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Models in <SEPT> units within 6" of any friendly <SEPT> Cadre Fireblades may fire an extra
Volley Codex: T'au
shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half
Fire Empire p96
the weapon's range.
Cadre
6" 3+ 2+ 3 3 5 3 8 4+
Fireblade
This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.
Rapid
Pulse rifle 30" 5 0 1 -
Fire 1
When this model Advances, add 20" to its Move characteristic for that Movement phase
Coldstar
instead of rolling a D6.
Once per battle, at the beginning of your turn, a single COMMANDER from your army can
declare either Kauyon or Mont'ka: * Kauyon: Until the end of the turn, you can re-roll failed hit
Codex:
rolls for friendly <SEPT> units within 6" of the COMMANDER, but these units cannot move for
Master of T'au
any reason. * Mont'ka: Friendly <SEPT> units within 6" of the COMMANDER can both
War Empire
Advance and shoot as if they hadn't moved this turn. Unless stated otherwise, you can only
p89
use Master of War ability once per battle, irrespective of how many models in your army have
this ability.
Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, Codex:
Puretide
or a friendly <SEPT> unit within 6" of the bearer. In addition, if your army is Battle-forged and T'au
engram
the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on Empire
neurochip
a 6 you gain a command point. p132
Codex:
Shield A model with a shield generator has a 4+ invulnerable save. You cannot take this support T'au
generator system on a Riptide battlesuit. Empire
p123
Codex:
Shield
A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a T'au
generator
DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. Empire
(Drone)
p109
Unit M WS BS S T W A Ld Save Ref
Fusion Assault If the target is within half range of this weapon, roll two dice when
18" 8 -4 D6
blaster 1 inflicting damage with it and discard the lowest result.
At the start of the first battle round but before the first turn begins, you can move this unit up to Codex:
Stealthy 7". It cannot end this move within 9" of any enemy models. If both players have units that are T'au
Hunters able to move at the start of the first battle round but before the first turn begins, the player who Empire
is taking the first turn moves their units first. p100
Kroot rifle
24" Rapid Fire 1 4 0 1 -
(shooting)
Codex:
Bonding T'au
If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire
pvar
Tactical Support Turrets are not set up when the unit is set up. Instead, once per game, at the
DS8 Codex:
end of any of your Movement phases, you can set up the Tactical Support Turret within
Tactical T'au
coherency of its unit and more than 2" away from any enemy models. The turret cannot move
Support Empire
for any reason, and is destroyed if its unit moves out of unit coherency with it. The destruction
Turret pvar
of a Tactical Support Turret is ignored for the purposes of Morale tests.
Missile
36" Assault 2 7 -1 D3 -
pod
This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.
Pulse
12" Pistol 1 5 0 1 -
pistol
Rapid
Pulse rifle 30" 5 0 1 -
Fire 1
Codex:
Bonding T'au
If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire
pvar
Tactical Support Turrets are not set up when the unit is set up. Instead, once per game, at the
DS8 Codex:
end of any of your Movement phases, you can set up the Tactical Support Turret within
Tactical T'au
coherency of its unit and more than 2" away from any enemy models. The turret cannot move
Support Empire
for any reason, and is destroyed if its unit moves out of unit coherency with it. The destruction
Turret pvar
of a Tactical Support Turret is ignored for the purposes of Morale tests.
This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.
Pulse
12" Pistol 1 5 0 1 -
pistol
Rapid
Pulse rifle 30" 5 0 1 -
Fire 1
You can add 1 to hit rolls for <SEPT> MV71 Sniper Drones in the Shooting phase Codex: T'au
Drone Uplink
when they attack a unit visible to a friendly <SEPT> Firesight Marksman. Empire p104
Firesight
5" 5+ 3+ 3 3 3 2 7 4+
Marksman
Pulse
12" Pistol 1 5 0 1 -
pistol
Codex:
Advanced
A model equipped with an advanced targeting system increases the AP characteristic of all of T'au
targeting
its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). Empire
system
p123
In your Movement phase you can choose to use this model's Nova Reactor. If you do, this
model suffers a mortal wound. Choose one of the following effects to last until the beginning Codex:
Nova of your next turn: * Nova Shield: This model has a 3+ invulnerable save. * Boost: This model T'au
Reactor can move 2D6" in your charge phase (even if it doesn't declare a charge). * Nova-charge: Empire
Choose for either of this model's heavy burst cannon Type to change to Heavy 18, or its ion p106
accelerator Type (both standard and overcharge) to change to Heavy 6.
