Professional Documents
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Taucyr
The Complete Guide To
The Tau
In The Forty First Millennium
Servants of the Greater Good
07/23/08
Tau Rules
Mont’ka Attack
Special Deployment Rule
Cost Varies (See below)
The Mont’ka is a unique form of Tau assault, in which most of the units involved are dropped from a
Manta Missile Cruiser to deploy on the battlefield. This deployment allows the Tau Commander to
readily place units across the battlefield in strategic locations.
To use it, any Fire Warriors not assigned to a Devilfish APC must purchase Drop Troop Harnesses at a
cost of +3 points per model. At the Start of the game, all Ethereals, Pathfinders, XV88 Suits, Gue’vesa
and Kroot are deployed normally. At the start of the first Movement Phase, all Tau vehicles, drones,
any remaining battlesuits, and Fire Warriors are deployed by placing a Target/Direction Counter at the
intended drop point for each unit that will be dropped, with the direction arrow facing the flight path of
the transport vehicle. These troops may be targeted in the shooting phase; however, the attackers must
add 12” to the effective range of the target counter, and suffer a –1 to hit penalty due to the small size
of the targets. Drop Troops may not fire while being deployed.
At the start of the Movement Phase in the second turn, the location of first model on the table is
determined by rolling a D6 and a scatter die, and using the target counter as the starting point. Each
additional model in that unit will land on the table D3” inches away from the first model, following the
direction of the arrow on the target counter. Any troops landing on a linear obstacle suffer 1 wound on
a 4+ with a normal armor save. Models landing in base to base contact with the enemy are considered
to be Charging. Troops not engaged in HtH combat must obey normal unit coherency rules. Continue
to resolve each units deployment, until all the Drop Troops have been placed on the board.
To Reflect this, any Tau unit may ‘tactically retreat’ by leaving the board from the Tau Deployment
Zone during the Movement Phase of any turn. Units that do so are not considered broken at the end of
the game, but keep whatever status they had at the time that they left; thus, a squad which was reduced
to 50% casualties which Pulls Back will only provide the enemy payer with the Victory Points for that
status.
Should an Ethereal leave the board, the Tau no longer benefit from his presence, but do not have to
make any additional Ld tests for his departure.
Units which leave the board at any other time do not benefit from this rule, and units that are broken
and Pull Back cannot rally, and will thus provide the full number of Victory Points to the opposing
player. Furthermore, there is no special benefit which allows the units to Pull Back, so units engaged
in HtH must follow the normal rules for Breaking Off from Close Combat if they attempt to leave the
board.
Once a Unit has chosen to Pull Back, it cannot return to the table.
Tau Crisis (Type XV8) and Stealth (both XV15 & XV25) battlesuits possess Jet Packs. These allow
the wearer to move up to 18” in the same manner as a Skimmer. If the jet packs are used, the suits need
not land at the end of their Movement Phase. If the battlesuit does not land, this must be announced at
the end of the model’s movement; ‘hovering’ does not affect unit coherency. Such battlesuits cannot
normally be attacked in HtH, and remember to take the model’s elevation into account when
determining LOS! Tau battlesuits cannot make pop-up attacks.
XV8 and XV25 Battlesuits may make a limited jet pack move of up to 6" and still fire heavy weapons;
a move from 7" to 18" prevents the unit from shooting anything other than a basic weapon. Type XV8
and XV25 Battlesuits may also use their jet packs to move out of Hand to Hand combat without
penalty against man sized opponents during the Tau players Movement Phase.
Type XV8 and XV88 battle suits provide the wearer an Armor Save rolled on 2D4, rather than 1D6.
They are completely sealed against all environmental effects (gas, bacteria, flamers, etc.).
Type XV8 Crisis Suits have three hard points, which must have a weapon or support system allocated
to each of them at the start of the game. Mounting two of the same weapons on the suit effectively twin
links them (this still takes two hard points). Weapons may not be “triple linked.”
Type XV15 Stealth suits employ Stealth Field Generators (see below). They also come standard with a
Jetpack, Scanner, Target Lock, and Burst Gun, and cannot be upgraded.
Like their smaller predecessors, the Type XV25 Stealth suits also use Stealth Field Generators. They
come standard with a Jetpack, Scanner, and Burst Cannon, and have one additional hard point that may
take a single non-weapon battlesuit support system.
Type XV88 (‘Broadside’) Battle suits do not possess the jump pack, and are armed with Twin Linked
Rail Guns and a Smart Missile System. A Broadside Suit may only be upgraded with a single non-
weapon system on its hard point, although the player may choose to replace the Smart Missile System
for Twin Linked Plasma Rifles at a reduction of 10 point for the model.
Upgrade Cost
Blacksun Filter 5
Burst Cannon 15
Drone Controller Per Drone
Flamer 6
Fusion Blaster 15
Missile Pod 20
Multi-Tracker 25
Plasma Rifle 10
Shield Generator 15
Smart Missile System 15
Stabilization System 10
Target Lock 10
Targeting Array 5
Wargear Options See Rules
Battle Suit Support Systems
A Tau Battle Suit may choose either a weapon or any of the following systems to mount in each hard
point:
Blacksun Filter
+5 points
Allows the model to ignore any penalties for firing at night (in normal darkness), and increases the
model’s LOS to 2D6x3”.
These benefits only apply to models equipped with the filter, and do not extend to other members of
the team who are not so equipped. This will not allow the model to fire at other targets than his squad
unless he could otherwise do so.
