Shas'o Dragonfly's Independent Codex Tau Empire
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Transcript of Shas'o Dragonfly's Independent Codex Tau Empire
Shas’o Dragonfly’s Independent Codex: Tau Empire
Tau Weapon Systems
Barrage Pods – Range 24”, Str 6, AP4, Heavy 4, No Cover Saves
Burst Cannon – Range 18”, Str 5, AP 5, Assault 3, Penetrator
Flamer – Range Template, Str 4, AP 5, Assault 1, No Cover Saves
Fusion Blaster – Range 12”, Str 8, AP 1, Assault 1, Melta
Fusion Cascade – Range 12”, Str 6, AP 1, Assault D3, Melta
Heavy Flamer – Range Template, Str 5, AP 4, Assault 1, No Cover Saves
Missile Pod – Range 36”, Str 7, AP 4, Assault 2
Multi-tracker – A model with this system may fire up to two weapon systems in the same turn.
Phased Ion Blaster – Range 18”, Str 4, AP 4, Assault 4, Penetrator
Phased Ion Gun – Range 18”, Str 5, AP 4, Assault 4, Penetrator
Plasma Rifle – Range 24”, Str 6, AP 2, Rapid Fire
Pulse Carbine – Range 18”, Str 5, AP 5, A ssault 1 . Eve ry t i me a u n i t suffers a casualty from a Pulse
Carbine it must make a Leadership test. If the Leadership test is unsuccessful, the unit must immediately Go to
Ground.
Pulse Pistol – Range 12”, Str 5, AP 5, Pistol
Pulse Rifle – Range 30”, Str 5, AP 5, Rapid Fire. In addition, the following alternate ammo types may be available
to a Pulse Rifle equipped unit:
• Heavy Pulse Rounds – Range 24”, Str 6, AP 6, Assault 1
• Shaped Pulse Rounds – Range 30”, Str 4, AP 4, Rapid Fire
• Plasma Core Rounds – Range 24”, Str 4, AP 3, Rapid Fire
Pulse Submunitions Gun – Range 18”, Str 4, AP 5, Assault 1, Large Blast, No Cover Saves
Pulse Submunitions Rifle – Range 24”, Str 5, AP 5, Assault 1, Large Blast, No Cover Saves
Smart Missile Pods – Range 24”, Str 5, AP 5, Heavy 4, No Cover Saves
Tau Support Systems
Bonding Knife – A model with this item grants the unit it is in the ability to regroup even if below half strength.
Blacksun System – A model with this system doubles the amount rolled on the dice to see how far his unit can
see in Night-Fighting conditions. T h e unit gains this benefit as long as the model with the Blacksun System is
alive.
Command and Control Node – All friendly units with a model within 12” may use the bearer’s Leadership as their
own.
Drone Controller – A model with a Drone Controller must take one or two Gun Drones, Marker Drones, or Shield
Drones, in any combination, from their options list. Some units have access to more specialized drone types.
‘Blockade’ Shield Generator – A model with this system gains a 3+ Invulnerable Save.
Ejection System – When a model with this system loses its last wound to a shooting attack that does not
cause Instant Death, replace it with a single model representing the pilot. This model has the following profile:
WS BS S T W I A Ld Sv
Battlesuit Pilot * * 3 3 1 2 * * 5+
The model’s WS and Ld are the same as before it ejected, its BS and A are one less than before, and it is
equipped with a Pulse Pistol only.
EMP Grenades – These are used when assaulting enemy vehicles, hitting in the normal manner for anti-vehicle
grenades. When determining damage, roll a D6. On a 4 or 5 they inflict a glancing hit, on a 6 they inflict a
penetrating hit.
Flechette Dischargers – When a model with this system is assaulted, every model in the enemy unit will
automatically be wounded on a 4+, Armor Saves applying as normal, before resolving any attacks. If four or
more models in a unit have this system then roll twice to wound every model in the enemy unit.
Hard-Wired Systems – The same rules apply to a system whether it is hard-wired or not and they do not count
towards the number of systems a battlesuit character can take. Only characters with access to wargear may
choose Hard-Wired Systems.
Markerlight – Range 36”, Str n/a, AP n/a, Heavy 1. Each time you hit a target unit with a Markerlight, put a
counter by that unit. The counters remain until the end of the current Tau Shooting phase or until they are
used. Counters may be expended subsequently by Tau (and non-Tau auxiliaries, as long as the unit leader is still
alive) firing at the ‘marked’ unit. Every counter expended grants the firing unit one of the following effects,
which may be combined:
• To allow a volley of Seeker Missiles or Submunitions Missiles to be fired at the marked unit. At least
one missile must be fired, but no more than 6, and no more than are actually mounted on the vehicles in
your army. Seeker missiles fired this way hit automatically. For Submunitions Missiles, roll 2 scatter dice and
2 normal dice, taking the most favorable result from each set.
• To allow a unit which fires at the target to do so at +1 to its Ballistic Skill. If the firing unit fires any
weapons with blast markers, the model firing the blast weapon does so at +2 to its Ballistic Skill. This effect
may be stacked, allowing a Ballistic Skill up to a maximum of 5 (or 6 for models firing blast weapons).
• To allow the firing unit to ignore the effects of the Night Fighting rule or enemy Stealth Field Generators
when shooting at the marked unit.
• To impose a -1 Leadership penalty on the marked unit until the end of the Tau Shooting phase.
Multiple counters may be expended to impose a cumulative modifier.
• To deny any Cover Saves the marked unit may have from the effects of the firing unit’s shooting.
• To deny the benefits of being Obscured to any marked vehicle.
• To subtract 1 inch from the marked unit’s movement in either its next Movement or Assault phase.
Which phase is to be affected must be declared when the counter is expended. Multiple counters may be
expended to impose a cumulative penalty or to affect movement in both phases.
• To call in a heavy missile barrage from a nearby Manta or an orbital strike from overhead Kor’vattra (Air
Caste space fleet) assets. Expend 3 marker counters and the target unit is struck by a Str 8, AP 3, Large Blast
attack, roll for scatter as if fired by a BS 4 unit.
In any case, the use of a counter must always be declared before to-hit rolls are made by the unit expending
the counter, and the counter is only removed after rolls to-hit have been made. So if the firing unit cannot see
the target unit because of the Night-Fighting rule (or any other reason) the counter is not removed. A
model may use its Markerlight to benefit its own unit, but if it is doing so, all Markerlight fire must be resolved
before any other weapons are fired. Additionally, Markerlights do not benefit from the effects of other
Markerlights.
Iridium Armor Plates – The model’s Armor Save is increased to 2+, but the additional 6” move in the Assault
phase is reduced to D6”. If any model in a unit has Iridium Armor Plates, the entire unit suffers the Assault move
reduction.
Photon Casters – A model with this system counts as having defensive grenades.
Photon Grenades – Models with these count as having defensive grenades.
Positional Relay – From the second turn onward, as long as the bearer of this system is on the table at the
beginning of the turn, a single unit that is being held in Reserve may be deployed on a D6 roll of a 2+, though no
other units in Reserve may be deployed this turn.
‘Riposte’ Drone Controller – Drones controlled by this system are fitted before battle with special programming
and flechette dischargers. This system functions exactly as a normal Drone Controller with a few additional
abilities. If the unit that the drones’ controller is in withdraws from an assault using the Hit and Run
universal special rule the following occurs: the assault withdrawal is automatically successful, all drones
controlled by this system are removed as casualties, and every model in the enemy unit being withdrawn from is
automatically wounded on a 4+ (Armor Saves apply as normal).
Shield Generator – A model with this system gains a 4+ Invulnerable Save.
Stealth Field Generator – A model with this system gains a 4+ Cover Save against any shooting attacks fired from
more than 12” distant. Any drones controlled by a model with this system will also be shielded.
Stimulant Injector – A model with this system gains the benefit of the Feel No Pain universal special rule.
Target Lock – A model with this system may target a separate enemy unit to that engaged by the rest of its
own unit. All firing in the unit must be declared before any to-hit rolls are made.
