You are on page 1of 21

Tau Fandex 1.

4
FORWARD
First and foremost, I want to make it clear that the original idea for the Tau and 40k is the IP of
Gamesworkshop. The ideas I have put forth are ideas that I find to be a good fulfilling of what the Tau army
eventually should be. The following is considered a fandex, and is not the official rules or models of the game,
Warhammer 40k. This fandex was produced to make the game more fun and interesting for Tau players and
fans. If you download this or share it with someone else, please pass on this short message.

“For the Greater Good”

Fandex by:

Ryan Allen
Tau Special Rules  3
Summary 4

HQ 6
COMMANDER 6

ETHEREAL 6
ELITE 7

CRISIS TEAM 7
STEALTH TEAM 7

TROOP 8
FIRE WARRIOR SQUADS 8

KROOT CARNIVORE SQUAD 8


FAST ATTACK 10

GUN DRONE SQUAD 10


PATHFINDER XV14 TEAMS 10

VESPID STING WINGS 11


XV9 HAZARD CLOSE SUPPORT ARMOR 11

HEAVY SUPPORT 12
XV88 BROADSIDE TEAM 12

HAMMERHEAD GUNSHIP 12
SKYRAY MISSLE DEFENSE GUNSHIP 12

VESPID COLONY QUEEN 13


ARMORY 14

BATTLE-SUIT ARMORY  14
INFANTRY ARMORY  17

VEHICLE ARMORY  19
MARKERLIGHTS 20

DRONES 20
SPECIAL CHARACTERS 21

COMMANDER CLEAR SHADOW 21


Tau Special Rules
The Greater Good
In Tau society, every one dedicates everything they have to the greater good of the empire. At the forefront of the expanding empire this attitude is easily
picked out, not only by Tau warriors, but also those they come up against. Giving their life, their all to help insure that the Greater Good is served and realized.
In extreme conditions some commanders have been know to commit all their troops in the name of the Greater Good to secure what they have pledged their
life for. If a Tau commander is still alive on the last turn of a game, that player may roll an initiative test using the commander’s initiative to see if the game
will go an extra turn. If passed then the game will extend 1 extra turn beyond what they game would have ended on. If it ends on turn five, then there would
be a turn 6; if it ends on turn 7, then there would be a turn 8, provided the commander chooses to and that the commander passes the test.

Kauyon- The Patient Hunter


Is the form of battle in which the Tau use a lure or bait to get their enemies into a position where they can be destroyed. The tau regard territorial gain as
militarily irrelevant compared to the destruction of the enemy forces. Tau view a battle ground as a position from which to make a kill; once a kill is made the
ground is given up. when a tau player is playing a game with objective markers;, before the start of the game the Tau player may announce that he is going
for Kauyon. If he does, the Tau player is now playing for victory points while his opponent is still playing for objective markers. Follow the following formula:

Victory Points Total / Objective Markers = Objective Marker victory point equivalent

The Tau player’s opponent/s will score victory points using the above formula, while the Tau player will be playing for regular victory points. The opposing
player must be in control of the objective markers at the end of the game in order to count those points. The Tau forces must have more VPs scored than the
enemy has Objective marker VPs to win.

Mont’ka- The Killing Blow


This form of warfare is used to run an enemy to ground, or to identify a target of opportunity and attack it swiftly. These attacks are planned in great detail
and with much intelligence gathering. When playing any game where victory is determined by victory or kill points, the Tau player may announce that he is
going for the Mont’ka. When announced the opposing player must reveal with of their units has the highest victory or kill point value. From the turn that the
unit indicated, arrives on the table, the Tau forces will have 3 turns in which to eliminate it from play. If eliminated the specified unit will add double its points
value to the Tau players score. If the Tau player fails to eliminate the unit from play within the time given, the enemy army gets to add the unit’s point value
to their own score at the end of the game.

The Greater vision


The Tau are excellent at night fighting, and when it is dark they will move into range of enemy defenses and destroy them systematically. All without the
enemy being able to find them in the darkness of the night. Prior to deployment in andy game where night fighting special rule is in place, the Tau player may
roll a D6, the number rolled is how many units he may distribute Black Sun Filters to, free of charge. He may only give them to models that are Shas’ui or
higher. (Excludes Vespid and Kroot)
XV Suits
XV Suits always count as Jet packers and have the universal special rule Relentless, unless otherwise specified.
Weapon Systems
If 2 weapons are twin linked on a suit or a vehicle, they count as a single weapon system.
Drones
Unless drones are in a squadron unit, they are controlled by a drone controller, rather than an AI network. Therefore when they are under a drone controller
they are considered equipment and may not count as KPs, or toward moral or leadership checks, or for capturing objectives.

Additional Changes
Changes made from the Tau Empire Codex beyond this point are highlighted in yellow.
Summary
Tau Unit Profiles
WS BS S T W I A LD SV
HQ
Ethereal 4 3 3 3 2 3 3 10 *
Clear Shadow 4 5 5 4 4 6 4 10 3+
XV8 Shas’o 4 5 5 4 4 4 4 10 3+
XV8 Shas’el 4 4 5 4 3 3 3 9 3+
ELITE
XV8 Shas’vre 3 3 5 4 2 3 2 8 3+
XV8 Shas’ui 2 3 5 4 2 2 2 8 3+
Stealth Shas’vre 3 4 4 3 1 4 2 8 3+
Stealth Shas’ui 2 3 4 3 1 3 2 8 3+
TROOPS
Fire Warrior ui 3 3 3 3 1 3 2 8 4+
Fire Warrior la 2 3 3 3 1 2 1 7 4+
Kroot Shaper 4 3 4 3 3 4 4 8 -/6+
Kroot 4 3 4 3 1 3 2 7 -/6+
Kroot Hound 4 0 5 3 1 5 3 7 -/6+
Krootox 4 3 6 3 3 3 3 7 5+
FAST
Pathfinder ui 2 4 4 3 1 3 1 8 3+
Strain Ldr 4 3 3 4 1 5 3 9 5+
Sting Wing 4 3 3 4 1 5 2 6 5+
XV9 Hazard 3 3 5 5 2 3 2 8 3+
HEAVY
XV88 Shas’vre 3 4 5 4 2 3 2 8 2+
XV88 Shas’ui 2 3 5 4 2 2 2 7 2+
Vespid Queen 6 3 5 6 3 2 3 10 3+
SPECIAL
Fleschette Drone 2 * 3 3 1 5 1 X 4+
Gun Drone 2 2 3 3 1 4 1 x/* 4+
Marker Drone 2 4 3 3 1 4 1 - 4+
Shield Drone 2 - 3 X 1 5 1 - X
Smoke Drone 2 - 3 3 1 5 1 - 4+
Sniper Drone 2 4 3 3 1 4 1 - 4+
X always means to use the drone controller’s stat line
* Check models special rules
Tau Vehicle Profiles
VEHICLE/ ARMOR FRONT SIDE REAR BS
Devilfish Troop Carrier 12 11 10 3
Hammerhead Gunship 13 12 10 4
Piranha Light Skimmer 11 10 10 3
Skyray Missile Gunship 13 12 10 4