Drone Controller
Cost based on number of drones purchased
This allows the bearer to control one to two drones; note that the controller AND the drones only count
as a single war gear choice (for Drones statistics, see below). Note that if a model with a Drone
Controller is engaged in HtH Combat, then the Drones are considered to be engaged as well.
Markerlight
+10 points (restricted to certain models only; see descriptions, below)
Range - 36"; provides a BS of 6 to the user for the purposes of using the Markerlight only. Each
successful Markerlight hit allows one other Tau unit to fire at the marked target with a single type of
weapon (twin linked counts as 1 weapon) with a To Hit roll of 2+ (modified by terrain, etc.). Note that
units armed with a Markerlight must still follow the standard rules for targeting enemy units!
Multi-Tracker
+25 points
Allows a battle suit to fire two weapons in the same turn; twin linked systems only count as one
weapon choice when making this determination.
Shield Generator
+15 points
This unit creates an energy field around the model which conveys a 4+ Invulnerable save.
Stabilization System
+10 points
This unit gyroscopically stabilizes a heavy weapon mounted on a XV8 or XV88 battlesuit, allowing the
model to walk and fire a heavy weapon in the same turn. By itself, it does not increase the distance which
an XV8 may move via its jetpack, and fire a heavy weapon. This system can compensate for twin linked
weapons as well.
If this option is selected, all models in the unit must take this upgrade.
Targeting Array
+5 points
This system allows provides a +1 to the models Ballistic Skill.
Target Lock
+10 points
This system allows the battlesuit to target a separate enemy unit to that engaged by his squad; all of his
weapons systems must still be used against the new target, however.
Racial Abilities
Bonding
+10 points
Bonded units who fail a Leadership Test become Shaken, not Broken. Shaken units may not move towards
the enemy but are otherwise unaffected by the initial failed roll. Shaken troops failing another Leadership
test will become Broken as normal. Bonding includes the unit leader (if any).
Opportunity Fire
+10 points
A Bonded Unit is far less likely to break in the face of an enemy assault. If the Tau player wishes, he
may further upgrade the unit to allow them fire at targets of opportunity. These are classified as any
enemy units that have closed within 8” of the Bonded Unit during the Movement Phase. Opportunity Fire
is considered to be similar to an Overwatch fire, in that it takes place during the Movement Phase, before
the charging enemy units have a chance to close into HtH. Unlike Overwatch, however, all of the other
standard rules for Shooting at targets apply. Units which fire at targets of opportunity may not fire again
in the Shooting Phase, and cannot roll any attack dice if they are successfully charged in HtH.
Kroot Shaping
Kroot with a Shaper in their squad may be genetically altered to make their hides much more resilient to
damage; this provides a basic save of 5+ to each model in the squad and raises the LD score by 1. However,
any model that is Shaped MUST devour a fallen foe, as detailed under the Kroot… No save is allowed. The
cost for shaping varies, based on the model receiving the benefit. Please note that Kroot are shaped as a
Squad, not as individuals!
Model Cost
Kroot Trooper -1
Kroot Hound +4
Krootox +2
Kroot Shaper Automatic
Infiltrating models with this technology may start the game Hiding without the benefit of cover, although if
any such model is located using a scanner, it is automatically Spotted. These rules also apply to any drones
controlled by the model.
Basic Weapons
Models picking from this list may select only one item.
Troops: Fire Warriors, Pathfinders, Crisis and Stealth battlesuits, Shas'la, and Shas’ui; Drone Units;
Kroot (all), Vespid, and Gue’vesa
Support: Vehicles, Broadside Battlesuits, Heavy Drones, and Great Knarlocs
Characters: Shas’vre (all), Shas'o, Shas'el, and Etherials (Bodyguards are also drawn from this army
element)
Kroot Shaper
64 points
Troop Type M WS BS S T W I A Ld
Kroot Shaper 4 4 3 4 3 3 3 3 8
Toughened Hide (5+ save), Kroot Rifle.
Your army may include up to one Kroot Shaper for every Kroot Carnivore squad in the force.
Kroot Shapers Infiltrate, ignore terrain modifiers for movement, have twice the normal LOS when
attacking into or from a wood, and receive an additional -1 modifier when in cover.
Shapers passing a fallen enemy or winning in HtH combat must spend the next turn devouring their
fallen opponent.
Options
Shapers may replace their rifle for a Pulse Rifle or Carbine for +2 points, and/or may choose an
additional Basic Weapon.
Shas’vre (‘Broadside’ Battlesuit Team Leader)
130 points
Troop Type M WS BS S T W I A Ld
XV88 Leader 4 3 5 6 5 2 4 3 8
Broadside Battle Suit (2+ save on 2D4) with 1 hard point for an additional non-weapon system. A
Team Leader, if you wish, may be upgraded to Shas’vre for the listed price. Note that a Broadside
Shas’vre must be part of a squad to be chosen!
Options
Shas’vre may possess up to two pieces of War Gear.
Shas’vre Bodyguard
50 points per member
Troop Type M WS BS S T W I A Ld
Shas’vre 4 3 4 5 4 2 3 2 8
The bodyguard consists of 1 to 2 Tau in Crisis Battle Suits (3+ save on 2D4) with 3 hard points.
Shas’vre Bodyguard form a unit with the Army Commander, and follow all of the rules for squads.