Targeting Matrix – A model with this system can grant any one model in its unit (including itself) the ability to fire
all of its weapons as if twin-linked. The model to benefit from this must be declared each Shooting phase
before any to-hit rolls are made. A unit may benefit from only one Targeting Matrix at a time and Markerlights
may not benefit from this system.
Vectored Retro-Thrusters – A model with this system benefits from the Hit and Run universal special rule. If one
model in a team has this system, then all models in the team must be similarly equipped, and if one model makes
use of the system, all must do so. The unit may still take drones.
Heavy Weapons Systems
Barrage Pods – Range 24”, Str 6, AP4, Heavy 4, No Cover Saves
Fusion Cannon – Range 24”, Str 8, AP 1, Heavy 1, Blast, Melta
Heavy Burst Cannon – Range 24”, Str 6, AP 4, Assault 3, Rending
Ion Cannon – Range 60”, Str 7, AP 3, Heavy 4
Multi-Missile Pods – Range 36”, Str 7, AP 4, Heavy 6
Plasma Cannon – Range 36”, Str 7, AP 2, Heavy 2, Blast
Railgun – Range 72”, Str 10, AP 1, Heavy 1. Vehicular versions usually have access to Submunitions Rounds with
the following profile: Range 72”, Str 6, AP 3, Heavy 1, Large Blast
Rail Rifle – Range 36”, Str 6, AP 3, Heavy 1, Pinning, Rending
Smart Missile Pods – Range 24”, Str 5, AP 5, Heavy 4, No Cover Saves
Vehicle Wargear
Advanced Targeting Matrix – Skimmers cannot claim the Cover Save gained due to moving flat-out against shots
fired by a model with this system. Similarly, bikes cannot claim the Cover Save gained due to turbo-boosting
against shots fired by a model with this system.
Barrage Targeter – A model with this system counts as having +2 to its Ballistic Skill only for the purpose of
determining the distance scattered by any blast weapons it fires.
Disruption Pod – A vehicle with this system counts as being Obscured against any shooting attacks fired from
more than 12” distant.
Drone Stowage Rack – Units embarking on a transport vehicle with this system do not count up to 6
attached drones against the vehicle’s transport capacity. The system does not work for units consisting entirely of
drones.
Flechette Discharger – Any model assaulting a vehicle with this system will automatically be wounded on a
4+, Armor Saves applying as normal, before resolving any attacks.
Fusion Missile – Range unlimited, Str 8, AP 1, Heavy 1, single use only. Vehicles may only be equipped with a
maximum of 2 Fusion Missiles each (except for the Sky Ray tank) and they may not fire their own Fusion Missiles
unless equipped with a Markerlight. The missiles do not need a line of sight from the vehicle they are mounted
on to the target. The missile is assumed to move in a straight line between the model carrying it and the target
for the purposes of deciding whether the shot strikes the front, side, or rear of a vehicle target. A vehicle may
only be equipped with one type of missile from the vehicle wargear list.
Gun Drones – A vehicle may be equipped with 2 Gun Drones. The drones will move with the vehicle, safely
contained in specially-designed recesses. During any Tau Movement phase, the drones may disengage in the
same way as infantry dismount from a transport and form an independent unit. From then on, the drones
function as an independent Gun Drone Squadron. The drones may not rejoin the vehicle during a game, never
count as a scoring unit, and do not give up a Kill Point if destroyed. While attached to the vehicle, the Gun
Drones may always fire (regardless of how fast the vehicle has moved or how many other weapons it has fired),
using their own BS. The drones are treated as passengers if the vehicle is damaged.
Multi-tracker – A vehicle with this system may fire as if it were a Fast vehicle.
Seeker Missile – Range unlimited, Str 8, AP 3, Heavy 1, single use only. Vehicles may only be equipped with a
maximum of 2 Seeker Missiles each (except for the Sky Ray tank) and they may not fire their own Seeker Missiles
unless equipped with a Markerlight. The missiles do not need a line of sight from the vehicle they are mounted
on to the target. The missile is assumed to move in a straight line between the model carrying it and the target
for the purposes of deciding whether the shot strikes the front, side, or rear of a vehicle target. A vehicle may
only be equipped with one type of missile from the vehicle wargear list.
Sensor Spines – A skimmer vehicle with this system may opt to enter terrain instead of floating above it,
therefore gaining the benefit of being Obscured. In addition, the Sensor Spines allow the vehicle to avoid the
effects of difficult and dangerous terrain.
Submunitions Missile – Range unlimited, Str 6, AP 3, Heavy 1, Blast, single use only. Vehicles may only be
equipped with a maximum of 2 Submunitions Missiles each (except for the Sky Ray tank) and they may not
fire their own Submunitions Missiles unless equipped with a Markerlight. The missiles do not need a line of sight
from the vehicle they are mounted on to the target. The missile is assumed to move in a straight line between
the model carrying it and the target for the purposes of deciding whether the shot strikes the front, side, or rear
of a vehicle target. A vehicle may only be equipped with one type of missile from the vehicle wargear list.
Target Lock – Each weapon on a vehicle with this system may fire at a separate target if so desired, subject to
normal line of sight restrictions.
Vector Matrix – A vehicle with this system may always fire one more weapon than would normally be permitted.
Drones A model with a Drone Controller will have in its unit entry a list of the types of drones that it has access
to. The model with the Drone Controller must purchase at least one, but no more than two, drones from this list
(these may be one drone, two different drones, or two of the same kind). Drones must maintain coherency with
the unit their controller is in. If he is an Independent Character, then the Drones and character form a unit, but
the character and Drones may still join another unit. If the model with the Drone Controller is killed then all of his
Drones are removed at the end of the Shooting or Assault phase in which he died.
Drones under the command of a Drone Controller are counted when assessing if the unit they are with
should take a Morale check for having taken 25% casualties. They are similarly counted when determining if the
unit is over half strength for any purpose. In all other respects treat controlled Drones as a normal member of
the controller’s unit.
Shield Drone 15 points per model
WS BS S T W I A Ld Sv
2 0 3 * 1 4 1 n/a *
Unit Type:
• As controller
Wargear:
• Shield Generator
Special Rules:
• Close Protection: Shield Drones always have the
same Toughness and Armor Save values as the
individual controlling them. If the unit that a
Shield Drone’s controller is in withdraws from
an assault using the Hit and Run universal special
rule, the assault withdrawal is
automatically successful and all Shield Drones in
the unit are removed as casualties.
• Invulnerable Save: The Shield Drone is equipped
with a Shield Generator and has a 4+
Invulnerable Save.
‘Phalanx’ Shield Drone 15 points per model
WS BS S T W I A Ld Sv
2 0 3 * 1 4 1 n/a *
Unit Type:
• As controller
Wargear:
• ‘Phalanx’ Shield Generator
Special Rules:
• ‘Phalanx’ Protection System: ‘Phalanx’ Shield
Drones always have the same Toughness as the
individual controlling them. The drone’s Armor
Save is 3+, or one better than its controller,
whichever is better. In addition, the drone
grants the controller’s unit (including itself) a 4+
Cover Save against weapons fired at the unit
from more than 12” away, as long as the drone is
‘alive’. If the unit that a ‘Phalanx’ Shield
Drone’s controller is in withdraws from an assault
using the Hit and Run universal special rule,
the assault withdrawal is automatically
successful and one ‘Phalanx’ Shield Drone in the
unit is removed as a casualty.
• Invulnerable Save – The ‘Phalanx’ Shield
Drone is equipped with a ‘Blockade’ Shield
Generator and has a 3+ Invulnerable Save.
Medical Support Drone 20 points per model
WS BS S T W I A Ld Sv
2 0 3 * 1 4 1 n/a *
Unit Type:
• As controller
Wargear:
• Medical Support Gear
Special Rules:
• Close Support: A Medical Support Drone
always has the same Toughness and Armor Save
values as the individual controlling it.
• Medical Support Gear: A Medical Support
Drone grants the unit it is attached to (but
not any other attached drones) the Feel No
Pain universal special rule.
• Self-Repair Systems: The Medical Support
Drone also benefits from the Feel No Pain
universal special rule. However, when rolling
to see if a wound is ignored, any roll of a ‘6’
means that the drone has run out of spare
parts with which to repair itself and it will no
longer benefit from Feel No Pain in future
turns for the rest of the game.