Weapon Range Strength AP TYPE Notes


Airbursting Fragmentation Projector
Charged G24” 5 4 Assault 1 Large Blast
Regular G24” 4 5 Assault 2 Blast
Burst Cannon 18” 5 5 Assault 3 Pinning,*
Cyclic Ion Blaster 18” 3 4 Assault 5 Rending
Accelerated 18” 3 4 Assault 6 Rending on 5s & 6s
Flamer Template 4 5 Assault 1 Ignores Cover
fusion Blaster 12” 8 1 Assault 1 Melta, does not
overheat
Ion Cannon 60” 7 3 Heavy 3
Kroot gun 48” 7 4 Rapid fire
Kroot rifle 18” 4 6 Assault 1
Markerlight 36” - - Heavy 1
Missile Pod 36” 7 4 Assault 2
Neutron Blaster 12” 5 3 Assault 1
Neutron Mauler 12” 6 3 Assault 5 See armory*
Plasma Rifle 24” 6 2 Rapid fire Does not overheat
Pulse carbine 18” 5 5 Assault 2
Pulse Pistol 12” 5 6 Pistol
Pulse rifle 30” 5 4 Heavy 2
Rail gun
Solid shot 72” 10 1 Heavy 1
Submunition 72” 6 4 Heavy 1 L. Blast template
Rail Rifle 36” 6 3 heavy 1 Pinning
Seeker Missile
Fragmentation Unlimited 6 4 Heavy 1 See Armory
Regular Unlimited 8 3 heavy 1 See Armory
Stinger unlimited 7 5 heavy 1 See Armory
Smart Missile System 24” 5 5 Heavy 4 No Line of Sight
Needed
Spectrum Marker Pod 36” - - Heavy D6/D3 See Armory
HQ
COMMANDER Model Pts WS BS S T W I A Ld Sv
FOC AVAILABILITY:
1-2 commanders Shas’el 50 4 4 5 4 3 3 3 9 3+
UNIT TYPE: Shas’o +25 4 5 5 4 4 4 4 10 3+
Jump Infantry (Jump Pack)
Equipment: The commander has a XV8
Crisis Battle-suit, and must select 3 battle-suit hard points systems from the battle-suit armory. the commander
may also select additional items from the Battle-suit war gear list, including special issue items.
Special Rules
Independent Character
Unless accompanied by a bodyguard, the commander is an Independent character and follows the IC special rules in the BRB. The commander may join other
units as an IC if he has drones.
Bodyguard
The commander may be accompanied by a bodyguard, the commander may select 1-2 XV8 Shas’vre as its bodyguard. The commander and his bodyguards
count as a single HQ choice.
XV8 Battle-suit
Battle-suits grant the wearer the Acute Senses, Relentless and Deep Strike special rules.

ETHEREAL
FOC Availability:
1-2 Ethereals

Unit Type: Infantry Model Pts WS BS S T W I A Ld Sv

Equipment: Symbols of Office Aun 50 4 3 3 3 2 3 3 10 -

Options Honor Guard 12 2 4 3 3 1 2 1 7 4+

-May upgrade symbols of office to an Honor Blade for +10


-May select additional Equipment from the infantry war-gear list.
pts
Special Rules
Independent Character
If the Ethereal does not take an Honor Guard he becomes an Independent Character and follow the IC special rules in the BRB. Drones count as equipment if taken.
Honor Guard
Warriors who have chosen to forgo the normal progression of the fire caste. They may select either pulse carbine or pulse rifles, and may take EMP grenades for +3 pts per
model, and Holo grenades for +2 pts per model if pulse rifles selected. They are considered a fire warrior except in the following regards:

Can only be taken by Ethereal May not upgrade to ui


Do not count as a FOC slot They get a +1 BS( shone in the above profile).
They cost +2 pts per model from the regular cost

Inspiring Presence
Ethereals give all Tau units the ability to re-roll any missed morale checks( excludes Kroot, Vespids, and Drones). If night-fighting rules are in play, check for spotting distance.
Any unit joined by an Ethereal becomes fearless.

Price of Failure
If a friendly Ethereal is killed then every Tau on the tabletop must take a morale check at the start of their next turn. (excludes units falling back or in close combat) If failed the
effected Tau unit (units effected by inspiring presence) will have to fall back. If passed that unit now has preferred enemy.
ELITE
CRISIS TEAM Model Pts WS BS S T W I A Ld Sv
FOC Availability: 1-3 Shas’ui 25 2 3 5 4 2 2 2 8 3+
Team: 1-3 Shasʼui
Shas’vre +5 3 3 5 4 2 3 2 8 3+
Unit Type: Jump Infantry
Equipment: Each team member is equipped with an XV8 Crisis Battle-suit and must select 3 hard point
systems from the battle suit armory.
Options: One Shasʼui per team may be upgraded to Shasʼvre for 5+ points, and may select additional items
from the Battle-suit War-gear list, including special issue items.
Special Rules
XV8 Battle-suit
Battle-suits grant the wearer the Acute Senses, Relentless and Deep Strike special rules.

STEALTH TEAM Model Pts WS BS S T W I A Ld Sv


FOC Availability: 1-3
Shas’ui 22 2 3 4 3 1 3 2 8 3+
Team: 3-6 Shasʼui
Shas’vre +5 3 4 4 3 2 3 2 8 3+
Unit Type: Jump Infantry
Equipment: Each team member is
equipped with a XV25 stealth suit, stealth field generator and a burst cannon. Each team member may select 1
additional battle-suit support option.
Options: On member of each team may be upgraded to a Shasʼvre. Shasʼvre may take additional upgrades
from the Battle-suit War-gear list. The Shasʼvre may also pick from the options below.