Options
Each Shas’vre bodyguard may possess up to two pieces of War Gear.
Shas’el
65 points
Troop Type M WS BS S T W I A Ld
Shas’el 4 4 5 6 5 3 4 3 9
Crisis Battle Suit (3+ save on 2D4); 3 hard points. Shas’el are among the finest the Tau have to offer.
You may include one Shas’el in your army for every full 750 points of your force allocation.
Options
Shas’el may take three pieces of Wargear.
Shas’o
90 points
Troop Type M WS BS S T W I A Ld
Shas’o 4 5 6 6 5 4 5 4 10
Crisis Battle Suit (3+ save on 2D4) with 3 hard points. Shas’o are the Tau leaders on the battlefield.
You may include one Shas’o in your army for every full 1500 points of your force allocation.
Options
Shas’o may possess up to three pieces of War Gear.
Your army must include one Mal’Kor’Vrefor every Vespid squad in the force.
Mal’Kor’vre follow all of the rules for Mal’Kor units, but because of their Communion Helmet and
increased understanding of the environment do not suffer from Stupidity.
Options
None
Aun
58 points per Ethereal Caste Member
Troop Type M WS BS S T W I A Ld
Aun 4 4 5 5 4 4 3 4 10
Carries Blades of Office.
You may include from1 to 3 Aun in your army for every full 2000 points of your force allocation.
Aun – the Ethereal Caste – are the rulers of the Tau race. Because of the awe these beings inspire, if
they are placed on the battlefield, any unit (not including Drones, Kroot, or Vespid) which fails a Ld
check may re-roll the save (the second result stands); if an Aun joins any unit, that unit may ignore
Break Tests for as long as the Aun is present.
However, any time one is slain, all of the Tau units in the army (but not Drones, Kroot, or Vespid)
must pass a leadership roll (check for each unit). Those that fail are broken (even Bonded units). Those
who pass the Ld test now have Hatred for the opposing army for the rest of the game.
Options
An Aun may replace his Blades of Office with an Honor Blade for +2 points. Each Aun may possess
up to three pieces of War Gear.
Tau Squads
Squads 25%+
Shas’la (Fire Warrior Squad)
15 points per Shas’la
Troop Type M WS BS S T W I A Ld
Fire Warrior 4 2 3 3 3 1 2 1 7
Fire Warriors are organized into squads of 6 to 12 warriors, with Fire Caste Armor (4+ save), and
carrying a Pulse Rifle or Carbine.
Options
Any model may take Photon Grenades for +2 Points and/or EMP Grenades for +5 points per model.
The entire squad may be Bonded for +10 Points for the Squad (this includes a leader model, if any).
All Pathfinders are deployed before the advance on the main body of troops; to represent this, after all
of the models on both sides have been deployed, but before any other action takes place in the game,
any Pathfinder units may take a free Movement turn (only).
This initial deployment move does not prevent the use of Move and Fire weapons in the 1 st Turn
(provided the model does not move again).
This movement bonus may be used by any Devilfish APC’s that are attached to a Pathfinder Squad, as
well.
Options
Up to three models per squad may exchange their Pulse Carbines for Rail Rifles at no additional cost.
In addition, any model may take Photon Grenades for +2 Points and/or EMP Grenades for +5 points
per model.
The entire squad may be Bonded for +10 Points for the Squad (this includes a leader model, if any).
Stealth Battlesuit Teams may Infiltrate, but do not use Dispersed Formation.
Drone Squadrons require at least four units to operate effectively. If the size of the unit is reduced to
less than 4, reduced the LD score to 4 immediately; and the squadron is no longer considered to be able
to hold Mission Objectives.
Drone squadrons may Break, although they are Immune to other Psychology.
Options
Photon grenades may be purchased for the Drones at +2 points per model.
Kroot Carnivore Squad
15 points per Kroot Hunter
Troop Type M WS BS S T W I A Ld
Kroot Warrior 4 4 3 4 3 1 3 1 7
Kroot are organized into squads of 10 to 20 hunters, armed with a Kroot Rifle.
Kroot Infiltrate, ignore terrain modifiers for movement, have twice the normal LOS when attacking
into or from a wood, and receive an additional -1 modifier when in cover.
Kroot models passing a fallen enemy or winning in HtH combat must make a LD test, or will spend the
next turn devouring their fallen opponent.
Options
Kroot may replace their rifle for a Pulse Rifle or Carbine for +2 points, and/or may choose an
additional Basic Weapon.
Kroot Hounds Infiltrate, ignore terrain modifiers for movement, have twice the normal LOS when
looking a wood, and receive an additional -1 modifier when in cover.
Kroot Packs within charge range of a broken opponent must make a LD check, or immediately charge
that foe (they may ignore coherency rules with the main unit until all such enemies are slain);
otherwise, they are treated like other Kroot in respect to fallen opponents.
Krootox
58 points per Krootox
Troop Type M WS BS S T W I A Ld
Krootox 5 4 3 6 3 3 3 2 7
Up to three Kroot Hunters in a squad may be replaced with Krootox. These are not cavalry models; the
Krootox are separate targets from the riders. Krootox come with a rider, who fires the Kroot Gun.
Krootox Infiltrate, ignore terrain modifiers for movement, have twice the normal LOS when attacking
into or from a wood, and receive an additional -1 modifier when in cover. Krootox Riders must pass an
Ld check to engage in HtH; if the test fails, the Krootox will hold its ground, but will not initiate
combat; if engaged, it will defend itself, but no hits are score if the Krootox wins (the round is
considered a tie).