Gun Drone 10 points per model
WS BS S T W I A Ld Sv
2 2 3 4 1 4 1 n/a 4+
Unit Type:
• See below
Wargear:
• Twin-Linked Pulse Carbine
Special Rules
• Relentless
• Unit Type: As controller, or Jump Infantry
(jet pack) i f independent. All Gun
Drones in a vehicle squadron must
disembark at the same time, counting as a
single unit.
Fire Support Drone 20 points per model
WS BS S T W I A Ld Sv
2 3 3 4 1 4 1 n/a 4+
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• Burst Cannon
Special Rules:
• Relentless
Options:
• Fire Support Drones may replace their Burst
Cannon with one of the following (though all
Fire Support Drones in a unit must be armed
with the same weapon):
o Flamer, Fusion Blaster, or Missile Pod
free
o Plasma Rifle. +5 pts per model
Marker Drone 15 points per model
WS BS S T W I A Ld Sv
2 3 3 4 1 4 1 n/a 4+
Unit Type:
• Jump Infantry (jetpack)
Wargear:
• Markerlight
• Target Lock
Tau Empire Special Rules
Battlesuits – A Tau Empire model equipped with any of the XV-series battlesuits benefit from a number
of common special rules. Each different kind of Battlesuit modifies the characteristics of its Tau wearer in
different ways. These modifications are already included in each unit’s stat-block and for game-rules purposes
represent the model’s ‘base’, unmodified, characteristics. Additionally, all XV-series battlesuits grant their
wearer the Acute Senses and Relentless universal special rules.
Infantry (jetpack) – Units of this type follow all of the rules for the “Jump Infantry (jet pack)” Unit Type, except
that they may only make a single move each turn, either in the Movement phase, or the Assault phase, but not
both. If done in the Movement phase, the movement may use the rules for jumping or walking, if done in the
Assault phase the jumping rules must be used.
‘Penetrator’ Weapons – Any weapon with the ‘Penetrator’ quality listed in its descriptions is designed such that it
has the power to potentially make a mockery of any standard infantry armor. When rolling to-wound with a
‘Penetrator’ weapon, any shot that rolls a ‘6’ is treated as AP2.
Fury of the Fire Caste – To use this special rule the unit must make a successful Leadership test at the beginning of
their Shooting phase. If the Leadership test is successful, the Fire Warrior team may fire their Pulse weapons one
more time than they normally could. That is: rapid fire Pulse weapons within 12 inches will fire 3 times instead of 2,
and all other Pulse Carbines, Pulse Pistols, and Pulse Rifles will fire 2 times instead of 1. This increased number of
shots also applies to Pulse Rifles firing alternate ammo types.
Sharpshooters – A unit with this rule may re-roll any roll of a ‘1’ to-hit in the Shooting phase.
‘Survivors to the Last’ – A unit with this rule may always attempt to regroup, regardless of any conditions that
would otherwise prevent it from doing so.
Tau Vehicles – The Tau Empire uses advanced skimmer technology for their vehicles, making them more capable
than those of other races in ways specifically suited to the Tau way of war. All Tau vehicles have a Blacksun Filter
and Landing Gear (except the Piranha Light Skimmer, which only has the Blacksun Filter):
Blacksun Filter – A vehicle with this system doubles the amount rolled on the dice to determine how far
it can see in Night-Fighting conditions.
Landing Gear – In any turn in which a vehicle with this system does not move, it may choose to no longer
count as a Skimmer until it moves again. This benefit does not apply on the first turn of the game.
Army List
HQ
‘Crisis’ Battlesuit Commander (Tau: Shas’o or Shas’el)
Senior Commander (Shas’o) 95 points
Commander (Shas’el) 80 points WS BS S T W I A Ld Sv
Shas’o 4 6 4 5 4 3 3 10 3+
Shas’el 3 5 4 5 3 3 2 9 3+
Shas’vre 3 4 4 5 2 3 2 9 3+
Unit Composition:
• 1 Commander
Wargear:
• XV8 ‘Crisis’ Battlesuit
• Multi-tracker
• Photon Casters
Unit Type:
• Jump Infantry (jet pack)
Special Rules:
• Independent Character
• Crisis Reaction Force
• Deep Strike
Options:
• May add up to 2 Veteran Bodyguards (Shas’vre)
+55 pts per model
• Each model in an XV8 Battlesuit must choose 3
items from the following list. Weapons systems
may make up any number of the choices, but
only one support system may be chosen:
Weapon Systems:
o Burst Cannon free
o Flamer free
o Fusion Blaster free
o Missile Pod free
o Plasma Rifle +5 pts
o Phased Ion Blaster +5 pts
o Smart Missile Pods +5 pts
o Pulse Submunitions Gun +10 pts
Support Systems:
o Drone Controller free
o Blacksun System +5 pts
o Command & Control Node +10 pts
o Flechette Dischargers +10 pts
o Vectored Retro-thrusters +10 pts
o Markerlight and Target Lock +10 pts
o Targeting Matrix +15 pts
o Shield Generator +20 pts
o ‘Blockade’ Shield Generator +30 pts
• May also choose up to one each of the following:
o Bonding Knife +5 pts
o Hard-wired Drone Controller free
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
o Hard-wired Target Lock +5 pts
• May choose one of the following in addition to
other weapon and support systems:
o Ejection System +10 pts
o Stimulant Injector +10 pts
o Iridium Armor Plates +15 pts
• Each model with a Drone Controller has access to
Gun Drones, Marker Drones, Shield Drones and
‘Phalanx’ Shield Drones.
Crisis Reaction Force – If your army list includes a Shas’o in an XV8 ‘Crisis’ Battlesuit, then you may choose to use a
Force Organization Chart that is different from that of a normal Tau Empire army list. In this alternate
arrangement, XV8 ‘Crisis’ Battlesuit Teams are available as a Troops selection; Fire Warrior Teams, Human
Auxiliaries Teams, and Pathfinder Teams become Elites choices; and XV9 ‘Hazard’ Battlesuit Teams are not
available at all. This rule is exclusive with the ‘Hazard Reaction Force’ rule and other FOC-changing rules; you
may use one or the other, but not both.
‘Hazard’ Battlesuit Commander (Tau: Shas’o or Shas’el)
Senior Commander (Shas’o) 120 points
Commander (Shas’el) 105 points
WS BS S T W I A Ld Sv Shas’o 4 6 5 5 4 4 3 10 3+ Shas’el 3 5 5 5 3 4 2 9 3+ Shas’vre 3 4 5 5 2 4 2 9 3+
Unit Composition:
• 1 Commander
Wargear:
• XV9 ‘Hazard’ Battlesuit
• Multi-tracker
• Photon Casters
• Vectored Retro-thrusters
Unit Type:
• Jump Infantry (jet pack)
Special Rules:
• Independent Character
• Hazard Reaction Force
• Deep Strike
Options:
• May add up to 2 Veteran Bodyguards (Shas’vre).
+95 pts per model
• Each model in an XV9 battlesuit must carry
two of the advanced systems listed below
(either one or two of any system, but no
more than 2 systems total):
o Twin-Linked Burst Cannon free
o Heavy Flamer free
o Phased Ion Gun free
o Barrage Pods +5 pts
o Fusion Cascade +5 pts
o Pulse Submunitions Rifle +10 pts
o ‘Blockade’ Shield Generator +10 pts
• Each member of the unit must also choose
one of the following support systems:
o Blacksun System +5 pts
o Target Lock +5 pts
o ‘Riposte’ Drone Controller +10 pts
o Flechette Dischargers +10 pts
o Shield Generator +20 pts
• Each model with a Drone Controller has
access to Gun Drones, Marker Drones,
Shield Drones and ‘Phalanx’ Shield Drones.
