
Tau Empire Faction Specific
Volley Fire- Friendly Infantry within 6" of you can fire an extra shot from their Pulse Rifles, Pulse Carbines and Pulse Pistols at a target less than half of their weapons range.
XV02 Battlesuit- This Battlesuit treats the number of markerlight counters on an enemy unit affected by the Markerlights ability as being 1 higher. On infantry, can be pilot too. This is the only ability your pilot might have that can affect the battlesuit he uses.
Fire Caste Exemplar- You can add 1 to Hit rolls in the shooting phase for friendly T'AU SEPT HAMMERHEAD GUNSHIPS within 6" of this model.
Battlesuit Pilot- This model always begins the game commanding a vehicle. Whilst commanding the vehicle, use that vehicle's normal profile, weapons, abilities, keywords, and characteristics, with the exception of its Ballistic Skill - use the Infantry model's Ballistic and Weapon Skills when firing and attacking with the vehicle instead. If this model's vehicle has been reduced to 0 wounds, set him up within 3" before removing the vehicle from the battlefield. He is treated as a passenger disembarking from a destroyed transport. This model then uses the Infantry profile above and the keywords below. He is equipped with your custom pilot stats (Fireblade, Shaper, Ethereal, or Marksman)
10 Points- Iridium Battlesuit- +1 Armour Save for "Battlesuits"
Sworn Protector- On a 2+ you can intercept a hit that was destined for a friendly character that's within 3". 1+BS when 3" from a friendly team leader. Make your armour save.
Honourary Bonding Knife Ritual- Minus 1 from nerve test for all friendlies within 3"
Multi-sensory Discouragement Array- Enemy models within 6" of the bearer subtract 1 from their Leadership characteristic and add 1 to their nerve test.
Photon Casters- Subtract 2" from an enemy that is charging you
Positional Relay- Your Cadre can redeploy once all enemy units have been deployed
Structure Analyser- In your shooting phase, all friendlies within 6" of you get a +1 to wound rolls against one enemy you analysed within your view.
Vanguard- At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
Fighting Retreat-
Friendly T'AU EMPIRE INFANTRY units within 6" of this model in the
Shooting phase may attack with ranged weapons even if they Fell
Back this turn.
Stealth Field- Models shooting at a Stealth Drone or at this model and it's within 3" of any friendly Stealth Drones subtract 1 from their hit rolls. (This is cumulative with the Electrowarfare Suite ability.)
Infiltrator- During deployment, this unit can be set up anywhere on the battlefield that is not within your opponent's deployment zone and is more than 12" from any enemy unit. ()
Camouflage Fields- Your opponent must subtract 1 from all hit rolls that target this unit
Failure is not an option- T'AU EMPIRE units within 6" of a friendly ETHEREAL may use the Ethereal's Leadership characteristic instead of their own when taking Morale tests.
Tank Ace- You can add 1 to wound rolls for this model when it shoots at a VEHICLE, BATTLESUIT or MONSTER.
The Assassin- When targeting enemy CHARACTER, this model may re-roll all failed hit rolls.
Photon Casters-
Any enemy unit that declares a charge against any units that have
this ability must reduce its charge range by 2" for that phase.
Upgraded Shield Generator- This model has a 4+ invulnerable save. This is increased to a 3+ invulnerable save against melee weapons.
Blademaster (Infantry only, with melee weapon)- At the beginning of each Fight phase, choose one of the following effects to last until the end of the phase: - This models close combat attacks have AP-2. - Re-roll failed invulnerable saves for this model
The Shaper Commands- Re-roll wound rolls of 1 for friendly KROOT units within 6" of this model.
Wisest of Their Kind-
KROOT units within 6" of a friendly Kroot Shaper may use the
Shaper's Leadership characteristic instead of their own when
taking Morale tests.
Concealed Booby Traps- Once per battle, at the end of your opponent's Movement phase, you can choose an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds, on a 7+ it suffers D6 mortal wounds instead.
Field Craft- If this model is receiving the benefit of cover, add 2 to his saving throws instead of 1.
Drone Uplink- You can add 1 to hit rolls for M71 Sniper Drones in the shooting phase when they attack a unit visible to this model.
Steady Aim- This model always counts as Readied in the Shooting phase provided that it remained stationary or made a normal move of no more than half of its Move characteristic in the Movement phase of this battle round.
Networked Markerlight- If any attack in the Shooting Phase from this model successfully hits its target, regardless of whether it passes its wound roll, it automatically applies a single Markerlight counter to the target unit. This ability may only apply to a maximum of one Markerlight per phase.
Target Lock- A model with a target lock does not suffer the penalty for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapoms, but must subtract 1 from its it rills when doing so.
Way of the Short Blade- You can re-roll hit rolls of 1 for friendly FARSIGHT ENCLAVES units within 6" of this model in the Fight Phase (or any phase against orks)
Shield Generator- This model has a 4+ Invulnerable save.
Gravity Wave Projector- Enemy units beginning a charge move within 12" of this model reduce their charge distance by D3"
Pulse Accelerator- Whilst a T'AU EMPIRE INFANTRY unit is within 3" of this model, increase the Range characteristic of that unit's Pulse Pistols, Pulse Carbines, and Pulse Rifles by 6"
Recon Suit- Units making saves against attacks made by a Pathfinder team that is within 3" of this model do not gain any bonus for their saving throws for being in cover.
Guardian Field- This model has a 5+ Invulnerable save. Breach Teams within 3" of this model have a 5+ Invulnerable save. Strike Teams within 3" of this model have a 6+ invulnerable save.
Advanced Scan Feeds- This model does not suffer the penalty to hit rolls for moving and firing heavy weapons.
Advanced Support Cocoon- Roll a D6 each time this model loses a wound. On a 6, that wound is not lost.
Earth Caste Pilot Array- Re-roll hit rolls of 1 for attacks made with this model's ranged weapons. In addition, roll a D6 each time this model uses his Nova Reactor ability. On a 4+, he does not suffer the mortal wound.
Neuroweb System Jammer- Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. In addition, subtract 1 from hit rolls for ranged weapons that target this model.
No Longer Flesh and Blood- Reduce all damage inflicted on this model by 1 (to a minimum of 1. Cannot have a pilot with this ability, and is given for free if the pilot exits the Battlesuit)
Repulsor Impact Field- Roll a D6 each time an enemy unit ends a charge move within 1" of this model; on a 2+ that unit suffers 1 mortal wound.
Warscaper Drones- If a charge is declared for an enemy unit whilst it is within 12" of either of this model's MV4 Shield Drones, subtract 2 from the roll.
Invocation of the Elements- In your Movement phase, an ETHEREAL may invoke one of the elemental powers below. All friendly T'AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gains the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round. * Calm of Tides: Subtract 1 from any Morale tests made for affected units. * Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase. * Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound. * Zephyr's Grace: You can re-roll the dice for affected units when they Advance.
Pilot Rules
Recommended to have your Pilot be a Fireblade, Shaper, Ethereal or Firesight Marksman (minus drone uplink)
Pulse Rifle
Pulse Carbine
Pulse Blaster
1 Point- Pulse Pistol
12 Points- ION Rifle
17 Points- Rail Rifle
Kroot Rifle
1 Point Kroot Pistol
3 Points- Markerlight
Honour Blade
1 Point each Equalizer
Ritual Blade