Gue’vesa
13 points
Troop Type M WS BS S T W I A Ld
Human Soldier 4 4 3 3 3 1 3 2 7
Gue’vesa are organized into squads of 6 to 12 warriors, in Tau Armor (5+ save), with Lasguns.
A Tau Army may not purchase more than 1 Gue’vesa squad per Fire Warriors Squad.
During the Movement Phase, Mal’Kor can fly up to 20”; this movement ignores terrain penalties and
obstacle height; however, they do not receive a 4” Charge Bonus, and may not make a 2” Follow-up
Move if they win a round of HtH combat.
If they pass over an enemy unit, they may fire down at them as they pass using their Neutron Blaster. If
they do so, they may not fire their weapons again in the Shooting Phase (but may make use of them if
engaged in HtH combat). Mal’Kor who fire from above on their opponents cannot also initiate HtH
combat at the end of their flight.
The Mal’Kor do not view the environment in the same was as normal races, and need a Strain Leader
on the board to coordinate their actions. If all of the Strain Leaders on the board are killed or
incapacitated, then any remaining Mal’Kor units act with Stupidity for the rest of the game.
Options
None
Tau Support
Support <50%
Shas’ui (‘Broadside’ Battlesuit Team)
120 points per Shas’ui
Troop Type M WS BS S T W I A Ld
XV88 Warrior 4 3 4 5 4 2 3 2 8
Braodside teams are organized into squads of 1 to 3 warriors, in XV88 ‘Broadside’ Battlesuit (2+ save
on 2D4).
Options
The entire squad may be Bonded for +10 Points for the Squad (this includes a leader model, if any).
The player may choose to replace the Smart Missile System for Twin Linked Plasma Rifles at a
reduction of 10 point for the model.
You may include one team of Sniper Drones in you army for every 1000 points of force allocation.
The unit also employs a powerful Stealth Field generator, which adds a D6 to the deviation of any
applicable attack against any member of the Team, in addition to its normal affects.
The Sniper Drones must maintain unit coherency with the Shas’ui, but may use Dispersed Formation.
Stealth Battlesuit Teams may Infiltrate, and may use Dispersed Formation.
Options
The entire squad may be Bonded for +10 Points for the Squad (this includes a leader model, if any). Up
to two models may replace their Burst Cannon with twin linked Fusion Blasters, if desired.
Shas’ui (‘Stealth’ Battlesuit Team Leader)
65 points
Troop Type M WS BS S T W I A Ld
‘Stealth’ Leader 4 2 4 4 3 1 2 2 8
Advanced Stealth team leaders also are given the XV25 ‘Stealth’ Battlesuit (3+ save).
Stealth Battlesuit Team Leaders may Infiltrate and use Dispersed Formation.
Options
A single model from the squad may be upgraded to a Team Leader. If one is selected, he can also be
equipped with a Markerlight for +10 points, and may have one piece of Wargear.
Tau Vehicles
Vehicles As Support
Devilfish
150 points
Crew Type M WS BS S T W I A Ld
Fire Warrior 4 2 3 3 3 1 2 1 7
Armor
D6 Location Front Side/Rear
1-2 Grav Motor 18 20
3-6 Hull 18 18
Crew Type M WS BS S T W I A Ld
Fire Warrior 4 2 3 (4) 3 3 1 2 1 7
Armor
D6 Location Front Side/Rear
1-2 Grav Motor 18 20
3-5 Hull 20 18
6 Turret 21 20
Crew Type M WS BS S T W I A Ld
Fire Warrior 4 2 3 3 3 1 2 1 7
Armor
D6 Location Front Side/Rear
1-2 Grav Motor 12 15
3-5 Hull 15 12
6 Crew See Below
Crew Type M WS BS S T W I A Ld
Fire Warrior 4 2 3 (4) 3 3 1 2 1 7
Armor
D6 Location Front Side/Rear
1-2 Grav Motor 18 20
3-5 Hull 20 18
6 Turret 21 20
Crew Type M WS BS S T W I A Ld
Pathfinder 4 2 3 3 3 1 2 1 7
Armor
D6 Location Front Side/Rear
1-2 Grav Motor 12 15
3-5 Hull 15 12
6 Crew* See Below
*Side attacks only; the crew cannot be hit from the front.
Difficult Target (-1 to hit). A Shield Drone is equipped with an Energy Shield, providing a 4+
Invulnerable Save. Bet’la are Remote Controlled.
D6 Location
1-3 System Damage
4-5 Systems Manager
6 Programs
Difficult Target (-1 to hit). A Gun Drone is equipped with twin linked pulse carbines with a 90° arc of
fire to the front. Photon grenades may be purchased for +2 points. Kor’la are Remote Controlled.
D6 Location
1-3 System Damage
4 Systems Manager
5 Programs
6 Targeter
Difficult Target (-1 to hit). A Gun Drone is equipped with twin linked pulse carbines with a 90° arc of
fire to the front. Photon grenades may be purchased for +4 points. Drone Squadrons require at least 4
units to operate effectively. If the unit is reduced to less than 4, the LD score drops to 4 immediately.
D6 Location
1-3 System Damage
4 Systems Manager
5 Programs
6 Targeter
Difficult Target (-1 to hit). A Gun Drone is equipped with a rail rifle with a 90° arc of fire to the front,
with a Targeting Array (this weapon is still Move or Fire). Sniper Drones have Stealth Field
generators, and do not require a minimum of units to operate effectively.