Codex:
Riptide
T'au
Shield This model has a 5+ invulnerable save.
Empire
Generator
p106
Smart This weapon can be fired at units that are not visible to the bearer.
Heavy
missile 30" 5 0 1 Units attacked by this weapon do not gain any bonus to their saving
4
system throws for being in cover.
Bonding Knife If you roll a 6 when taking a Morale test for this unit, the test is automatically Codex: T'au
Ritual passed. Empire pvar
XV8-02 Crisis A model equipped with an XV8-02 Iridium Crisis battlesuit increases its Save Codex: T'au
Iridium battlesuit characteristic to 2+. Empire p123
If you roll one or more hit rolls of 1, the bearer's unit suffers
Cyclic ion blaster Assault
18" 8 -1 D3 a mortal wound after all of this weapon's shots have been
(Overcharge) 3
resolved.
Bonding Knife If you roll a 6 when taking a Morale test for this unit, the test is automatically Codex: T'au
Ritual passed. Empire pvar
XV8-02 Crisis A model equipped with an XV8-02 Iridium Crisis battlesuit increases its Save Codex: T'au
Iridium battlesuit characteristic to 2+. Empire p123
If you roll one or more hit rolls of 1, the bearer's unit suffers
Cyclic ion blaster Assault
18" 8 -1 D3 a mortal wound after all of this weapon's shots have been
(Overcharge) 3
resolved.
6x Pathfinder [48pts]
Selections: 6x Markerlight [18pts]
Rules: Markerlights
Unit: Pathfinder, Weapon: Markerlight, Photon grenade, Pulse carbine
At the start of the first battle round but before the first turn begins, you can move this unit
Codex: T'au
up to 7". It cannot end this move within 9" of any enemy models. If both players have units
Vanguard Empire p96,
that are able to move at the start of the first battle round but before the first turn begins, the
107
player who is taking the first turn moves their units first.
Pathfinder
7" 5+ 4+ 3 3 1 2 7 5+ Codex: T'au Empire p107
Shas'ui
Ion rifle Heavy If you roll one or more hit rolls of 1, the bearer suffers a mortal
30" 8 -1 2
(Overcharge) D3 wound after all of this weapon's shots have been resolved.
This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.
6x Pathfinder [48pts]
Selections: 6x Markerlight [18pts]
Rules: Markerlights
Unit: Pathfinder, Weapon: Markerlight, Photon grenade, Pulse carbine
At the start of the first battle round but before the first turn begins, you can move this unit
Codex: T'au
up to 7". It cannot end this move within 9" of any enemy models. If both players have units
Vanguard Empire p96,
that are able to move at the start of the first battle round but before the first turn begins, the
107
player who is taking the first turn moves their units first.
Ion rifle Heavy If you roll one or more hit rolls of 1, the bearer suffers a mortal
30" 8 -1 2
(Overcharge) D3 wound after all of this weapon's shots have been resolved.
This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.
Shield A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6
Codex: T'au
generator each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose
Empire p109
(Drone) a wound.
MV4 Shield
8" 5+ 5+ 3 4 1 1 6 4+ Codex: T'au Empire p109
Drone
Selection Rules
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point
onwards, the Drones are treated as a separate unit. (Codex: T'au Empire)
For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may
fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. (Codex: T'au Empire p89)
Manta Strike: During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield. At the end of any of your
Movement phases, this unit can use a Manta strike to enter the fray - set it up anywhere on the battlefield that is more than 9" from any enemy
models. (Codex: T'au Empire pvar)
Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a
markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when
shooting at a unit that has markerlight counters. All benefits are cumulative.
* 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit.
* 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
* 3 - The target unit does not gain any bonus to its saving throws for being in cover.
* 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault
weapons.
* 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit. (Codex: T'au Empire p123)
Saviour Protocols: If a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit within 3" of a friendly <SEPT> DRONES unit is wounded by an
enemy attack, roll a D6. On a 2+ you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a
mortal wound instead of the normal damage. (Codex: T'au Empire pvar)