Hazard Reaction Force - If your army list includes a Shas’o in a XV9 ‘Hazard’ battlesuit then you may choose to
use a different Force Organization Chart arrangement than a normal Tau Empire army list. In this alternate
arrangement, XV 9 ‘Hazard’ Battlesuit Teams are available as a Troops selection; Fire Warrior Teams, Human
Auxiliaries Teams, and Pathfinder Teams become Elites choices; and XV8 ‘Crisis’ Battlesuit Teams are
not available at all. This rule is exclusive with the ‘Crisis Reaction Force’ rule and other FOC-changing rules, you
may use one or the other, but not both.
Ethereal (Tau: Aun) 50 points
WS BS S T W I A Ld Sv Aun 4 3 3 3 2 4 3 10 5+ Shas’la 2 4 3 3 1 2 1 7 4+ Shas’ui 2 4 3 3 1 2 1 8 4+
Unit Composition:
• 1 Ethereal
Wargear (Ethereal):
• Rods of Faith and Unity
• Shield Generator
• Photon Grenades
Wargear (Honor Guard):
• Pulse Pistol
• Pulse Rifle
• Photon & EMP grenades
Unit Type:
• Infantry
Dedicated Transport:
If the Ethereal is accompanied by an Honor Guard,
then the entire unit may select a Devilfish or Fire
Skate.
Special Rules (Ethereal):
• Inspiring Presence
• Price of Failure
Special Rules (Honor Guard):
• Fearless (as long as the Ethereal is alive)
• ‘For the Greater Good!’
• Fury of the Fire Caste
Options (Ethereal):
• Add a unit of 6 Honor Guard, including a Shas’u
Team Leader +65 pts
• May exchange his Rods of Faith and Unity for an
Honor Blade +10 pts
• May upgrade his Shield Generator to a ‘Blockade’
Shield Generator +10 pts
• May also have up to one each of the following:
o Bonding Knife +5 pts
o Hard-wired Blacksun System +5 pts
o Hard-wired Drone Controller free
• An Ethereal with a Drone Controller has access
to Gun Drones, Shield Drones, and ‘Phalanx’
Shield Drones.
Options (Honor Guard):
• Same as a standard Fire Warrior Team (see
page 14).
Honor Blade – This counts as a pair of Rending close combat weapons. In additional, attacks made with an Honor
Blade add +2 to the wielder’s
Strength.
Rods of Faith and Unity – These count as a pair of Rending close combat
weapons.
Inspiring Presence – The Ethereal and all Tau units (not non-Tau auxiliaries or drones) with a line of sight to him
may re-roll any and all Morale checks, even successful ones. In addition all friendly units with line of sight to the
Ethereal gain the Stubborn universal special rule. Line of sight, for purposes of this rule only, is not affected by
Night-Fighting conditions. However, all other LOS- limiting rules apply.
Price of Failure – If a friendly Ethereal is killed then every unit of Tau on the table (not non-Tau auxiliaries or
drones) must take a Morale check at the start of their next turn if they are not in close combat or falling back. In
addition, every Tau unit that takes this test, regardless of success or failure, will add +1 to their Ballistic Skill until
the end of the game.
‘For the Greater Good!’ – Whenever an Ethereal with a Fire Warrior Honor Guard loses a wound roll a D6. On a
result of 4 or higher remove one of the Honor Guard as a casualty instead and the Ethereal does not lose a
wound.
Elites
XV8 ‘Crisis’ Battlesuit Team (Tau: Shas’ui) 55 points
WS BS S T W I A Ld Sv Shas’ui 2 4 4 5 2 2 2 8 3+ Shas’vre 3 4 4 5 2 3 2 8 3+
Unit Composition
• 1 ‘Crisis’ Shas’ui Team Leader
Wargear:
• XV8 ‘Crisis’ Battlesuit
• Multi-tracker
• Photon Casters
Unit Type:
• Jump Infantry (jet pack)
Special Rules:
• Deep Strike
Options:
• May add up to 2 ‘Crisis’ Shas’ui
+55 pts per model
• A Shas’ui Team Leader may be upgraded to a
Shas’vre, giving the model the enhanced
characteristics above and greater wargear
access. +5 pts
• Each model in an XV8 Battlesuit must choose 3
items from the following list. Weapons systems
may make up any number of the choices, but
only one support system may be chosen:
Weapon Systems:
o Burst Cannon free
o Flamer free
o Fusion Blaster free
o Missile Pod free
o Plasma Rifle +5 pts
Support Systems:
o Drone Controller free
o Blacksun System +5 pts
o Target Lock +5 pts
o Flechette Dischargers +10 pts
o Markerlight and Target Lock +10 pts
o Shield Generator +20 pts
• A Shas’ui Team Leader (or Shas’vre) may choose
up to one each of the following:
o Bonding Knife +5 pts
o Hard-wired Drone Controller free
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
o Hard-wired Target Lock +5 pts
� A Shas’vre Team Leader may choose from among
the following for his 3 required systems, again
choosing up to 3 weapon systems total, but no
more than one support system, as well as from
the first list above:
o Phased Ion Blaster +5 pts
o Smart Missile Pods +5 pts
o Pulse Submunitions Gun +10 pts
o Command & Control Node +5 pts
o Vectored Retro-thrusters +5 pts
o Targeting Matrix +10 pts
o ‘Blockade’ Shield Generator +30 pts
• A Shas’vre Team Leader may choose one of the
following in addition to other weapon and
support systems:
o Ejection System +10 pts
o Stimulant Injector +10 pts
o Iridium Armor Plates +15 pts
• A model in an XV8 Battlesuit with a Drone
Controller has access to Gun Drones, Marker
Drones, and Shield Drones.
XV25 Stealth Battlesuit Team (Tau: Shas’ui) 90 points
WS BS S T W I A Ld Sv Shas’ui 2 4 4 4 1 2 2 8 3+ Shas’vre 3 4 4 4 1 3 2 8 3+
Unit Composition:
• 1 Stealth Shas’ui Team Leader
• 2 Stealth Shas’ui
Wargear:
• XV25 Stealth Battlesuit
• Stealth Field Generator
• Photon Casters
• Burst Cannon
Unit Type:
• Jump Infantry (jet pack)
Special Rules:
• Deep Strike
• Infiltrate
Options:
• May add up to 3 Stealth Shas’ui
+30 pts per model
• The Shas’ui Team Leader may be upgraded to a
Shas’vre, giving the model the
enhanced characteristics above.
+5 pts
• Each team member may be equipped with one
of the following support systems. If this option
is taken, all members must do so, though each
may select a different system:
o Drone Controller free
o Blacksun System +5 pts
o Multi-tracker +5 pts
o Target Lock +5 pts
o Flechette Dischargers +10 pts
o Shield Generator +15 pts
• For every 3 models in the unit, one model may
replace his Burst Cannon with one of the
following:
o Fusion Blaster free
• A Shas’ui Team Leader (or Shas’vre) may choose
up to one each of the following:
o Bonding Knife +5 pts
o Markerlight and Target Lock +10 pts
o Hard-wired Drone Controller free
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
• A Shas’ui or Shas’vre Team Leader with a Drone
Controller has access to Gun Drones, Marker
Drones, and Shield Drones.
Troops
1+ Fire Warrior Team (Tau: Shas’la) 60 points
WS BS S T W I A Ld Sv Shas’la 2 3 3 3 1 2 1 7 4+ Shas’ui 2 3 3 3 1 2 1 8 4+
Unit Composition:
• 1 Shas’ui Team Leader
• 5 Shas’la
Wargear:
• Fire Warrior Drone Controller (Shas’ui only)
• Pulse Pistol
• Pulse Rifle
• Photon & EMP grenades
Unit Type:
• Infantry
Dedicated Transport:
May select a Devilfish or Fire Skate.
Special Rules
• Fury of the Fire Caste
Options:
• May add up to 6 additional Shas’la
+10 pts per model
• The entire team may replace their Pulse
Rifles with Pulse Carbines for free (every
model in the unit must be armed with the
same weapon).
• A Pulse Rifle equipped team may take one of
the following alternate ammunition types:
o Heavy Pulse Rounds +1 pts per model
o Shaped Pulse Rounds +2 pts per model
o Plasma Core Rounds +3 pts per model
• The Shas’ui Team Leader may choose up to
one each of the following:
o Bonding Knife +5 pts
o Markerlight and Target Lock +10 pts
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
Fire Warrior Drone Controller – For every 6 models in the unit, the Shas’ui Team Leader m a y c h o o s e a d rone
f r o m t h e f o l l o w i n g l i s t : Gun Drone, Fire Support Drone, Marker Drone, Medical Support Drone, and Shield
Drone.