-May upgrade weapon system to a Fusion Blaster for -May upgrade weapon system to a Spectrum Marker
+4 pts Pod for +22 pts (may not purchase a markerlight). If
-May upgrade weapon system to a Plasma Rifle for taken Shasʼvre will have no weapon other than the
+10 pts SMP.
-May take a Markerlight for +10 pts -May take 1-2 Sniper Drones if a Drone Controller
taken at +30 pts a piece( Stealth Shasʼvre only).

Special Rules
Drone Controllers that have Stealth Field Generators confer stealth to their drones. Stealth squads may infiltrate when missions allow. Battle-suits give the
Acute Senses, Relentless and Deep Strike special rules.
TROOP
FIRE WARRIOR SQUADS
FOC Availability: 1-6
Team: 6-12 Model Pts WS BS S T W I A Ld Sv

Unit Type: Infantry Shas’la 12 2 3 3 3 1 2 1 7 4+

Equipment: Pulse Rifle Shas’ui +5 3 3 3 3 1 3 2 8 4+

Options: Any # of warriors may Devil Fish 80 BS 3 F 12 S 11 R 10


exchange their rifles for pulse carbines
at no additional cost. If the squad, including drones total 12 models or less, they may take a devilfish troop
transport. The Devilfish does not count as a designated transport, nor does it take up any FOC slot.

-May take EMP grenades at +3 pts. per model -Team can take Photon grenades at +1 pt. per model
-Team can take Holo grenades at +2 pts. per model (not available if team selected Holo grenades)
(not available if team selects or has photon grenades)

One Shas’la from each team my be upgraded to a Shas’ui for +5 pts., the Shas’ui has access to the Tau Infantry War-gear list. Shas’uis always bond their
soldiers to them, and count the team as having a bonding knife

-Shas’ui may purchase a Markerlight for +10 pts. -Shas’ui may purchase any grenades available to the squad
-Shas’ui may replace their Pulse rifle for a Rail Rifle at +8 pts.

KROOT CARNIVORE SQUAD


FOC Availability: 6
Team: Team consists of 10-20 Kroot, Model Pts WS BS S T W I A Ld Sv
0-12 Hounds, and 0-3 Krootox Riders.
Kroot 7 4 3 4 3 1 3 2 7 -/6+
Unit Type: Infantry
Hound +3 4 - 5 3 1 5 3 7 -/6+
Equipment: Kroot have Kroot rifles with
knives attached which gives them an extra Shaper +21 4 3 4 3 3 4 4 8 -/6+
attack in close combat( included in profile),
Hounds none, Krootox Rider with Kroot Gun Krootox +32 4 3 6 3 3 2 3 7 5+
Options: If the squad takes a Shaper,
you may give all Kroot a +1 armor save to their current stat line.
Special Rules
If no Krootox are taken, the squad may infiltrate if missions allow. All Kroot get Field Craft and Move through cover. In addition Kroot can see and shoot into
and out of jungles and forest, up to 12” without penalty. Kroot may move the full 6” in the movement phase and assault phase when in jungle or forest. When
they assault or get assaulted in jungle or forest terrain, they attack first. Their ability to operate within these type of terrains is rarely matched in the galaxy.
Kroot in jungle or forest terrain get an additional +1 to their cover save.

The Shape of Things to Come


Kroot Shapers have the ability to make their clan alter their DNA when digesting an enemy with high Strength, Toughness or fighting skill. Normally a clan will
take months even years for the change without a shaper present, but with their honed ability they can enact near instantaneous manifestations of the newly
added DNA. If a Shaper is taken, and the Kroot get into close combat and win by massacre or enemy falling back; they can add an attribute of their beaten
enemy to their own, if it is higher than the shaper’s stat line, then the squad may add +1 to their Strength, Toughness or Weapon Skill stat line. This stat line
will remain in effect for Kroot squad for the rest of the game. This ability is compoundable.
The Pathfinders
Direct fire, mark targets, reconnaissance, mobility and all while avoiding direct contact with the enemy, this was what the Tau pathfinder is for. Every army
needs units such as these, the eyes and the ears of a functioning body. Unfortunately the 3rd Sphere campaign exposed some major deficiencies in the Tau war
machine, one being the Pathfinders inability to perform with its current method of operation. At the closing of the 3rd Sphere campaign, many of the Auns saw
an unnecessarily high increase of deaths from their fire warriors; As the Auns looked into the phenomenon, they found that a high death toll among
pathfinders getting cut down before they could perform their duties was costing much more life loss than was necessary. With the Tau restocking after their
expansion the need to preserve the empire’s new found gains was necessary to the greater good. The Auns knowing of their peoples ability to overcome
objectives with flexible and ingenuity, decided a new approach was needed and decided a revamp was needed. The main problems were first, the gap between
actual Pathfinders that could be put in the field, and the huge amount of fields that needed to be covered across the third sphere. Second, the increasing need
of availability for troop transports to ferry maximum number of troops to and from essential areas of conflict zones. The overhaul had to provide mobility to
for the Tau scouts without taking away from the ability to ferry regular troops to and from the key locations of the battlefront. Essentially they needed a way
for them to do more with less.

What was settled upon was to give the scouting troops XV suits outfitted for their purposes. Not only would this give them increasingly more use of their
abilities in their field of operations, but it solved the mobility issue as well as drastically reducing the mortality rate in the division. Using the XV15 suit from
campaigns past as a baseline, the earth caste made another prototype suit of similar construction, but tailored for the pathfinders’ specific uses. The focus of
the suit would be its speed, dexterity and the ability to implemented a higher amount of drone assistance to compensate for lack of enough Pathfinders to fill
all the battle needs of the empire. This is how they would overcome increased zones of conflict over the ever widening empire, where pathfinders would be
pivotal to hold on to the victories the Tau Empire had won.

The ultimate result, the core purpose and usefulness as the empire’s forward battlefield operators & observers were preserved, as was the cores ability to
perform with potency given its reduced size. Though still considered to be a trial program, early results are showing great returns on the new investment of
technology and methodology.