D6 Location
1-3 System Damage
4 Systems Manager
5 Programs
6 Targeter
Difficult Target (-1 to hit). A Markerlight Drone is equipped with a Networked Markerlight, with a 90°
arc of fire to the front.
D6 Location
1-3 System Damage
4 Systems Manager
5 Programs
6 Targeter
The Heavy Gun Drone is equipped with either a Marker Light and a Burst Cannon, or twin linked
Burst Cannon with a 90° arc of fire to the front. Vor’la also utilize the standard Tau shield (4+
Invulnerable save), and can Jump up to 18”. Vor’la may function independently, or as a squadron.
D6 Location
1-3 System Damage
4 Systems Manager
5 Programs
6 Targeter
Kroot Support
Kroot Support
The Great Knarloc (Domesticated)
60 points per Knarloc (1-3x)
Troop Type M WS BS S T W I A Ld
Knarloc 4 6 0 8 5 5 3 3 7
Large Target (+1 to hit). From one to three Great Knarlocs may be purchased per herd. Like all Kroot,
Great Knarlocs may ignore terrain modifiers for movement, have twice the normal LOS when in a
wood, and receive an additional -1 modifier when in cover. However, Great Knarlocs may not
infiltrate. An army must have at least one squad of Kroot carnivores in order to take any Knarlocs.
Knarlocs must be accompanied by Goaders, who guide the beast into battle. If these Goaders are killed,
then the Knarloc must pass an LD check each turn; once it fails, it will retreat from the battlefield, and
is considered Broken for the rest of the game. A Knarloc with no Goaders cannot achieve mission
objectives. The Knarloc and the Goaders are considered a single unit if fired upon, although attackers
may choose between the Knarloc and the Goads if firing at Short Range.
Goads may force the Knarloc to Charge into enemy ranks; to do this, they must make a successful LD
check. This will allow the Knarloc to charge up to 16” to engage the foe! However, the Goads cannot
match the Knarloc’s speed, and must regain unit coherency in the following turn.
Greater Knarlocs who win in HtH combat must make a LD test, or will spend the next turn devouring
their fallen opponent; however, this only cost the Knarloc an attack die to do in the next round of HtH.
Knarlocs are prone to feeding frenzy in combat. In any round of HtH in which the Knarloc rolls more
ones than 6’s, it frenzies, and devours one of its Goads! Remove one Goad from the table immediately
as a casualty (this should be a model which has not yet attacked in HtH, if possible). Because of its
size, a Greater Knarloc may leave HtH without penalty, although the Goaders must follow all of the
standard rules concerning both HtH combat, and Kroot.
Goads utilize special prods and pheromone dispensers to herd the Great Knarlocs, and so may use the
rules for Dispersed Formation within their unit. However, should the Great Knarloc be slain, the Goads
must then maintain 2” between models, like normal troops. Furthermore, their LD scores are reduced
by 2 because of the loss of their Knarloc!
Up to one model may be upgraded to A Kroot Shaper for the normal cost. This model is part of the
herd, and cannot leave it. Otherwise, they may employ all of the usual rules for characters. Goaders
may also be Shaped for the normal cost, if desired. The Greater Knarlocs may be Shaped for an
additional 4 points per model. This gives them a modified save of 4+, and adds +1 to the Knarloc’s Ld
score.
A Knarloc may be mounted by up to five Kroot, who may use it to engage opponents in HtH, or may
be mounted with up to two Kroot Guns with a 180° front arc of fire for +15 points per gun. Goaders
may not ride the Knarloc.
Tau Psyker Abilities
The Tau do not possess any known Psyker powers. However, they are naturally resilient as a race to the
effects of the warp. Because of this, a Nullify Card which is used by the Tau player in the Psychic Phase
will succeed on a roll of 4+.
Furthermore, any Tau unit within 12” of an Ethereal receives an additional +1 to the roll, effectively
allowing the unit to Nullify Psychic Powers on a roll of 3+. This bonus includes the Ethereal model as well.
Tau Special Characters
Special Characters <25%
Aun’shi, Master of the Blade
154 points
Troop Type M WS BS S T W I A Ld
Aun 4 7 6 4 4 4 6 5 10
Aun’shi carries an Honor Blade, EMP and Photon Grenades, and Hard Wired Shield Generator.
Because of his incredible skill with the Honor Blade, Aun’shi may parry a number of attacks up to his
A score. He may also substitute the successes from a successful critical hit for a single attack which
ignores the opponent’s armor save entirely!
Like the rest of the Aun, if he is placed on the battlefield, any unit (not including Drones or Vespid,
although it does include Kroot with LOS to the Aun) which fails a Ld check may re-roll it (the second
result stands). If Aun’shi joins any unit, that unit ignores moral checks for as long as the he is present.
If Aun’shi slain, all of the Tau units in the army (but not Drones, Kroot, or Vespid) must pass an Ld
roll (check for each unit). Those that fail are broken (even Bonded units). Those who pass the Ld test
now have Hatred for the opposing army for the rest of the game.
Options
None. Aun’shi may not possess additional pieces of War Gear.
The Honor Guard always strikes first in HtH combat; there is no bonus for Charging them.