Pathfinder Team (Tau: Shas’la) 48 points
You may select up to one Pathfinder Team for each Fire Warrior Team in your army list.
WS BS S T W I A Ld Sv Shas’la 2 3 3 3 1 2 1 7 4+ Shas’ui 2 3 3 3 1 2 1 8 4+
Unit Composition:
• 1 Shas’ui Team Leader
• 3 Shas’la
Unit Type:
• Infantry
Wargear:
• Pulse Carbine
• Markerlight
• Target Lock
• Photon & EMP grenades
Special Rules:
• Infiltrate
• Fury of the Fire Caste
• Scouts
• Sharpshooters
• Marker Beacon
Dedicated Transport:
May select a Devilfish or Fire Skate.
Options:
• Add up to 4 Shas’la +12 pts per model
• Up to 4 models may replace their Pulse
Carbine and Markerlight with a Rail Rifle
+5 pts per model
• The Shas’ui Team Leader may choose up to
one each of the following:
o Bonding Knife +5 pts
o Hard-wired Drone Controller free
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
• A Path f in d er with a Drone Controller has
access to Gun Drones, Marker Drones, Medical
Support Drones, and Shield Drones.
Marker Beacon – The unit with this rule is equipped with an array of sensor beacons designed to guide Deep
Striking units to their deployment areas. Tau units deploying by means of the Deep Strike rule to a point visible
to a model in this unit scatter only half as far as would otherwise be indicated, rounding odd numbers down.
Demiurg Brotherhood Guard (Tau: Bentu’sin) 60 points
WS BS S T W I A Ld Sv Brotherhood Guard 4 4 3 4 [5] 1 3 1 7 4+ Brotherhood Captain 4 4 3 4 [5] 1 3 2 8 4+
Unit Composition:
• 1 Brotherhood Captain
• 4 Brotherhood Guard
Wargear:
• Ion Pistol
• Brotherhood Axe
• Brotherhood Guard Armor
• Photon & EMP grenades
Unit Type:
• Infantry
Dedicated Transport:
May select a Fire Skate.
Special Rules:
• Slow and Purposeful
• Grim and Stoic
Options:
• May add up to 5 additional Brotherhood Guard
+12 pts per model
• Up to two models may replace their Brotherhood
Axe with a Heavy Ion Rifle +5 pts per model
Ion Pistol – Range 12”, S4, AP4, Penetrator, Pistol
Brotherhood Axe – A close combat weapon incorporating an Ion Rifle into its haft:
Ion Rifle: Range 24”, S4, AP4, Penetrator, Rapid Fire.
Brotherhood Guard Armor – The Brotherhood Guard wear a heavily reinforced version of infantry carapace
armor. This grants them the Armor Save in the profile above and the enhancement to Toughness in
parentheses.
Heavy Ion Rifle – Range 24”, S4, AP4, Penetrator, Heavy 3
Grim and Stoic – The Brotherhood Guard benefit from the Stubborn and Feel No Pain universal special rules,
with the exception that models only ignore a wound on a roll of 5 or 6.
XV12 ‘Jeopardy’ Battlesuit Team 60 points
You may select up to one ‘Jeopardy’ Battlesuit Team for each Fire Warrior Team in your army list.
WS BS S T W I A Ld Sv Shas’ui 2 3 3 4 1 3 1 7 3+ Shas’ui Team Leader 2 3 3 4 1 3 1 8 3+
Unit Composition:
• 1 Shas’ui Team Leader
• 3 Shas’ui
Wargear
• XV12 ‘Jeopardy’ battlesuit
• Twin-Linked Pulse Rifle
• Photon & EMP Grenades
Unit Type:
• Infantry (jet pack)
Dedicated Transport:
May select a Devilfish or Fire Skate. Each XV12-
equipped model counts as two models for purposes
of transport capacity.
Special Rules:
• Fury of the Fire Caste
Options:
• Add up to 4 Shas’ui +15 pts per model
• For every four models in the team, one
model may replace its Pulse Blaster with one of
the following:
o Twin-Linked Flamer +5 pts
o Burst Cannon +10 pts
o Fusion Blaster +10 pts
o Plasma Rifle +15 pts
• The Shas’ui Team Leader may choose up to
one each of the following:
o Bonding Knife +5 pts
o Markerlight and Target Lock +10 pts
o Hard-wired Blacksun System +5 pts
o Hard-wired Drone Controller free
o Hard-wired Multi-tracker +5 pts
• A Shas’ui Team Leader with a Drone Controller
has access to Gun Drones, Fire Support Drones,
Marker Drones, and Shield Drones.
Human Auxiliary Team (Tau: Gue’vesa) 30 points WS BS S T W I A Ld Sv
Gue’vesa’la 3 3 3 3 1 3 1 7 5+
Gue’vesa’ui 3 3 3 3 1 3 2 8 5+
Unit Composition:
• 1 Gue’vesa’ui
• 5 Gue’vesa’la
Wargear:
• ‘Dal’yth’-pattern Lasgun
• Photon grenades
Unit Type:
• Infantry
Special Rules:
• Death to Traitors!
Options:
• May add up to 6 additional Gue’vesa’la
+5 pts per model
• The entire team may be given EMP grenades
+1 pt per model
• The Gue’vesa’ui may be equipped with a
Markerlight +10 pts
• Up to 2 models may replace their lasgun with
one of the following:
o Pulse Rifle or Pulse Carbine +3 pts
o Grenade Launcher or Flamer +5 pts
‘Dal’yth’-pattern Lasgun – For the most part Human Auxiliaries produce their own weapons and equipment based
on Imperial designs. However, units working closely with a Fire Caste Cadre are commonly issued an upgrade kit
for their lasguns utilizing more advanced Tau technology. The Human Auxiliaries refer to weapons altered in this
way as ‘Dal’yth’-pattern lasguns, after the sept world where the Damocles Gulf Crusade failed and they were
abandoned by the Imperium. Range 24”, Str 4, AP 6, Rapid Fire.
Grenade Launcher – (Frag) Range 24”, Str 4, AP 6, Assault 1, Blast. (Krak) Range 24”, Str 7, AP 4, Assault 1.
‘Death to Traitors!’ – Units of the Imperium (Imperial Guard, Space Marines, etc.) always hit models of a Human
Auxiliaries Team on a 3+ in close combat, regardless of relative Weapon Skill.
Kroot Carnivore Squad 60 points
WS BS S T W I A Ld Sv Kroot Carnivore 4 3 4 3 1 3 1 7 6+ Kroot Shaper 4 3 4 3 2 4 2 8 6+ Kroot Hound 4 0 4 3 1 5 2 7 6+
Unit Composition:
• 1 Shaper
• 9 Kroot
Wargear (Kroot & Shaper):
• Kroot Rifle
• Frag grenades
Unit Type:
• Infantry
Special Rules:
• Fieldcraft
• Infiltrate
• Stealth
Options:
• May add up to 10 Kroot +6 pts per model
• May add up to 12 Kroot Hounds
+6 pts per model
• The Shaper and all Kroot in the unit (but not
Kroot Hounds) may be given EMP grenades
+1 pt per model
Frag grenades – Models with these count as having assault grenades.
Kroot Rifle – Range 24”, Str 4, AP 6, Rapid Fire. Also counts as an additional close combat weapon, so a model
equipped with a Kroot Rifle counts as having two close combat weapons.
Fieldcraft – A unit with this special rule moving through Difficult Terrain do not have to roll to see how far they
can move, they may always move up to 6”. Any enemy unit claiming a Cover Save against the effects of shooting
from a unit with this rule has its Cover Save reduced by one (i.e. a 4+ Cover Save becomes a 5+, and so forth).
Also, a unit with this rule is so skilled at finding cover in even the barest terrain that they have at least a 6+ Cover
Save at all times, even standing completely in ‘open’ terrain (however a Cover Save gained this way is not affected
by the Stealth universal special rule).