XV14 Reconnaissance Suits


The new XV14 suits are an adaptation of the previously used XV15s that Stealth teams were using back during the 2nd Sphere expansion campaign. The main
differences are the camouflage field instead of the stealth field generator, allowing the unit to seem as if it is part of the terrain, where only movement can
spoil its effect. The suit also employs an experimental technology designed specifically for the scouting division of the cadre.
The Nexus Drone Controller
Was designed with the pathfinders solely in mind. Because the device must be attached to a bigger power cell and computer mod, it had to go on a XV suit,
one of the main reasons new pathfinders are issued a XV suit. The new controller can command and orchestrate the activities of up to 8 drones at the same
time, and still allows the drones AIs to interact normally. Allowing for a smaller number of pathfinders to be deployed and still retain the same results.
Lone Rangers
With their reduced numbers, pathfinders with their new equipment have adopted a new deployment style as well. Where as before pathfinders were groups of
four to eight strong, now they rome in groups of no more than three. The new assistance from the Nexus Drone Controllers more than makes up for the
missing numbers though.
FAST ATTACK
GUN DRONE SQUAD
Model Pts WS BS S T W I A Ld Sv
FOC Availability: 1-3
Team: 4-8 Gun Drones Gun Drone 10 2 2 3 3 1 4 1 6~11 4+

Unit Type:
Jump Infantry (Jet packers)

Equipment: Jet pack, Twin-linked Pulse Carbines


Special Rules
Intelligent Design
Drones are AIs that can operate for a limited time on their own unless they are linked together with other AIs, forming a networked intelligence. A drone’s Ld
starts at 6; however for every additional drone linked into the network over 4, their leadership will increase by 1pt. per extra model up to a maximum of 10.
e.g. 8 Gun drones are in a squadron and thus have Ld 10, after taking incoming fire they lose 2 drones, they are now at leadership 8. Gun Drone squadrons
can merge together and become one squadron during the movement phase. The new squadron may not be bigger than 8 drones and both merging squadrons
must be completely merged. For example if a piranha is wrecked and the drones disembark, they are considered a gun drone squadron, if there is a GDS on
the table with 6 drones or less the two squads could join together. (must be within 2” of each other by end of the movement phase)

PATHFINDER XV14 TEAMS


FOC Availability: 1-3
Team: Consists of 1-3, XV14 Shas'ui, Model Pts WS BS S T W I A Ld Sv
each ui must take minimum 3 gun drones XV14 Shas’ui 25 2 4 4 3 1 3 1 8 3+
& 3 Marker Drones
Gun Drone 10 2 2 3 3 1 4 1 6 4+
Unit Type: Jump Infantry
Marker Drone 20 2 - 3 3 1 4 1 - 4+
Equipment: XV14 Reconnaissance
suit, Nexus Drone Controller, pulse pistol,
jet pack, Camouflage field.
Options: Each Shasʼui may take an additional 2 drones of their choice( excludes sniper gun drones), and may
select additional items from the Battle-suit war-gear list.
Special Rules
Acute Senses, deep strike, hidden deployment, jet packers, scout

Trailblazer
Pathfinders & their drones have been outfitted with special jet packs that have an over thrust option; which allows them an unprecedented amount of speed for
a short time, however the system requires a cool down period after use before it can be used again. Pathfinders and their drones may make a 24” move at the
start of their turn, but may not shoot and must go to ground once the move is completed.

The Path Ahead


Pathfinders and their drones have been given extra systems to be able to move quickly, allowing them to get the best position in the field to fulfill their tasks.
The pathfinder’s team may choose to use the jump infantry rule instead of the jet-packer rule. The unit receives the Move Through Cover special rule for that
turn.
PIRANHA LIGHT SKIMMER TEAM
FOC Availability: 1-3
Team: consists of 1-5 Piranhas Model Pts BS Armor Front Side Rear

Unit Type: Vehicle, skimmer, fast, open topped Piranha 60 3 11 10 10

Equipment: Hull mounted Burst cannon and a


pair of gun drones
Options: The Burst cannon may be replaced with a Fusion Blaster for +5 points. Piranhas may take any of
the vehicle upgrades except the multi-tracker.

VESPID STING WINGS Model Pts WS BS S T W I A Ld Sv


FOC Availability: 1-3 Sting Wing 16 4 3 3 4 1 5 2 6 5+
Team: A strain unit consists of 3-10 Sting Strain Leader +8 4 3 3 4 1 5 3 9 5+
Wings and a Strain Leader.
Unit Type: Jump Infantry
Equipment:
Wings, stinger, neutron blaster, Strain Ldr has a communications helm.

Options:
May take a Neutron Dampening Field for the entire strain for +30 pts. The NDF was developed from the neutron
technology of the Vespid race. The field is made by applying a crystalline jelly to the Sting-Wings. Emissions
made by the crystal coat, throws off a neutrino pulse that retards the equilibrium of any creature that gets close.
The NDF reduces all enemies close combat attacks by -1, down to a minimum of 1 attack.
Special Rules:
Deep strike, fleet of wing, skilled flyer( may re-roll failed Dangerous Terrain tests.

XV9 HAZARD CLOSE SUPPORT ARMOR


The following excerpt was copied from
www.Forgeworld.co.uk website. Model Points WS BS S T W I A Ld Sv
FOC Availability: 1-3
Shas’vre 65 3 3 5 5 2 3 2 8 3+
Team: A XV9 team consists of 1-3
Shasʼvre
Unit Type: Jump Infantry
Equipment: XV9 armor, jet-pack, 2 twin-linked burst cannons, vectored retro-thrusters, multi-tracker and on
other system, which must be chosen form the options list below.
Options: The XV9 must choose one of the following additional systems.
-Black Sun Filter 5 points -Target Lock 5 points
-Drone Controller* 10 points( plus the cost of drones) -Shield Generator 20 points

*Drone Controller- XV9 suits may have drones and use their Vectored Retro-Thrusters to escape from close
combat as per the Tau Empire codex. If they choose to do so, they abandon their drones which are destroyed,
but in the turn this occurs the XV9 automatically passes its initiative test to disengage.
Special Rules:
Acute senses, deep strike, internal photonic dischargers( counts as having defensive grenades), bonded( may always attempt to regroup)
HEAVY SUPPORT
XV88 BROADSIDE TEAM
FOC Availability: 1-3
Model Points WS BS S T W I A Ld Sv
Team: Consists of 1-3 Shasʼui

Unit Type: Infantry Shasui 70 2 3 5 4 2 2 2 7 2+

Equipment: Each team member is Shasvre +5 3 4 5 4 2 3 2 8 2+

equipped with a XV88 suit, The suits


come standard with twin linked rail guns and a Smart Missile System. Each suit may select 1 battle-suit support
system.
Options: One Shasʼui from each team may be upgraded to a Shasʼvre for +5 points. Each model may replace
their SMS for twin linked plasma rifles for +10 pts. Shasʼvre may also replace their twin linked rail guns for twin
linked Ion cannons for no additional cost, as well as select extra gear from the war gear list.

