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T'au Codex 9th Ed (Full)
T'au Codex 9th Ed (Full)
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.
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.
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.
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.
Battlesuits: BATTLESUIT models in this unit can make ranged attacks while in combat in exactly the
same way as vehicles/monsters.
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
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.
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
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+
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 up to two of the following (+1PL): gun drone (8pts), marker drone (10pts), shield drone
(12pts).
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+
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).
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+
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).
M WS BS S T W A Ld Sv
1 Cadre Fireblade 6” 4+ 3+ 3 3 4 3 8 4+
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.
M WS BS S T W A Ld Sv
1 Kroot Shaper 7” 2+ 4+ 4 3 4 3 8 6+
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.
M WS BS S T W A Ld Sv
1 Ethereal 6” 3+ 4+ 3 3 4 3 10 5+
Honour stave: Melee, S+2 AP1 D2, attacks with this weapon have -1 to hit
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.
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+
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.
M WS BS S T W A Ld Sv
1 Aun’Shi 6” 2+ 4+ 3 3 5 5 10 7+
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.
M WS BS S T W A Ld Sv
1 Darkstrider 7” 3+ 2+ 3 3 5 3 9 4+
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”.
M WS BS S T W A Ld Sv
Longstrike (4-7 8” 6+ 4+ 6 7 D3 8 3+
wounds)
Longstrike (1-3 4” 6+ 5+ 6 7 1 8 3+
wounds)
Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.
M WS BS S T W A Ld Sv
9 Fire Warrior 6” 5+ 4+ 3 3 1 1 7 4+
Each fire warrior and shas’ui is equipped with pulse rifle, pulse pistol. Each support turret is equipped
with missile pod.
Any number of models can replace pulse rifle with pulse carbine.
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+
Each fire warrior and shas’ui is equipped with pulse blaster, pulse pistol. Each support turret is
equipped with missile pod.
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+
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.
M WS BS S T W A Ld Sv
Ambush Predators
M WS BS S T W A Ld Sv
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
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
1 Stealth Shas’vre 8” 5+ 4+ 4 4 2 3 9 3+
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.
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
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.
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 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+
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.
This unit contains 4-12 gun (8pts each), marker (10pts each) or shield (12pts each) drones in any
combination.
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+
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.
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
Each piranha can replace its piranha burst cannon with a piranha fusion blaster.
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.
M WS BS S T W A Ld Sv
M WS BS S T W A Ld Sv
Ambush Predators
Stealthy Hunters: Extra +1 armour save from cover against ranged attacks.
Voracious Predators: Can reroll advance and charge rolls.
M WS BS S T W A Ld Sv
1 Broadside Shas’vre 5” 5+ 4+ 5 5 8 4 9 2+
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
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
M WS BS S T W A Ld Sv
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 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.
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
Hammerhead (4-7 8” 6+ 5+ 6 7 D3 8 3+
wounds)
Hammerhead (1-3 4” 6+ 6+ 6 7 1 8 3+
wounds)
Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.
M WS BS S T W A Ld Sv
Can replace gun drones with 2 accelerator burst cannons or 2 smart missile systems.
M WS BS S T W A Ld Sv
Devilfish (4-7 8” 6+ 5+ 6 7 D3 8 3+
wounds)
Devilfish (1-3 4” 6+ 6+ 6 7 1 8 3+
wounds)
Can transport 12 <SEPT> INFANTRY or DRONE models plus one <SEPT> RECON DRONE model, cannot
transport BATTLESUITS.
M WS BS S T W A Ld Sv
Equipped with accelerator burst cannon, quad ion turret, 2 seeker missiles.
M WS BS S T W A Ld Sv
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.
Can replace twin t’au flamer with twin airbursting fragmentation projector or twin burst cannon
(5pts).
M WS BS S T W A Ld Sv
10” 5+ 5+ 3 4 1 1 6 4+
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.
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
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
Shielded Missile Drone: This model has a 4++ save. Equipped with missile pod.
Missile pod: 30”, Assault 2, S7 AP2 D2