Krootox Rider Squad 30 points
You may have up to one Krootox Rider Squad for each Kroot Carnivore Squad in your army list. Krootox Rider
Squads do not count against FOC limitations and they never count as a scoring unit.
WS BS S T W I A Ld Sv Krootox Rider 4 3 6 3[5] 3 3 3 7 6+
Unit Composition:
• 1 Krootox Rider
Wargear:
• Kroot Gun
Unit Type:
• Infantry
Special Rules:
• Fieldcraft
• Infiltrate
• Stealth
Options:
• May add up to 2 additional Krootox Riders
+30 pts per model
Kroot Gun – Range 48”, Str 7, AP 4, Rapid Fire.
Gun Drone Squadron (Tau: Kor’vesa) 40 points
Gun Drone Squadrons are a 0-3 choice for a Tau Empire army. However, these squadrons do not count against
Force Organization Chart unit limitations, and they never count as a scoring unit.
WS BS S T W I A Ld Sv Gun Drone 2 2 3 4 1 4 1 7 4+
Unit Composition:
• 4 Gun Drones
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• Twin-Linked Pulse Carbine
Special Rules:
• Deep Strike
• Fleet
• Stubborn
Dedicated Transport:
May select a Devilfish or Fire Skate transport.
However, if a transport is selected, the unit loses
the ability to deploy by Deep Strike.
Options:
• May add up to 4 additional Gun Drones
+10 pts per model
Interdiction Swarm (Tau: Cal’vesa) 40 points
Interdiction Swarms count against the same 0-3 limit as Gun Drone Squadrons, so your army list may only contain a
total of 0-3 units between the two types. These units do not count against Force Organization Chart unit limitations,
and they never count as a scoring unit.
WS BS S T W I A Ld Sv Interdiction Swarm 2 0 3 4 3 4 3 7 4+
Unit Composition:
• 2 Interdiction Swarms
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• none
Special Rules:
• Deep Strike
• Fleet
• Stubborn
• Swarms
Options:
• May add up to 4 additional Interdiction Swarms
+20 pts per base
Dedicated Transports
Devilfish 55 points
Armor
BS Front Sides Rear
Devilfish 4 12 12 12
Composition:
• 1 Devilfish
Unit Type:
• Vehicle (Tank, Skimmer)
Wargear:
• Heavy Burst Cannon
• Drone Stowage Rack
Transport Capacity:
• Twelve models
Options:
• Must choose one of the following:
o Pair of Gun Drones +10 pts
o Smart Missile Pods +10 pts
• May take any of the following:
o Target Lock +5 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
o Seeker Missile +5 pts each
o Fusion Missile +8 pts each
o Submunitions Missile +10 pts each
Fire Skate 45 points Armor
BS Front Sides Rear
Fire Skate 4 12 12 12
Composition:
• 1 Fire Skate
Unit Type:
• Vehicle (Tank, Open-Topped, Skimmer)
Wargear:
• 2 Heavy Burst Cannon
Transport Capacity:
• Twelve models
Options:
• May replace the 2 Heavy Burst Cannon with
Smart Missile Pods: free
• May take any of the following:
o Target Lock +5 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
o Seeker Missile +5 pts each
o Fusion Missile +8 pts each
o Submunitions Missile +10 pts each
Fast Attack
Fire Support Drone Squadron (Tau: Nan’kor) 60 points
Up to 3 Fire Support Drone Squadrons may be taken as a single Fast Attack choice, but only one such choice may
be made per army. In addition, the squadron never counts as a scoring unit.
WS BS S T W I A Ld Sv Fire Support Drone 2 3 3 4 1 4 1 8 4+
Unit Composition:
• 3 Fire Support Drones
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• Burst cannon
Special Rules:
• Deep Strike
• Relentless
• Stubborn
Options:
• Add up to 3 Fire Support Drones
+20 pts per model
• The entire unit may replace their Burst Cannon
with one of the following (every model in the
unit must be armed with the same weapon):
o Flamer, Fusion Blaster, or Missile Pod
free
o Plasma Rifle +5 pts per model
Sniper Drone Squadron (Tau: Or’mon’kor) 75 points
Up to 3 Sniper Drone Squadrons may be taken as a single Fast Attack choice, but only one such choice may be
made per army. In addition, the squadron never counts as a scoring unit.
WS BS S T W I A Ld Sv Sniper Drone 2 3 3 4 1 4 1 8 4+
Unit Composition:
• 3 Sniper Drones
Unit Type:
• Infantry (jet pack)
Wargear:
• Rail Rifle
• Stealth Field Generator
Special Rules:
• Relentless
• Stubborn
Vespid Stingwings Strain (Tau: Mal’kor) 60 points
WS BS S T W I A Ld Sv Stingwing 3 3 3 4 1 5 1 6 4+ Strain Leader 3 3 3 4 1 5 1 9 4+
Unit Composition:
• 1 Strain Leader
• 3 Stingwings
Wargear:
• Vespid Neutron Blaster
Unit Type:
• Jump Infantry
Special Rules:
• Death on the Wing
• Skilled Flyers
Options:
• Add up to 6 Stingwings +15 pts per model
• The Strain Leader may upgrade his Neutron
Blaster to a Neutron Disruptor. +10 pts
Vespid Neutron Blaster – Range 12”, Str 5, AP 3, Assault 2
Vespid Neutron Disruptor – Range Template, Str 5, AP 3, Assault 1, No Cover Saves
Death on the Wing – A unit with this special rule may fire Assault weapons in the same turn in which it has run and
it only rolls a single D6 if it scatters when Deep Striking.
Skilled Flyers – A unit with this special rule may re-roll failed Dangerous Terrain tests.
‘Hazard’ Battlesuit Team (Tau: Shas’vre) 95 points per model
WS BS S T W I A Ld Sv Shas’vre 3 4 5 5 2 4 2 8 3+
Unit Composition:
• 1 – 3 ‘Hazard’ Shas’vre
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• XV9 ‘Hazard’ Battlesuit
• Multi-tracker
• Photon Casters
• Vectored Retro-thrusters
Special Rules:
• Deep Strike
Options:
• Each model in an XV9 battlesuit must carry
two of the advanced systems listed below
(either one or two of any system, but no
more than 2 systems total):
o Twin-Linked Burst Cannon free
o Heavy Flamer free
o Phased Ion Gun free
o Barrage Pods +5 pts
o Fusion Cascade +5 pts
o Pulse Submunitions Rifle +10 pts
o ‘Blockade’ Shield Generator +10 pts
• Each member of the unit must also choose
one of the following support systems:
o Blacksun System +5 pts
o Target Lock +5 pts
o ‘Riposte’ Drone Controller +10 pts
o Flechette Dischargers +10 pts
o Shield Generator +20 pts
• Each model with a Drone Controller has
access to Gun Drones, Marker Drones, Shield
Drones and ‘Phalanx’ Shield Drones.
Piranha Light Skimmer Team 50 points per model
Armor
BS Front Sides Rear
Piranha 4 11 10 10
Composition:
• 1 – 5 Piranhas
Unit Type:
• Vehicle (Fast, Skimmer)
Wargear:
• Heavy Burst Cannon
Options:
• Each Piranha must choose one of the
following:
o Pair of Gun Drones +10 pts
o Smart Missile Pods +10 pts
• May take any of the following:
o Target Lock +5 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
o Seeker Missile +5 pts each
o Fusion Missile +8 pts each
o Submunitions Missile +10 pts each
Mako Tactical Dropship 140 points
Up to 3 Mako Tactical Dropships may be taken as a single Fast Attack choice, but only one such choice may be
made per army. They do not form a squadron, and never count as a scoring unit unless a scoring unit is embarked.
Armor
Mako BS 4
Front 12
Sides 12
Rear 10
Composition:
• 1 Mako
Unit Type:
• Vehicle (Fast, Skimmer)
Wargear:
• Drone Stowage Rack
• Ion Cannon
• 2 Twin-Linked Heavy Burst Cannon
• Target Lock
Special Rules:
• Deep Strike
• Tactical Drop
Transport Capacity:
• Up to 12 Fire Warriors, or
• Up to 6 XV12 or XV25 battlesuits, or
• Up to 3 XV8 battlesuits.