HAMMERHEAD GUNSHIP Points BS Armor Front Side Rear


FOC Availability: 1-3 90 4 13 12 10
Type: Skimmer, Tank, Vehicle
Equipment: Turret Mounted primary weapon system, hull mounted secondary weapon system. Comes with
landing gear and targeting array.
Options: Primary weapon system can either be an Ion cannon for +15 pts. or a Rail gun for +50 pts. Rail gun
can fire either solid shot or submunition round. Secondary weapon system can be 2 burst cannons for +10 pts.,
a pair of gun drones for +20 pts., or a Smart Missile system for +20 pts. May take any upgrade in the vehicle
armory except for targeting array.

SKYRAY MISSLE DEFENSE GUNSHIP


FOC Availability: 1-3
Points BS Armor Front Side Rear
Team: Squadron consists of 1-3 Missile Defense
Gun-ships 125 3 13 12 10
Type: Skimmer, Tank, Vehicle
Equipment: 6 turret mounted seeker missiles, 2 turret mounted independent networked marker-lights, target
lock, hull mounted secondary weapon system.
Options: May change out any number of the regular seeker missiles for stinger or fragment missiles
VESPID COLONY QUEEN
* Indicates a 4+ invulnerable save
FOC Availability: 3 Model Points WS BS S T W I A Ld Sv
Team: 0-1 Vespid Queens per Vespid Queen 210 6 3 6 7 4 7 4 10 3+/*
Sting-wing unit taken Unit Type:
Monstrous Creature, Jump infantry

Equipment: Wings, Neutron Mauler, Neutrino war jewelry


Special Rules
Maternal Rage
It pains the queens of each colony to see their warriors defeated in battle, rumored to be because of the kindred spirit the queens share with previous queens of
older generations long ago, when the queens would join their warriors in battle when the strain went to war. If a unit of Vespids is forced to fall back, the
queen will take on the universal special rule of Rage until she is killed or her warriors regroup.

Hive Mentality
If a queen is on the board all Vespid units may use her leadership value if they can see her.

Neutrino War Jewelry


The crystals worn as jewelry, cause severe disorientation and nausea for any creature who do not have Vespid biology. When engaged in close combat the
queens jewelry will reduce all enemy attacks by -1 to a minimum of 1 attack.
Vespid Neutron Mauler

Neutron Mauler
Range S AP Type
12” 6 3 Assault 5
This weapon has been developed especially for the Vespid queens in mind, for when the earth caste made this weapon, they incorporated a power bleed off
nozzle. The queens when they get into close combat, will engage the nozzle to push the neutrino radiating power through several outlets along the barrel. The
size of the weapon, and the type of radiation it produces means only the queens can use them. It uses a much larger crystal and Tau induction pulse field to
allow the weapon to discharge multiple shots in rapid succession.
ARMORY
BATTLE-SUIT ARMORY
WEAPONS SYSTEMS
Airbursting Fragmentation Projector Fusion Blaster    12 pts/ 18 pts
Special Issue     30 pts Missile Pod     12 pts/ 18 pts
Burst Cannon    8 pts/ 12 pts Plasma Rifle     18 pts/ 27 pts
Cyclic Ion Blaster Special Issue  15 pts Rail Rifle     14 pts/ 21 pts
Flamer     4 pts/ 6 pts Spectrum Marker Pod  Special Issue 30 pts

Airbursting Fragmentation Projector Ion Cannon


Range S AP Type Range S AP Type
G24” 4 5 Assault 1, L. blast template, pinning, 60” 7 3 Heavy 3
   no cover saves, destroys terrain.
Charged   Uses a magnetic field to stream ions at targets, using the transfer of energy
G24” 4 6 Assault 2, blast template, no cover saves at the atomic level to destroy what it touches. Fairly new to the Broadside
teams, whether or not they are going to be more mainstream to the XV88s
Developed to scatter explosive plasma warheads that can be launched into team will depend on how it performs in the field.
areas of cove where enemies are dug in. The AFP has a wired in AI that
allows the wielder to choose 2 different firing modes with different levels of Missile Pod
destruction, all while giving superb accuracy while moving. The plasma Range S AP Type
warheads purpose is to not only hit the enemy in their hiding spots, but to 36” 7 4 Assault 2
also get rid of the cover so that long range fire can eliminate the threat.
 A simple arm or shoulder mounted missile delivery system. Usually used to
Burst Cannon engage enemy vehicles and troops at medium range.
Range S AP Type
18” 5 5 Assault 3, pinning Plasma Rifle
Range S AP Type
Uses a faster recharging pulse induction field technology than what you 24” 6 2 Rapid fire
would find in a pulse rifle, the high rate allows for a sustained fire rate.
The Tau use an induction system foregoes a degree of power for the ability
Cyclic Ion Blaster to consistently perform in the midst of battle and keep the user safe.
Range S AP Type 
18” 3 4 Assault 5, rending Rail Rifle
Range S AP Type
Developed to eliminate multitudes of lightly armored enemies such as 36” 6 3 Rapid fire, pinning
Imperial Guard. The weapon uses ion technology much like the ion cannon,
just in a smaller and more cut down role. Firing rapid streams of ion After extensive field testing, in multiple theaters in the 3rd Sphere
radiation out the four barrels, the fire rate is steady and reliable, however campaign, the earth caste under direction of the Auns, outfitted the
the ionization effect is not and sometimes there are energy spikes through weapons to be used exclusively on vehicles, drones and battle-suits. The
the dispersions. high mobility and stabilization gear coupled with the weapons medium
range accuracy and punch power make this a great field option to take.
Flamer 
Range S AP Type Rail Gun
Template 4 5 Assault 1, no cover save Range S AP Type
72” 10 1 Heavy 1
Great for massed enemies with light armor.
Linear accelerator technology is the driving force behind this weapons
Fusion Blaster potency. The solid shot that it fires can take down any size vehicle or
Range S AP Type enemy.
12” 8 1 Assault 1, melta, does not overheat
Smart Missile System
Great anti-tank weapon that uses plasma refraction induction system to Range S AP Type
reap a higher power level at the sacrifice of range. Though a higher yield 24” 5 5 Heavy 4
could still be reached, Tau favor reliability rather than power that could
backfire on you. This weapon does not overheat.
This missile system actually has AI self-guided warheads, that first search able to mark many targets at once for destruction. The AI computers do
and then zero in and hunt down their targets. Passing around obstacles their best work while stationary but is still very versatile on the move,
and terrain. The SMS may engage any targets within range, no line of thanks to computer’s redundancy processing. If shot after moving roll a
sight is needed. Targets may count the effects of cover that they are in or D3 to determine how many markerlight hits, otherwise roll a D6. There is
touching, if it lies between them and the firer. The SMS ignores night no roll to hit. The Player must designate markerlight hits before measuring
fighting rules. Does not need line of sight. to see if unit is within range. Due to its experimental nature only one is
allowed per army. This weapon also requires more sensor systems and
Spectrum Marker Pod (Stealth Shas’vre only) power and therefore needs two hard-point slots to operate. Due to the
Range S AP Type nature of its deployment they currently are only being deployed for stealth
36” - - Heavy D6 stationary/ D3 moving suit teams.

