ 6 7 14 6 9 2+

Riptide (5-7 wounds) 8” 5+ 5+ 6 7 5 9 2+

Riptide (1-4 wounds) 4” 5+ 6+ 6 7 4 9 2+

Equipped with heavy burst cannon, 2 plasma rifles, riptide fists.

Fusion blaster: 18”, Assault 1, S8 AP4 Dd6, damage d6+2 in half range………………………..10pts
Heavy burst cannon: 36”, Heavy 12, S6 AP2 D2
Ion accelerator (standard): 72”, Heavy 6, S7 AP3
D3……………………………………………………..10pts
(overcharge): 72”, Heavy 6, S8 AP3 D4, take 1 mortal for each 1 to hit
Plasma rifle: 30”, Assault 1, S8 AP4 D3
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover…………………..5pts
Riptide fists: Melee, S+1 AP2 D2
Counterfire defence system: Gains COUNTERFIRE DEFENCE SYSTEM keyword.
Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Can replace heavy burst cannon with ion accelerator.

Can replace both plasma rifles with 2 fusion blasters or 2 smart missile systems.

Can have one of the following: counterfire defence system, early warning override, multi-tracker,
target lock, velocity tracker.

Can have up to 2 shielded missile drones (15pts +1PL each).

Explodes (6/6”/D3)
Riptide Shield Generator: 4++ save.
Nova Reactor: Can activate in your command phase, if you do roll 2d6, if the result is greater than
the riptide’s remaining wounds the nova reactor burns out and cannot be used for the rest of the
game. Otherwise, gain your choice of:
- 5+ FNP until your next command phase
- In your next charge phase, this unit can make a 2d6” normal move then cannot declare a charge
- Heavy burst cannon becomes heavy 16 or ion accelerator becomes heavy 8 until your next
command phase
T’AU EMPIRE, <SEPT>; VEHICLE, BATTLESUIT, FLY, JET PACK, RIPTIDE BATTLESUIT
Hammerhead 145pts, 8PL

M WS BS S T W A Ld Sv

1 Hammerhead (8+ 12” 6+ 4+ 6 7 14 3 8 3+


wounds)

Hammerhead (4-7 8” 6+ 5+ 6 7 D3 8 3+
wounds)

Hammerhead (1-3 4” 6+ 6+ 6 7 1 8 3+
wounds)

Equipped with railgun, 2 gun drones.

Ion cannon (standard): 60”, Heavy 3D3, S7 AP2


D2………………………………………………………..10pts
(overcharge): 60”, Heavy 3D3, S8 AP2 D3, blast, take 1 mortal for each 1 to hit
Railgun: 72”, Heavy 1, S14 AP6 Dd3+6, ignore invulns, deals 3 mortals on a successful wound roll
Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use
only……………………………………………….5pts
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover…………………..5pts
Accelerator burst cannon: 18”, Assault 8, S6 AP1
D1……………………………………………………..5pts

Can replace railgun with ion cannon.

Can take up to 2 seeker missiles.

Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.

Hover Tank, Explodes (6/6”/D6)


Targeting Array: Each time this model shoots, reroll one hit roll.
Drone Deck: DRONE models in this unit begin the game docked in the HAMMERHEAD model.

T’AU EMPIRE, <SEPT>; VEHICLE, FLY, HAMMERHEAD, HAMMERHEAD GUNSHIP


Sky Ray 135pts, 7PL

M WS BS S T W A Ld Sv

1 Sky Ray (8+ 12” 6+ 4+ 6 7 14 3 8 3+


wounds)

Sky Ray (4-7 8” 6+ 5+ 6 7 D3 8 3+


wounds)

Sky Ray (1-3 4” 6+ 6+ 6 7 1 8 3+


wounds)

Equipped with markerlight, seeker missile rack, 2 gun drones.

Seeker missile rack: 72”, Heavy D3+1, S9 AP3 D2d3


Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover…………………..5pts
Accelerator burst cannon: 18”, Assault 8, S6 AP1
D1……………………………………………………..5pts

Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.

Hover Tank, Explodes (6/6”/D6)


Aerial Scanners: When this model makes a ranged attack against an AIRCRAFT unit, gain +2 to hit and
you can reroll damage.
Targeting Array: Each time this model shoots, reroll one hit roll.
Drone Deck: DRONE models in this unit begin the game docked in the SKY RAY GUNSHIP model.

T’AU EMPIRE, <SEPT>; VEHICLE, FLY, SKY RAY GUNSHIP


Dedicated Transport
Devilfish 95pts, 6PL

M WS BS S T W A Ld Sv

1 Devilfish (8+ 12” 6+ 4+ 6 7 13 3 8 3+


wounds)

Devilfish (4-7 8” 6+ 5+ 6 7 D3 8 3+
wounds)

Devilfish (1-3 4” 6+ 6+ 6 7 1 8 3+
wounds)

Equipped with accelerator burst cannon, 2 gun drones.

Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use


only……………………………………………….5pts
Smart missile system: 30”, Heavy 4, S5 AP1 D1, indirect, ignore light cover…………………..5pts
Accelerator burst cannon: 18”, Assault 8, S6 AP1 D1

Can take up to 2 seeker missiles.

Can replace gun drones with 2 smart missile systems.

Hover Tank, Explodes (6/6”/D6)


Armoured Aggression: If you selected Mont’ka, make a pregame move of up to 9”.
Tactical Disengagement: At the end of your movement phase, if you selected Kauyon and this model
is within 9” of any battlefield edge, you can remove it from the battlefield and place it in strategic
reserves.
Drone Deck: DRONE models in this unit begin the game docked in the DEVILFISH model.

Can transport 12 <SEPT> INFANTRY or DRONE models plus one <SEPT> RECON DRONE model, cannot
transport BATTLESUITS.

T’AU EMPIRE, <SEPT>; VEHICLE, TRANSPORT, FLY, DEVILFISH


Flyers
Razorshark Strike Fighter 155pts, 8PL

M WS BS S T W A Ld Sv

1 Razorshark (7+ 20”-50” 6+ 4+ 6 7 12 3 8 4+


wounds)

Razorshark (4-6 20”-30” 6+ 5+ 6 7 D3 8 4+


wounds)

Razorshark (1-3 20”-25” 6+ 6+ 6 7 1 8 4+


wounds)

Equipped with accelerator burst cannon, quad ion turret, 2 seeker missiles.

Accelerator burst cannon: 18”, Assault 8, S6 AP1 D1


Missile pod: 30”, Assault 2, S7 AP2 D2
Quad ion turret (standard): 30”, Assault 8, S7 AP2 D1
(overcharge): 30”, Heavy 3D3, S8 AP2 D2, take 1 mortal for each 1 to hit
Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use only

Can replace accelerator burst cannon with missile pod.

Airborne, Hard to Hit, Supersonic, Explodes (6/6”/D3)

T’AU EMPIRE, <SEPT>; VEHICLE, AIRCRAFT, FLY, RAZORSHARK STRIKE FIGHTER


Sun Shark Bomber 165pts, 9PL

M WS BS S T W A Ld Sv

1 Sun Shark (7+ 20”-50” 6+ 4+ 6 6 12 3 8 4+


wounds)

Sun Shark (4-6 20”-30” 6+ 5+ 6 6 D3 8 4+


wounds)

Sun Shark (1-3 20”-25” 6+ 6+ 6 6 1 8 4+


wounds)

Equipped with markerlight, missile pod, 2 seeker missiles, 2 interceptor drones.

Missile pod: 30”, Assault 2, S7 AP2 D2


Seeker missile: 72”, Heavy 1, S9 AP3 D2d3, one use only

Can take a second missile pod [yes this is free].

Airborne, Hard to Hit, Supersonic, Explodes (6/6”/D3)


Pulse Bomb: Once per turn after moving in the movement phase, select a unit the sun shark moved
over. Roll 6D6 for each VEHICLE or MONSTER in the unit and 1D6 for each other model (maximum
10D6), each 4+ causes one mortal.
Drone Deck: DRONE models in this unit begin the game docked in the SUN SHARK BOMBER model.

T’AU EMPIRE, <SEPT>; VEHICLE, AIRCRAFT, FLY, SUN SHARK BOMBER


Lords of War
Stormsurge 330pts, 17PL

M WS BS S T W A Ld Sv

1 Stormsurge (12+ 8” 5+ 4+ 8 8 22 3 8 2+
wounds)

Stormsurge (6-11 8” 5+ 5+ 7 8 D3 8 2+
wounds)

Stormsurge (1-5 8” 5+ 6+ 6 8 1 8 2+
wounds)

Equipped with cluster rocket system, 4 destroyer missiles, twin t’au flamer, pulse driver cannon, 2
smart missile systems, drone controller, target lock, velocity tracker, thunderous footfalls.

Cluster rocket system: 48”, Heavy 4D6, S5 AP1 D1, blast


Destroyer missile: 72”, Heavy 1, S12 AP5 D2d3, one use only, can only fire two per activation
Pulse blastcannon (focused): 24”, Heavy 2, S16 AP4
D12…………………………………………….10pts
(dispsersed): 48”, Heavy 6, S12 AP2 D4
Pulse driver cannon: 72”, Heavy 3D3, S10 AP4 D3, blast
Thunderous footfalls: Melee, S:User AP2 D2
[No stats are given for twin t’au flamer, twin airbursting fragmentation projector or twin burst
cannon, but you can probably figure those out for yourself.]

Counterfire defence system: Gains COUNTERFIRE DEFENCE SYSTEM keyword.