Like the rest of the Aun, if he is placed on the battlefield, any unit (not including Drones, Kroot, or
Vespid) which fails a Ld check may re-roll the save (the second result stands). Furthermore, if any unit
has LOS to him, it is Immune to Psychology.
If Aun’va slain, all of the Tau units in the army (but not Drones, Kroot, or Vespid) must pass an Ld roll
(check for each unit). All of those that fail are Broken; they must immediately retreat from the board,
and will only fight the enemy if they have rallied, and if the enemy engages them in HtH combat. The
Tau who pass the Ld test now have Hatred for the opposing army for the rest of the game – And those
with LOS to the Aun when he is killed become Frenzied, as well.
Options
None. Aun’va may not possess additional pieces of War Gear.
O’Shovah’s fame was won battling against Orks, and he has denounced the normal Tau philosophy of
using ranged weapons to the exclusion of almost all else. Fire caste warriors of the Farsight enclave
train heavily in hand to hand combat. Any Tau army lead by O’Shovah must be Bonded, and must
improve both their WS and I characteristics by 1 (+4 points per model AND +10 points per squad).
However, because O’Shovah and his followers have chosen to separate themselves from the Tau
Empire, their resources are limited and their forces are generally less well equipped. As such, the
following units are not available to an army led by O’Shovah: Ethereal caste members, Gun Drone
squadrons, Kroot, or Vespid. Furthermore, Stealth and Pathfinder Teams are also considered to come
from the Support section of the army list, and the army may contain only one vehicle (other than
Devilfish transports) or Broadside Battlesuit team per 1000 points.
If O’Shovah is accompanied by a bodyguard, they are given the characteristic increases described
above. He may have a bodyguard of up to 7 warriors in XV8 battlesuits.
O’Shovah must be the commander of any army in which he is present, and so will not serve with
O’Shaserra, or any other Shas’o.
Options
Commander Farsight may take up to two additional pieces of Wargear.
O’Shaserra also has a Hard Wired Drone Controller with 2 Shield Drones, and the Command Drone.
She is considered to be a Bonded Warrior, but - besides her drones - always operates Independently on
the battlefield.
O’Shaserra must be the commander of any army in which she is fielded; if another Shas’o is present,
he will defer to her authority. O’Shaserra despises O’Shovah’s betrayal of the Greater Good, and so
will not serve with the renegade Commander.
Options
None. O’Shaserra may not take any additional Wargear.
Tau Weapons
Hand to Hand & Close Combat Weapons
Blades of Office
Save Armor
Str Dmg Mod Pen Special
User 1 User S+D6 Close combat
These are always paired weapons, and as such add +1 to the attacker’s A score.
Dawn Blade
Save Armor
Str Dmg Mod Pen Special
User D6 * S+2D6 Close combat
No Armor Saves of any type are permitted against this weapon.
Hand Weapon
Save Armor
Str Dmg Mod Pen Special
User 1 0 D6+STR Close combat
Honor Blade
Save Armor
Str Dmg Mod Pen Special
User 1 User S+2+D6 Close combat
This weapon must be wielded in two hands (the attacker is not permitted a second weapon bonus). It adds
+2 to the user’s strength when inflicting wounds in close combat.
Kroot Rifle
Range To Hit Save Armor
Lon
Short Long Short g Str Dmg Mod Pen Special
0-12 12-24 - - 4 1 -1 D6+4
Close Combat User 1 -2 S+D6 Close combat; adds 1 A die
Kroot Rifles cannot shoot into HtH, but are fitted with blades so they be used as hand to hand weapons.
Pulse Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +1 - 5 1 -1 D6+5 Close Combat
Stub Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 - -1 3 1 - D6+3 Close combat
Vespid Neutron Blaster
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 - 5 1 -3 D6+5 Close Combat
This weapon may only be used by the Vespid.
Basic Weapons
Bow
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 - -1 3 1 - D6
Any target with an armor save of 4+ or better automatically has its saving throw reduced to 2+ when hit by
an arrow from a Bow.
Crossbow
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-16 16-32 - -1 4 1 - D6
Move or fire for foot troops. Any target with an armor save of 4+ or better automatically has its saving
throw reduced to 2+ when hit by an bolt from a Crossbow.
Burst Gun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-18 +1 - 5 1 -2 D6+5 Sustained Fire -1
Fusion Blaster
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +1 - 8 D12 -4 D6+D12+8 Single Fire
0-8 8-16 +1 - 8 2D12 -4 D6+D12+8 Combined Fire
Twin linked versions of this weapon can either fire two separate rolls or a single combined shot.
Musket
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 - -1 3 1 -1 D6+3 Move or Fire
Plasma Rifle
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 - - 6 1 -2 D6+6 Sustained Fire -1
This weapon may be fitted with a Markerlight (although it must be paid for separately).
Pulse Rifle
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-30 +1 +1 5 1 -1 D6+5
Pulse Carbine
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +1 - 5 1 -1 D6+5
This weapon mounts an under-barrel Photon Grenade Launcher.
Stub Gun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 - 3 1 - D6+3
Heavy Weapons
Airbursting Fragmentation Projector
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-18 +1 - 4 1 -1 D6+5 3” Blast Marker
This weapon is not Move or Fire if mounted on a XV8 or XV88 Battlesuit. This system is designed to
allow the model to fire on an enemy without the target with or without LOS. The shooting player must
guess the range to the target. If the guess results in the target falling under the template, then he may make
an unmodified To Hit roll against it. If the guess results in hit no hit being possible, the system will not fire
that round since it failed to achieve a target lock.