This markerlight pod has the ability to mark multiple targets at once.
Utilizing a hardwired nano AI network within the weapon itself, the pod is

SUPPORT SYSTEMS

Advanced Stabilization System  10 pts Positional Relay Special Issue  15 pts


Black Sun Filter    3 pts Shield Generator    20 pts
Command & Control Node Special Issue 15 pts Target Lock     5 pts
Drone Controller   0 pts Targeting Array    10 pts
Multi-tracker    5 pts Vectored Retro-Thrusters  10 pts
Nexus Drone Controller Special Issue 15 pts

Advanced Stabilization System bigger and operates using a limited drone network to expand the amount
Allows suits heavy equipment systems, that have no jet packs to use the of drones an operator can command to eight instead of 2. The new
Slow & Purposeful special rule for the rest of the turn. controller was developed specifically to assist in the Pathfinder division of
the army and is currently only being deployed in the new XV14
Black Sun Filter Reconnaissance suits. All the drones taken by the operator are considered
The unlimited use of technology by the Tau allows them to come up with to be a retinue for an independent character.
equipment that bridges the gap between what a Tau worrier can do and
needs to do. This advanced optical filter allows the user to ignore the night Positional Relay
fighting special rule. In addition, if the user of the filter is attached to a A super speed communication relay system, that sends & receives a full
unit that does not have the filter, can choose to forego his shooting ability array of communication wavelengths. Used to bring troops to key points on
in the shooting phase, and instead relay the shooting coordinates to the the battlefield swiftly; its second purpose is to disrupt and interrupt enemy
rest of his squad. If this is done, the squad must shoot at the communications. Both are done using encryption relay bursts. If the
predetermined target without penalty, however the enemy unit may take a bearer is on the game table he may choose, at the start of turn 2 onwards,
5+ cover save. to either bring a single unit in his army that is in reserve onto the table on
a roll of 2+; or to try and keep an enemy unit from arriving via reserve. If
Command & Control Node he tries to the deter an enemy unit from arriving, the unit that the
AI assisted transmission system that helps to coordinate unit priority and positional relay bearer selects must roll a 6+ in order to arrive from
firing solutions. Giving commanders a better ability to increase the reserve.
accuracy of their troops in battle. The bearer may select 1 enemy unit on
the table per turn, any friendly models within 12” of the bearer receive a Shield Generator
+1 to the BS value if they are firing at the designated target. Produces an energy field around the bearer. Confers a 4+ Invulnerability
save.
Drone Controller
A model with a drone controller must take 1 or 2 drones in any Stealth Field Generator
combination (Sniper Gun Drones reserved for Stealth suits). If the bearer Produced by many small nodes fixed to usually a suit or drone, surrounding
of the controller should fall in battle the drones will return to base. the model with a distortion effect similar to a mirage. Making the
(removed from play). extremely difficult to spot or even target. Enemy targets attempting to
target a stealthed model MUST use the night fighting spotting distant rule
Multi-tracker to check for ability to fire on the unit. If the enemy spotting check is not
Fire control system mounted on a sensor node, allows infantry and jump within range, the model may not choose to fire at a different target. Units
infantry to fire two weapon systems in the same turn. in a stealth field are considered to be in cover. Barrage weapons roll an
extra D6 for scatter. SFG covers any drones taken by the user.
Nexus Drone Controller
The system that makes the Nexus Drone Controller possible, is similar in
function and design of the regular drone controller. However it is much
Target Lock Vectored Retro-Thrusters
Is a target acquisition system that allow the user to fire its weapons at a An additional maneuvering jet pack harness that grants additional accuracy
different enemy unit than the rest of the squad the bearer is with. in movement, and quickness that allows its user to avoid enemies that get
to close. User gains the universal special rule Hit & Run. If users have
Targeting Array drones and use VRTs the to get out of close combat, the drones remain
An targeting accuracy matrix that shows the user the best possible firing behind and are destroyed by the enemy.
solution. Grants the user a +1 to their BS stat.

WAR GEAR

Fleschette Drone    10 pts Iridium Armor  Special Issue 20 pts


Gun Drone    10 pts Marker Drone     20 pts
Hard-wired Black-sun Filter  3 pts Shield Drone     15 pts
Hard-wired Drone Controller  0 pt Smoke Drone     8 pts
Hard-wired Multi-tracker   5 pts Sniper Gun Drone  Reserved 20 pts
Hard-wired Target Lock   5 pts Stimulant Injector   10 pts

Fleschette Drone Smoke Drone


A drone fitted with a Flechette discharger, just like those on Tau vehicles. Smoke drones have chemical packs with nozzles that, when used put out
Before any combat attacks take place whenever an enemy attacks a Tau great clouds of colored smoke that are designed to hide their operators
unit with one of these in the mix, all the charging enemy models will suffer from harm. At the start of any shooting phase or assault phase a player
a wound on a D6 roll of 4+ regardless of toughness, regular saves may have a smoke drone “pop smoke”, when this happens the smoke
available. After rolls to wound and save are done, close combat will conveys a 3+ cover save if done during the shooting phase, and will remain
commence as normal. until the start of the next Tau turn. If done during the assault phase, the
entire unit gets to use the drones Initiative and gets the Hit & Run Special
Gun Drone rule till the start of their next turn. Once the smoke drone, pops, it is
Outfitted with twin-linked pulse carbines. removed from the table of play.