Drone controller: In your command phase, pick one DRONE unit within 6” of the bearer. Until the
start of your next command phase, DRONE models in that unit have BS4+ and GUN DRONE models
lose Threat Identification Protocol.
Early warning override: Overwatch on 5+, overwatch on this unit costs one less CP.
Multi-tracker: Exploding 6s against units of 6 or more models. One per model.
Target lock: Ignore light cover.
Velocity tracker: +1 to hit with ranged attacks against FLY units. One per model.

Can replace pulse driver cannon with pulse blastcannon.

Can replace twin t’au flamer with twin airbursting fragmentation projector or twin burst cannon
(5pts).

Can have one of the following: early warning override, multi-tracker.

Can replace velocity tracker with counterfire defence system.


Explodes (6/2D6”/D6)
Stormsurge Shield Generator: 4++ save.
Stabilising Anchors: The model can take the following action.
Deploy Anchors (Action): At the start of your movement phase, any number of STORMSURGE units
can begin this action, completes at the start of your next shooting phase. When completed, until the
end of the phase, the model can reroll all hit rolls with ranged attacks.
Walking Battleship: Can fall back and charge. During a normal move, advance or fall back move, can
move over other models, excluding MONSTER and VEHICLE models.

T’AU EMPIRE, <SEPT>; VEHICLE, TITANIC, STORMSURGE


Drone Profiles
Advanced Guardian Drone, Command-Link Drone, Grav-Inhibitor Drone, Guardian Drone, Gun Drone,
Marker Drone, Missile Drone, Pulse Accelerator Drone, Sniper Drone, Stealth Drone

M WS BS S T W A Ld Sv

10” 5+ 5+ 3 4 1 1 6 4+

Shield Drone, Shielded Missile Drone

M WS BS S T W A Ld Sv

10” 5+ 5+ 3 4 2 1 6 4+

Interceptor Drone

M WS BS S T W A Ld Sv

20” 5+ 5+ 3 4 1 1 6 4+

Recon Drone

M WS BS S T W A Ld Sv

10” 5+ 5+ 3 4 3 1 6 4+

Manta Strike
Valued Sacrifice: Destroyed DRONE models are ignored for the purposes of morale if the unit has any
non-DRONE models.
Artificial Helpers: DRONE models are ignored for the purposes of look out sir, determining a unit’s
starting strength and half strength, and determining the unit’s Toughness if the unit has any
non-DRONE models.
Limited Parameters: A unit that only contains DRONE models cannot perform any actions other than
Fire Markerlights, and cannot be obsec ever.
Docked Drone: If this model is docked in a vehicle, any weapons this model is equipped with are
considered to be equipped by that vehicle instead, attacks cannot be allocated to this model and it is
not considered to be a model on the battlefield for any purposes, and if the vehicle is destroyed, this
model is destroyed.

T’AU EMPIRE, <SEPT>; DRONE, FLY.

Drone models do not gain keywords of any unit that contains them (except Tactical Drones units), and are
considered INFANTRY for the purposes of interacting with terrain features.

Advanced Guardian Drone: This model has a 4++ save. This model’s unit cannot be selected as a
target for ranged attacks unless it is the closest eligible target.

Command-Link Drone: Add 3” to the range of the unit’s aura abilities (max 12”) and command phase
abilities (excluding auras).

Grav-Inhibitor Drone: Subtract 2 from any charge rolls targeting this unit.

Guardian Drone: This model has a 4++ save. Ranged attacks against this unit always fail to wound on
an unmodified 1 or 2.

Gun Drone: Equipped with 2 pulse carbines. Has Threat Identification Protocol: each time this model
makes a ranged attack, it can only target the closest eligible unit.
Pulse carbine: 24”, Assault 2, S5 AP0 D1

Interceptor Drone: Equipped with 2 ion rifles.


Ion rifle (standard) 30”, Heavy 3, S7 AP2 D1
(overcharge) 30”, Heavy 3, S8 AP2 D2, take 1 mortal for each 1 to hit

Marker Drone: Equipped with markerlight.

Missile Drone: Equipped with missile pod.


Missile pod: 30”, Assault 2, S7 AP2 D2

Pulse Accelerator Drone: Pulse weapons in this model’s unit improve their AP by 1.

Recon Drone: Equipped with burst cannon. When a model in this unit makes a ranged attack against
a target within 18”, that unit does not gain the benefits of light cover.
Burst cannon: 18”, Assault 6, S5 AP0 D1

Shield Drone: This mode has a 4++ save.

Shielded Missile Drone: This model has a 4++ save. Equipped with missile pod.
Missile pod: 30”, Assault 2, S7 AP2 D2

Sniper Drone: Equipped with longshot pulse rifle.


Longshot pulse rifle: 48”, Rapid Fire 1, S5 AP2 D1
Stealth Drone: This model’s unit cannot be selected as a target for ranged attacks unless it is the
closest eligible target or the firing model is within 18”.

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