Burst Cannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-18 +1 - 5 1 -2 D6+5 Sustained Fire -3
Move or Fire.
Kroot Gun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-48 - - 7 D4 -2 D6+D4+7 Sustained Fire -1
This weapon cannot be fired by a foot model.
Missile Pod
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-36 - - 8 D6 -3 2D6+8 Move or Fire
Rail Rifle
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 - - 6 D6 -3 2D6+6 Move or Fire
Railgun, Broadside
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-40 40-72 - - 10 2D8 -4 D6+2D8+10 Move or Fire
Smart Missile System
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 - - 5 1 -2 D6+5 2” Blast Marker
Move or Fire. This weapon is most often employed the second of a two element system. A Markerlight is
used to paint the target for the system before it is fired. Once the target is painted, the system only requires
a 2+ to hit, and does not require LOS. The Smart Missile system can also be used for direct fire purposes
without a Markerlight, but is targeted normally in this case. A gunner may attempt to employ the system
without a the target being painted OR without LOS, but at an additional penalty of -2, in addition to any
normal modifiers; if this results in a hit not being possible, the system will not fire that round as it attempts
to achieve a target lock.
Support Weapons
Ion Cannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 - - 7 D6 -3 3D6+7 2” Blast Marker
Only roll to wound Vulnerable and Effected Troops (see below). This weapon rolls +1D6 to penetrate
armor due to the particle intrusion on the atomic level; however, only roll for armor penetration in the first
location hit. Once the armor penetration (or damage results for vulnerable and effected foot models) result
has been determined, roll D6 on the following table for any models remaining under the Blast Marker:
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn. Dazzled vehicles
move out of control, and may not fire in the following turn.
Blinded troops may move, but in a random direction at half normal move rate; they may not shoot, but may
fight in hand-to-hand combatclose combat with a WS of 1. Blinded vehicles move out of control, and may
not fire while blinded. Blinded units are blind for the remainder of this turn and the entirety of the next
turn. At the start of the next turn, roll a D6 for each blinded model and vehicle – on a 3+, sight is recovered
immediately.
Multi-Melta
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2” blast marker blast
0-12 12-24 +1 - 8 2D12 -4 D6+2D12+8
radiusBlast Template
Railgun, Heavy
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-40 40-72 - - 10 2D8 -4 D6+2D8+10
Railgun Sub-munitions
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-40 40-72 - - 6 D4 -2 D6+D4+6 Sustained Fire -2
This weapon is actually fired over a unit, and then detonates, showering the enemy with hundreds of little
bomblets. Roll 2 sustained fire dice to determine the number of hits inflicted by this weapon. Each jam
indicates that one of the delivery units failed to activate (no wounds are inflicted for that die), but does not
otherwise effect the Railgun. Note that only Heavy Railguns may fire sub-munitions.
Seeker Missile
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-110 - - 8 D20 -3 D6+D20+8
This weapon is employed the second of a two element system. A Markerlight is used to paint the target for
the system before it is fired. Once the target is painted, the system only requires a 2+ to hit, and does not
need LOS.
Grenades
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
- Sx2 - - As grenade type; see below
Save Armor
Type Str Dmg Mod Pen Special
EMP - - - - Anti-Vehicle weapon (can be thrown)
Photon Flare - - - - 2” blast; see Radbelow
EMP
No Blast Template, temporary. All effected models must roll D6 on the following chart:
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn. Dazzled vehicles
move out of control, and may not fire in the following turn.
Blinded troops may move, but in a random direction at half normal move rate; they may not shoot, but may
fight in hand-to-hand combatclose combat with a WS of 1. Blinded vehicles move out of control, and may
not fire while blinded. Blinded units are blind for the remainder of this turn and the entirety of the next
turn. At the start of the next turn, roll a D6 for each blinded model and vehicle – on a 3+, sight is recovered
immediately.
Titans and super heavy vehicles are not effected by EMP grenades.
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn.
Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not
shoot, but may fight in hand-to-hand combatclose combat with a WS of 1. Blinded troops are blind for the
remainder of this turn and the entirety of the next turn. After that, roll a D6 for each blinded model—on a
5+, sight is recovered immediately. Note that the Tau version of this grenade has a 2” Blast Marker.
Tau Wargear
The Tau may take Wargear from their Racial List normally. Should the Tau player choose to take any
Wargear from the standard list, those items are considered to be one category higher in Frequency (i.e.
Uncommon becomes Rare, Rare becomes Unique, etc.), and they cost 25% more than the listed price,
rounded up.
Drones, Kroot, (and Vespid if they are no longer led by their Purestrain Leader) do not benefit from this
system.
Tau Drones, like Eldar Wraithguard, are sufficiently advanced machines that they are treated as regular
models, and not as robots. Thus, they move in the standard Turn format. Tau Drones that are employed
separate from a controller may not ‘run (double their M score).’
Drones have a small jetpack, which enables the units to move about. Drones under the command of a
Controller have the same Move score and Psychology as the person with the unit. If he Breaks or is
killed, the Drones act accordingly. Controlled Drones count as part of the unit they are in for distributing
hits, but do not count towards the moral of the unit.
All Tau drones are a Difficult Target (-1 to hit, in addition to other modifiers).