Iridium Armor Sniper Gun Drone


Additional armor protection for XV suits, increases the wearer’s suit stat line A drone that is outfitted with a rail rifle, and targeting array. Repurposed
to an armor save of 2+. No 6” move in the assault phase. solely to the Stealth corps they are currently only available for those XV
stealth-suit wearers that take a drone controller.
Marker Drone
Drone outfitted with a networked markerlight. Stimulant Injector
An advanced life support system installed in some XV suits flood the pilot
Shield Drone with stimulants should he become wounded. This option confers the Feel
A drone fitted with a Shield Generator, and always have the same stat No Pain universal special rule.
characteristics for Armor, and Toughness.
INFANTRY ARMORY
INFANTRY WEAPONS LIST

Honor Blade Pulse Carbine


Used by Ethereals only, these blades are vicious killers in the deft hand of the Auns. Range S AP Type
Not only do they give the user additional strength but also because of the 18” 5 5 Assault 2
mysterious quality in which they are constructed they have been known to cut
through just about anything. Gives +2 to wielder’s strength stat and counts as The Third Sphere expansion taught the fledgeling tau empire alot about deployment
rending and redeployment of troops as well as how to use the static and mobile styles of
warfare hand in hand. The new carbines cater to the mobile style of fire warrior
Kroot Gun troops. the other development for the carbine is that they now come standard with
Range S AP Type underslung photon grenade launchers. Units with pulse carbines count as having
48” 7 4 Rapid fire photon grenades.

Mounted on the back of a Krootox and fired by its rider.


Pulse Pistol
Kroot Rifle Range S AP Type
Range S AP Type 12” 5 6 Pistol
18” 4 6 Assault 1
Pulse Rifle
Kroot rifles almost always have blades attached to them and therefore count as a Range S AP Type
close combat weapon for Kroot. Extra attack is already included in their profile stat 30” 5 4 Heavy 2
line.
The 3rd expansion of the Tau empire brought to light the need to bring more
Markerlight firepower to bear especially with static troops.
Range S AP Type
36” - - Heavy1 Vespid Neutron Blaster
Range S AP Type
Networked Markerlight 12” 5 3 Assault 1
Range S AP Type
36” - - Heavy 1

Network marker-lights always hit on a 3+ and their effects used by the firer.

WAR-GEAR LIST

EMP grenades    3 pts Holo grenades    2 pts


Gun Drone    10 pts Marker Drone     20 pts
Hard-wired Blacksun Filter  3 pts Marker Light     10 pts
Hard-wired Drone Controller  0 pts Photon grenade   1 pt
Hard-wired Multi-tracker   5 pts Shield Drone     15 pts
Hard-wired Target Lock   5 pts Smoke Drone     8 pts

Except for the following entrees below all equipment follow the Tau Empire Codex

Black Sun Filter


Ignores the night fighting special rules, allowing a model to fire normally. The grenades, when activated, project out a very realistic hologram of the
If the model is in a squad, the unit may relay the coordinates to his squad owner, this helps give the allusion to charging enemies that their is more
instead of firing his weapon. If done, the rest of the unit may ignore the units to engage than what was originally anticipated. When a Tau unit that
night fighting special rule for that turn. However any model that they are has these grenades is engaged in close combat, before combat begins, the
shooting at may take a 5+ cover save. Tau player rolls 1 D6 for each model that has the Holo grenades. For each
dice roll of 4+, the charging enemy will lose one attack for that round of
Holo Grenades close combat (opponent’s choice of which attacks get nullified first). Cannot
This is a new technology recently employed by the fire warriors of the Tau be employed if the Tau unit with the grenades is already in close combat.
empire. Much was learned in the recent expansion of the empire, including After taking out any nullified attack, close combat returns to normal play.
that you can’t always keep your enemies at range. The new grenades, add This simulates the charging enemy attacking a hologram instead of an
a buffer to the Tau troops, allowing them a chance to withdraw out of battle actual fire warrior. The Holo grenades may only be used once per unit per
rather than having to engage in hand to hand combat. game, and may not be taken with photon grenades.
Smoke Drones conveys a 3+ cover save to the unit the drones accompany. As well the
This drone was developed as a variant of the regular gun drone. Designed smoke conveys the Hit and Run special rule to the unit the drone is attached
to provide cover for it’s operator whether withdrawing from a battlefield, to, the unit uses the drones initiative value for the test. The effects last
obscuring enemies from getting clear lines of fire, or keeping a charging until the start of the owning player’s next turn. After it has been activated
enemy from finding their masters in close combat. The drone may the drone will return to base to refuel, and is removed from the table of
activated at any point in any phase, once activated it produces smoke, that play for the rest of the game.
VEHICLE ARMORY
VEHICLE UPGRADES
Vehicles may take the upgrades in its entry. Each vehicle can select one of each of the items below only once, vehicles may however take up to 2 missiles each.

Blacksun Filter    5 pts Multi-tracker    10 pts


Decoy Launcher   5 pts Seeker Missile     10 pts
Disruption Pod    5 pts Sensor Spines    10 pts
Fleschette Discharger   10 pts Smart Missile System   20 pts
Fragmentation Missile    10 pts Targeting Array    5 pts
Gun Drone    20 pts Target Lock    5 pts

Except the options listed below, all options in this section follow the Empire Tau codex.
roll of 2+, but because it is AI and laser guided, it does not scatter. Roll to
Black-sun Filter wound as normal. No cover save.
Technology that allows vehicles to operate at night time as if it were the
middle of the day. A vehicle with this upgrade ignores the night fighting Stinger Missile
special rule. Also mounted on a Seeker missile platform, this design was made to
specifically strike at the soft rear armor of enemy vehicles. The missile
Fragmentation Missile sacrifices a little punch power for the maneuverability it needs to do the
Using the AFP technology to mount this option on a Seeker missile body. job. Its upgraded scanners allow it to target the weakest portion of armor
This new fire support option offers an anti-infantry option for cadres on the on the vehicle. This missile always hits on the rear armor of any vehicle it
battlefield. This missile can replace any Seeker Missile on a Skyray Missile is fired at. Stingers have a BS of 5. May replace Seeker missiles on the
Defense gunship. Any regular vehicle may select to take this missile. When Skyray Missile Defense gunship for +5 points per missile. May be selected
fired with a marker light, place the blast template on the target, hits on a for regular vehicles.
MARKERLIGHTS
During the 3rd sphere expansion, the extended amount of use of markerlights and their indisputable value for precision strikes against the enemies of The Greater Good;
additional techniques and resources have been directed toward expanding the use of the markerlights. After much testing, the earth caste found that a new system of
frequencies used to mark a target, actually made the plasma from the Tau pulse technology more potent; as the interacting plasma molecules were made more unstable when
intersecting with the markerlight frequencies. The resulting combination, makes pulse weapons more potent. To represent this, any pulse weaponry that is using a markerlight
hit to up that unit’s BS when firing at an enemy who was stationary in the previous turn, will count as a rending weapon for the rest of that shooting phase. Pulse weaponry is
defined as burst cannons, carbines, rifles, and pistols.