Options:
• May exchange the 2 Twin-Linked Heavy
Burst Cannon for one of the following:
o 2 Twin-Linked Plasma Rifles +5 pts
o 2 Barrage Pods or 2 Twin-Linked Missile
Pods free
• May exchange the Ion Cannon for one of
the following:
o Railgun with Submunition Rounds +30 pts
o Twin-Linked Plasma Cannon +10 pts
o Twin-Linked Heavy Burst Cannon,
Twin- Linked Fusion Cannon, Twin-Linked
Barrage Pods, or Multi-Missile Pod free
• May take any of the following:
o Barrage Targeter +10 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
o Vector Matrix +15 pts
o Seeker Missile +5 pts each
o Fusion Missile +8 pts each
o Submunitions Missile +10 pts each
Tactical Drop – If a transport vehicle with this rule has moved so far that it would not normally be allowed to
disembark its passengers (such as a Fast vehicle moving Flat Out), they may still disembark, but they must do so as
follows. Nominate any point over which vehicle moved and deploy the passenger unit as if it were Deep Striking onto
that point. If the unit scatters, every model must immediately take a Dangerous Terrain test. Models with jump packs
(or jet packs) can make a more controlled disembarkation, thus they do not take Dangerous Terrain tests (unless they
do land in Dangerous Terrain). If any of the models cannot be deployed, the unit is destroyed as described in the
1-2 result on the Deep Strike Mishap table. Note that models that disembark in this manner cannot launch an Assault
on the turn they do so, and units with the Redeployment Drill special rule still do not count as having moved after
making such a disembarkation.
Heavy Support
XV88 ‘Broadside’ Battlesuit Team (Tau: Shas’ui) 75 points
WS BS S T W I A Ld Sv Shas’ui 2 4 5 5 2 3 2 8 2+ Shas’vre 3 4 5 5 2 3 2 9 2+
Unit Composition:
• 1 Shas’ui Team Leader
Wargear:
• XV88 ‘Broadside’ Battlesuit
• Twin-linked Ion Cannon
• Smart Missile Pods
• Grav Stabilizers
• Photon Casters
Unit Type:
• Infantry
Options:
• Add up to 2 additional XV88 Shas’ui
+70 pts per model
• Each model may replace their Twin-Linked Ion
Cannon with a Twin-Linked Railgun +10 pts
• Each model may replace their Smart Missile Pods
with one of the following:
o Twin-Linked Plasma Rifles +5 pts
o Barrage Pods +10 pts
• The Shas’ui Team Leader may be upgraded to a
Shas’vre, granting the enhanced statline
above and greater wargear access. +5 pts
• Each model must choose one of the following
support systems:
o Drone Controller free
o Blacksun System +5 pts
o Multi-tracker +5 pts
o Target Lock +5 pts
o Shield Generator +20 pts
• A Shas’vre Team Leader may choose one of
the following advanced support systems
instead of one from the list above:
o ‘Blockade’ Shield Generator +30 pts
• A Shas’ui Team Leader (or Shas’vre) may
choose up to one each of the following:
o Bonding Knife +5 pts
o Hard-wired Drone Controller free
o Hard-wired Blacksun System +5 pts
o Hard-wired Multi-tracker +5 pts
o Hard-wired Target Lock +5 pts
• A Shas’ui Team Leader with a Drone
Controller has access to Gun Drones, Marker
Drones, and Shield Drones.
• A Shas’vre Team Leader with a Drone
Controller has access to ‘Phalanx’ Shield
Drones as well as those listed above.
Grav Stabilizers – A model equipped with this system may choose to use the Slow and Purposeful universal special
rule for the duration of its Movement phase, instead of it normal movement mode. Drones attached to the unit
gain this benefit as well.
Hammerhead Gunship 90 points
Armor
BS Front Sides Rear
Hammerhead 4 13 12 10
Composition:
• 1 Hammerhead
Unit Type:
• Vehicle (Tank, Skimmer)
Wargear:
• Ion Cannon
Options:
• Must choose one of the following:
o Pair of Gun Drones +10 pts
o Smart Missile Pods +10 pts
o 2 Heavy Burst Cannon +15 pts
o Barrage Pods +15 pts
• May exchange the Ion Cannon for one of the
following:
o Twin-Linked Heavy Burst Cannon, Twin-
Linked Fusion Cannon, Barrage Pod, or
Multi-Missile Pod free
o Twin-Linked Plasma Cannon +10 pts
o Railgun with Submunition Rounds +30 pts
• May take any of the following:
o Target Lock +5 pts
o Barrage Targeter +10 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
o Seeker Missile +5 pts each
o Fusion Missile +8 pts each
o Submunitions Missile +10 pts each
Sky Ray Missile Gunship 115 points
Armor
BS Front Sides Rear
Sky Ray 4 13 12 10
Composition:
• 1 Sky Ray
Unit Type:
• Vehicle (Tank, Skimmer)
Wargear:
• 2 Markerlights
• Skyray Missile Launcher with Seeker Missiles
• Target Lock
Options:
• Must choose one of the following:
o Pair of Gun Drones +10 pts
o Smart Missile Pods +10 pts
o 2 Heavy Burst Cannon +15 pts
o Barrage Pods +15 pts
• May exchange its Seeker Missiles for one of
the following:
o Fusion Missiles +10 pts
o Submunitions Missiles +15 pts
• May take any of the following:
o Advanced Targeting Matrix +10 pts
o Barrage Targeter +10 pts
o Sensor Spines +10 pts
o Multi-tracker +10 pts
o Flechette Discharger +10 pts
o Disruption Pod +15 pts
Skyray Missile Launcher – The Skyray acts as a carrier for Markerlight-activated missile systems. Unlike other
vehicles carrying these missiles, the Skyray carries a large supply of reloads and therefore has an effectively
unlimited number to fire in one battle. However, the Skyray may not fire more than 6 missiles in any one Shooting
phase.
Special Characters
Commander Dragonfly (Shas’o Kais Savon Shas’mal’kor) 220 points + bodyguards
WS BS S T W I A Ld Sv Dragonfly 4 6 5 5 4 4 4 10 3+
Composition:
• 1 (Unique)
Unit Type:
• Jump Infantry (jet pack)
Wargear:
• XV85 Battlesuit
• Fusion Missile Pod
• Advanced Plasma Rifle
• ‘Glory of the Aun’ Shield Array
• Hard-wired Blacksun System
• Hard-wired Drone Controller
• Hard-wired Multi-tracker
• Hard-wired Target Lock
• 2 ‘Phalanx’ Shield Drones
• 1 Command & Control Drone
Special Rules:
• Independent Character
• Acute Senses
• Bodyguard
• Deep Strike
• Relentless
Fusion Missile Pod – Range 36”, Str 7, AP 1, Assault 2
Advanced Plasma Rifle – Range 36”, Str 7, AP 2, Rapid Fire
‘Glory of the Aun’ Shield Array – This system integrates a ‘Blockade’-class shield generator, a disruption pod,
and an active counter-measures package. The shield generator grants a 3+ Invulnerable Save. The disruption pod
confers a 4+ Cover Save against shooting attacks fired from more than 12” away to both Commander Dragonfly
and any unit he joins. The active counter-measures package applies a -1 penalty to the Ballistic Skill of any unit
making a shooting attack against Commander Dragonfly and any unit he joins. This last penalty is applied
immediately after an enemy unit declares its targets for shooting, before to-hit rolls are made.
Command and Control Drone – Any Tau unit (or Human or Vespid unit, as long their Gue’vesa’ui or Strain Leader
are alive, but not Kroot or drones) with a model within 18” of this drone may use Commander Dragonfly’s Ld
characteristic as their own for any purpose as long as this drone is ‘alive’.
Bodyguard – Commander Dragonfly may take 0–2 Shas’vre Veteran Bodyguards as normal for a ‘Crisis’ Battlesuit
Commander.