A Gun Drone is equipped with twin linked pulse carbines. If the Controller has photon grenades, then
each drone may fire once (with two grenades) over the course of the battle; alternately, photon grenades
may be purchased for the Drone at +4 points per Drone; this will effectively provide it with a sufficient
number of grenades to last for the duration of the fight.
A Shield Drone is equipped with an Energy Shield, providing a 4+ Invulnerable Save. Models in Base to
Base contact with both the Shield Drone and another model must attack the Shield Drone first, as it
automatically intercedes and moves between the attacker and the defending model.
At the start of the Movement Phase in the second turn, the location of first model on the table is
determined by rolling a D6 and a scatter die, and using the target counter as the starting point. Each
additional model in that unit will land on the table D3” inches away from the first model, following the
direction of the arrow on the target counter. Any troops landing on a linear obstacle suffer 1 wound on a
4+. Models landing in base to base contact with the enemy are considered to be Charging. Troops not
engaged in HtH combat must obey normal unit coherency rules. Continue to resolve any further unit
deployments, until all the units using Drop Troop Harnesses have been placed on the board.
If the unit is in HtH and Breaks in the Rally Phase, the character sets off the reaction, BEFORE the unit
falls back. Place a 3” blast marker centered on the battlesuit. Any model touched by the template takes a
S-8 hit, with no armor save modifier. (Enclosed vehicles, and models such as Terminators, XV8/XV88
battlesuits, Eldar Avatars, etc. are not effected). This template remains, and any model entering the area
will be similarly affected. The character that activated the Failsafe is, of course, killed in doing so.
As the characters that employ this option see it as the ultimate manifestation of the Greater Good, they
will NEVER employ it if any Tau or allied models will be under the Template when the failsafe
detonator is used. In the same vein, this option is NEVER taken by an Independent Character.
This system may still direct Smart and Seeker missiles, but no other unit may benefit from it.
If the unit in Reserve is a vehicle, it may enter the board at any speed.
This device cannot be used if the model is part of a team, or if the model has any Drones.
Additional Wargear
These modifications may be added to any Tau vehicle with a Datafax. There is no limit to the number of
modifications that can be made to a single vehicle, nor to the number of instances of the same
modification that may be made; however, may each ‘complete’ modification only be applied to a
particular vehicle once unless it is deployed as a squadron. This means that although all four of your
tanks may have reinforced armor, if that is their only modification, then they must all be deployed as part
of a single unit. Otherwise, other Wargear must be applied to each vehicle, until they no longer match.
Note that the Tau may only take modifications from their Racial List; no other Wargear is allowed for
their vehicles from the General category from the Wargear Lists.
It also allows the Gunner to observe and shoot at targets 2D6” into a wood.
Decoy Launchers
+15 points
Decoy launchers are mounted near the engines of Tau skimmers to protect the vulnerable thruster arrays.
When the vehicle comes under enemy fire, the pilot may activate them, and launch clouds of tiny
reflective strips and emitter drones into the air to protect the thrusters. These can be activated by the
player at the start of any Shooting Phase, and will last for the duration of that turn. The Decoy Launchers
effectively negate bonuses for targeters and for the size of the vehicle. A Decoy Launcher may only fire
twice in over the course of the game.
Disruption Pod
+25 points
Disruption Pods throw out distorting images in both the visual and magnetic spectra, making the hard to
target the vehicle. This effect provides a -1 to hit the vehicle at Slow speed, -2 at Combat, and -3 at Fast
speed.
Flechette Discharger
+25 points
Powerful clusters of reactive charges are attached to the prow of the vehicle. If enemy models move
within 2”, they fire off vicious clouds of high velocity flechettes. Each enemy model must immediately
roll an unmodified Armor Save. If it fails, then the model suffers one Wound, regardless of its Toughness.
Multi-Tracker
+50% of the Weapon Upgraded
This unit allows the vehicle to fire a specified weapon twice at the same target (it effectively makes the
gun a twin linked weapon). It is not compatible with the Seeker Missile upgrade.
Seeker Missiles
+50 points per missile
Seeker Missile arrays are provided to allow the Tau infantry to immediately obtain fire support. Any
model equipped with a Markerlight may request a single missile to be launched if they score a hit with
the Markerlight.
Up to two missiles may be fitted to a single vehicle and launched in a single turn if desired, although
each must be guided by a separate Markerlight. Each Missile is a one shot weapon.
The missiles do not require LOS from the vehicle, and is assumed to travel in a straight line over
intervening terrain towards the target for the purposes of determining facing. They missile will strike the
target on a roll of 2+. If the missile hits, work out damage as normal using the following profile:
Note that the vehicle carrying the missiles has no control over them. They may only be activated by a
model in the field with a Markerlight, after he has successfully marked a target.
Sensor Spines
+5 points
Sensor arrays are placed along the vehicle to allow it to detect a range of hazards. These sensors
effectively give the vehicle the same abilities as a Scanner (allow the vehicle to Spot hidden models, or
detect those concealed by Chameoline of the equivalent). It also reduces any chance of the vehicle setting
off a mine to a roll of 6.
Targeting Array
+5 points per weapon
Targeting Arrays assist the gunner’s aim by reducing the chance of hitting a target based on the range
and speed. This effectively adds +1 to the gunner’s BS.
Target Lock
+20 points per weapon
This targeting array allows the gunner to ignore the standard target selection rules when firing. Although
it will not allow the vehicle to target individual characters that could not otherwise be targeted, the
gunners may select any squad or vehicle they wish when they fire, provided that the unit is within range.