DRONES
Drones are independent artificial intelligences programmed to protect the Tau. Unlike other races, the Tau make extensive use of machine intelligences.
Normally drones will require regular orders from a Tau, but when combined with other AI’s they become able to act independently for longer periods of time.
Drones do not count toward morale checks or casualties when controlled by a drone controller, and therefore cannot count toward taking objectives. When
drones are in squadrons however, they follow the normal rules for moral and leadership.
Shield drone
Flechette drone Equipment: WS BS S T W I A LD SV
WS BS S T W I A LD SV
Equipment: Jetpack, Shield 2 - 3 X 1 5 1 - X
Jetpack, flechette 2 - 3 3 1 5 1 - 4+ generator
dischargers Unit Type:
Unit Type: As owner
As owner Special Rules:
Special Rules: Shield drones always have the same toughness and armor save as their
This drone is primarily used for units that have a high likelihood of getting controller. Also the shield generator gives a 4+ invulnerable save.
into close combat. Outfitted with the same type of dischargers that are
mounted on Tau vehicles. These dischargers fire off whenever an enemy Smoke drone WS BS S T W I A LD SV
charges their unit. Before any close combat attacks take place, roll one D6 Equipment:
for each enemy model that will be counted in close combat. On a roll of 4+ Jetpack, Smoke 2 - 3 3 1 5 1 - 4+
that model takes a wound. Enemy may take saving throws as normal. launchers
Unit Type:
Gun drone As owner
Special Rules:
WS BS S T W I A LD SV Smoke launchers when used convey a 3+ cover save to the unit they are
attached to. In addition they give the unit they are attached to the Hit &
2 2 3 3 1 4 1 6-10/- 4+ run special ability if the unit is assaulted while the drone is in play. When
rolling for the initiative test the unit will use the drone’s stat line for the
Equipment: test. Once used the drone is taken off the table at the end of the turn.
Jetpack, twin-linked pulse carbines
Unit Type: Sniper drone
WS BS S T W I A LD SV
Jump Infantry as a squadron, as owner if drone controller Equipment:
Special Rules: Jetpack, rail rifle, 2 3 3 3 1 4 1 - 4+
Gun drones when in a squadron will pool their AI consciousness’ to make stealth field generator,
better and faster decisions. Group of 4 or less drones in a squadron start at target lock, and
6 leadership, for each drone above 4 they will increase their leadership by targeting array (bonus included in profile above).
1 pt up to a maximum of 10. Unit Type:
As owner
Marker drone Special Rules:
WS BS S T W I A LD SV May only be taken by Stealth suit Vres.
Equipment: 2 4 3 3 1 4 1 - 4+
Jetpack, networked
markerlight
Unit Type:
As owner
SPECIAL CHARACTERS
COMMANDER CLEAR SHADOW
(M’yr’rra) Unseen Shadow Points WS BS S T W I A Ld Sv

Equipment: The commander is outfitted with an XV8 crisis battlesuit, 155 4 5 5 4 4 6 4 10 3+


Accelerated Cyclic Ion gun, Stealth Field generator, Flamer, Hard-wired multi-
tracker, Shield Generator and Vectored Retrothrusters. None of the equipment may
be exchanged, however the commander may pick extra items from the battlesuit wargear list.

Custom XV836
Clear Shadow is a commander that loves to take commonplace and accentuate it the point where some in the Empire whisper of his departure from the greater
good. One of the clearest examples of this can be seen by looking at his suit. Using the more deft and smooth servos, neural sensors, gears, and controls of a
utility XV3 suit; the commander overhauled his suit, making it more lithe and light in weight, closing the gap between Tau and machine. With the new
modifications his machine moved almost twice as fast as a regular XV8 suit. His movements are fluid enough to let him move through forests or terrain almost
as easily as a infantry warrior. Next he had the armor remolded and circuitry rewired to accommodate for extra thrusters and specialty weaponry and gear
mounting. If not for his impeccable service and long record of success in predictably losing odds, and non-conventional battle needs, the whispers could be
thought of as true. The Auns of the empire have found his skills most useful though, especially with more and more battlefields across the expanding races
territory falling into a category of battle that can only be called, special operations. And Clear Shadow couldn’t be happier, to serve, and to be a custom
instrument of his race.

Accelerated Cyclic Ion Blaster


Range Strength AP Type
18” 3 4 Assault 6
Not one to be satisfied with the status quo, Clear Shadow specifically had the earth caste tinker and modify this CIB for him. Because Clear Shadow has had a
glorious career so far combining tactics and gear that normally no Tau would think of, to accomplish victory, the Auns gave the go ahead to the earth caste to
allow yet another experimental model weapon to be made for the quirky commander. His custom weapon, emerged after the customization with a higher rate
of fire and power fluctuation. The power of his new CIB would have been unusable to a regular XV8 suit, but his modification of the inter-working parts of his
suit makes it uniquely usable for his weapon preference. The accelerated version of the CIB counts as rending on roll to wound of 5 or 6. The weapon may not
receive any benefits from marker lights.

Cadre 836 (Nickname of Clear Shadow’s Cadre)


Special Rules

Super Stealth
Clear Shadow’s stealth has been noted as legendary and even taught in the war colleges. As many opponents have tried to bring him into close quarters and
have ended up engaging empty ground where they thought this Tau warrior was. When rolling to spot the commander, the enemy may only roll 2D6 for
spotting distance. Also when assaulting this character, after the enemy has made their assault move, but before combat starts; Clear Shadow may attempt to
make a Hit & Run fall back move prior to any attacks taking place on a 1D6 roll of 5+. If successful, he may move in any direction as long as he is not within
1” of any enemy model. The enemy units that charged do not get a consolidation move, and may not assault anyone else this turn.

Shadow Tactics
Clear Shadow is Well known for his strict training for city fighting, and guerilla tactics, sabotage and other such strategies. As a result, all friendly Tau infantry
units will get the Hit & Run and stubborn universal special rules.

Advanced Scouting
M’y’rra specializes in warfare where his troops can move about and hit the enemy where it hurts before they even know his force is there. A lot of times
relying on speed and stealth to get the job done; and many time doing it behind enemy lines. The commander gets to take an extra Fast Attack FOC slot and all
friendly Tau units get the Scout universal special rule. Pathfinders will get a 12” scout move. Due to this style of war, heavy support can be hard to come by
and more often than not give up the element of surprise. Clear Shadow’s army may not take any heavy support vehicles.

You might also like