Commander Shadowsun (Shas’o Shaserra) 175 points + bodyguards
WS BS S T W I A Ld Sv Shadowsun 4 6 4 4 3 4 4 10 3+ Bodyguard 3 4 4 4 2 3 2 9 3+
Composition:
• 1 (Unique)
Unit Type:
• Jump Infantry (jet pack)
Wargear (Shadowsun):
• XV42 Battlesuit
• Variable Missile Pod
• Flechette Coilgun
• Multi-tracker
• Hard-wired Blacksun System
• Hard-wired Drone Controller
• Hard-wired Target Lock
• 2 Shield Drones
Wargear (Bodyguards):
• XV42 Battlesuit
• Multi-tracker
Special Rules (Shadowsun):
• Independent Character
• Acute Senses
• Bodyguard
• Deep Strike
• Relentless
Special Rules (Bodyguard):
• Acute Senses
• Deep Strike
• Relentless
Options (Bodyguards):
• May add up to 2 XV42 Bodyguards
+30 pts per model
• Each XV42 Bodyguard must take two
different weapon systems from the following
list:
o Variable Missile Pod +20 pts
o Flechette Coilgun +18 pts
o Burst Cannon +14 pts
o Micro-Fusion Gun +12 pts
Flechette Coilgun – Range 24”, Str 5, AP 4, Assault 2, Penetrator
Micro-Fusion Gun – Range 18”, Str 4, AP 1, Assault D3
Variable Missile Pod – Range 36”, Str 7, AP 4, Assault 2 or Range 36”, Str 4, AP 3, Assault 2 or Range 24”, Str 5, AP
5, Assault 2, Blast, No Cover Saves
Bodyguard – Commander Shadowsun may take 0–2 XV42 Bodyguards.
Devilfish 4 12 12 10 Fire Skate 4 12 12 10 Piranha 4 11 10 10 Mako 4 12 12 10 Hammerhead 4 13 12 10 Sky Ray 4 13 12 10
Summary
Unit Name WS BS S T W I A Ld Sv
Battlesuit Pilot * * 3 3 1 2 * * 5+
Gun Drone 2 2 3 4 1 4 1 7 4+
Fire Support Drone 2 3 3 4 1 4 1 8 4+
Interdiction Drone Swarm 2 0 3 4 3 4 3 7 4+
Marker Drone 2 3 3 4 1 4 1 n/a 4+
Shield Drone 2 0 3 * 1 4 1 n/a *
‘Phalanx’ Shield Drone 2 0 3 * 1 4 1 n/a *
Medical Support Drone 2 0 3 * 1 4 1 n/a *
Sniper Drone 2 3 3 4 1 4 1 8 4+
‘Crisis’ Shas’o 4 6 4 5 4 3 3 10 3+
‘Crisis’ Shas’el 3 5 4 5 3 3 2 9 3+
‘Crisis’ Shas’vre 3 4 4 5 2 3 2 8 3+
‘Crisis’ Shas’ui 2 4 4 5 2 2 2 8 3+
‘Hazard’ Shas’o 4 6 5 5 4 4 3 10 3+
‘Hazard’ Shas’el 3 4 5 5 3 4 2 9 3+
‘Hazard’ Shas’vre 3 4 5 5 2 4 2 9 3+
Ethereal 4 3 3 3 2 4 3 10 5+
Stealth Shas’vre 3 4 4 4 1 3 2 8 3+
Stealth Shas’ui 2 4 4 4 1 2 2 8 3+
Fire Warrior Shas’ui 2 3 3 3 1 2 1 8 4+
Fire Warrior Shas’la 2 3 3 3 1 2 1 7 4+
‘Jeopardy’ Team Leader 2 4 3 4 1 3 1 8 3+
‘Jeopardy’ Shas’ui 2 4 3 4 1 3 1 7 3+
Gue’vesa’ui 3 3 3 3 1 3 2 8 5+
Gue’vesa’la 3 3 3 3 1 3 1 7 5+
Brotherhood Guard Captain 4 4 3 4[5] 1 3 2 8 4+
Brotherhood Guard 4 4 3 4[5] 1 3 1 7 4+
Kroot Shaper 4 3 4 3 2 4 2 8 6+
Kroot Carnivore 4 3 4 3 1 3 1 7 6+
Kroot Hound 4 0 4 3 1 5 2 7 6+
Krootox Rider 4 3 6 3[5] 3 3 3 7 6+
Pathfinder Shas’ui 2 3 3 3 1 2 1 8 4+
Pathfinder Shas’la 2 3 3 3 1 2 1 7 4+
Vespid Strain Leader 3 3 3 4 1 5 1 9 4+
Vespid Stingwing 3 3 3 4 1 5 1 6 4+
‘Broadside’ Shas’vre 3 4 5 5 2 3 2 8 2+
‘Broadside’ Shas’ui 2 3 5 5 2 3 2 7 2+
Commander Dragonfly 4 6 5 5 4 4 4 10 3+
Commander Shadowsun 4 6 4 4 3 4 4 10 3+
XV42 Bodyguard 3 4 4 4 2 3 2 9 3+
Vehicles Armor
Vehicle Name BS Front Sides Rear
Summary
Weapon Range Str. AP Type Barrage Pods 24” 6 4 Heavy 4, No cover saves Burst Cannon 18” 5 5 Assault 3, Penetrator Flamer Template 4 5 Assault 1, No cover saves Fusion Blaster 12” 8 1 Assault 1, Melta Fusion Cascade 12” 6 1 Assault D3, Melta Heavy Flamer Template 5 4 Assault 1, No cover saves Markerlight 36” n/a n/a Heavy 1, see page 3 for effects Missile Pod 36” 7 4 Assault 2 Phased Ion Blaster 18” 4 4 Assault 4, Penetrator Phased Ion Gun 18” 5 4 Assault 4, Penetrator Plasma Rifle 24” 6 2 Rapid Fire Pulse Submunitions Gun 18” 4 5 Heavy 1, Large Blast, No cover saves Pulse Submunitions Rifle 24” 5 5 Heavy 1, Large Blast, No cover saves Smart Missile Pods 24” 5 5 Heavy 4, No cover saves Kroot Gun 48” 7 4 Rapid Fire Kroot Rifle 24” 4 6 Rapid Fire, Counts as a pair of close combat weapons ‘Dal’yth’-pattern Lasgun 24” 4 6 Rapid Fire Pulse Carbine 18” 5 5 Assault 2, Penetrator, see page 3 for additional rules. Pulse Pistol 12” 5 5 Pistol Pulse Rifle (normal) 30” 5 5 Rapid Fire
Heavy Pulse Rounds 24” 6 6 Assault 1 Shaped Pulse Rounds 30” 4 4 Rapid Fire Plasma Core Rounds 24” 4 3 Rapid Fire
Vespid Neutron Blaster 12” 5 3 Assault 2 Vespid Neutron Disruptor Template 5 3 Assault 1, No cover saves Fusion Cannon 24” 8 1 Heavy 1, Blast, Melta Heavy Burst Cannon 24” 6 4 Assault 3, Rending Ion Cannon 60” 7 3 Heavy 4 Multi-Missile Pods 36” 7 4 Heavy 6 Plasma Cannon 36” 7 2 Heavy 2, Blast Railgun (solid slug) 72” 10 1 Heavy 1 Railgun (submunitions) 72” 6 3 Heavy 1, Large Blast Rail Rifle 36” 6 3 Heavy 1, Pinning, Rending Seeker Missile Unlimited 8 3 Heavy 1, Single-use, See page 7 for additional rules. Fusion Missile Unlimited 8 1 Heavy 1, Single-use, See page 7 for additional rules. Submunitions Missile Unlimited 6 3 Heavy 1, Blast, Single-use, See page 7 for additional rules. Fusion Missile Pod 36” 7 1 Assault 2 Advanced Plasma Rifle 36” 7 2 Rapid Fire Flechette Coilgun 24” 5 4 Assault 2, Penetrator Micro-Fusion Gun 18” 4 1 Assault D3 Variable Missile Pod, Mode 1
36” 7 4 Assault 2 VMP, Mode 2 36” 4 3 Assault 2 VMP, Mode 3 24” 5 5 Assault 2, Blast, No cover saves