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Codex: Tau Empire Tau Weapon Special Rules

The Fifth Edition Redux Overwatch: Automated technology is widespread in Tau forces. Guns with the
Overwatch special rule will fire in the enemy’s movement phase, and must fire at
Tau Special Rules the first enemy unit within line of sight which chooses to move.

For the Greater Good! Heavy Fire: Weapons with this special rule reduce their target’s Cover Save
Tau forces believe that even in death they will have accomplished something for
by 1, to a minimum of 6+ (unless noted)
the master cause. All Tau units will have this, and it gives them the Stubborn USR.

Variable Fire: There are a number of guns in the Tau armoury which use different
Art of Mont’ka
rates of fire for procedures such as Rapid Fire. These will be noted in a specific
Commanders of the Tau usually utilise the Mont’ka in order to sever the command
‘notes’ section of the weapon summary list.
structure of an opponent and then destroy their forces. If a Sergeant or higher level
model (i.e. HQ units, upgrade characters, and so forth) defeats another Sergeant or
higher level model in an opponent’s unit, that unit will immediately fall back unless
Tau Weapons and Art of Kauyon: Weapons with a variable rate of fire (see
it is Fearless or still has another Sergeant or Higher in the same squad. The Tau until above) do NOT get this when the Art of Kauyon is used. Units count as moving for
may not attempt to cut them down as they run, but may then consolidate. Art of Kauyon, but may not Rapid Fire for this. The unit which has Art of Kauyon
used on it may take a 5+ Cover Save against any shooting excluding that which
ignores cover. Blast Weaponry may not be used in Art of Kauyon
Art of Kauyon
Sometimes Tau will believe that it is better to make a tactical retreat than to lose
Rail Guns: Do not count as Ordnance on Tau Battlesuits.
their lives for no reason. Units with this rule have the Hit and Run USR. However,
whenever this is pulled off the unit which used Hit and Run may immediately
conduct a turn’s worth of at the unit that they are running from – morale checks New Tau Weaponry
and such may be forced by such shooting. Only one unit may pull off the Art of The following weapons are new, of course:
Kauyon in a single combat at a time – so if multiple units used Hit and Run, only one  Deathshroud Frag Projector
can subsequently shoot at the unit they were previously in combat with.  Defence Gatling Gun
 Fusion Cannon
Ta’lissera Bond  Knarloc Gun
Certain members of Tau society undertake the Ta’lissera, and become even greater  Light Railgun
comrades than before. Units with this special rule gain Relentless if their squad is  Overburst Cannon
under 50% strength and Furious Charge if they are under 25% Strength.  Pulse Lancer
A number of weapons have also had their profile changed, even before you factor
in the weapon notes. All players should read through the weapon summary before
advancing any further in this Redux.
Tau Armoury – Battlesuit Technology Tau Armoury –Infantry Technology
Advanced Tracking System EMP Grenades
This is a full suite of technology which gives the bearer an unparalleled perception These are specially made to destroy enemy tanks. They are grenades which deal a
of the field. Models with this double their line of sight during Night Fighting single AP 1 Glancing Hit on a 4 or 5, or a single AP 1 Penetrating Hit on a 6 when
missions, and may also fire one more weapon than usually allowed each turn. determining damage against the tank.

Failsafe Systems Photon Grenades


Certain more ‘cowardly’ members of the Fire Caste employ complex safety systems These are specially made to halt enemy infantry. They are defensive grenades,
in order to escape bad situations. Models with this are replaced by a single Fire which mean that the opponent will never gain bonus attacks for charging. In
Warrior Shas’ui when they are killed either in close combat or shooting by a model addition to this, models with special close combat attacks will not be able to use
which does not cause Instant Death. This model may then immediately make a ‘Hit them in the first turn of combat.
and Run’ movement.
Markerlight
Heavy Crisis Battlesuit This is the pinnacle of Tau weaponry – allowing for vast amounts of co-ordinated
A more powerful version of the standard battlesuit, this experimental suit of firepower to be levelled at the foe. At the beginning of every friendly Shooting
armour is currently being tested by the Fire Caste. The bearer of this suit gains a 2+ phase, the model controlling this Markerlight may immediately roll a single d6. On
Armour Save and a 4+ Invulnerable Save. In addition, it gains the Slow and a 4+, a single Markerlight token may be placed on any unit within line of sight. On a
Purposeful special rule. In addition, it gains a 5+ ‘Feel No Pain’ save, as described in 6, TWO tokens may be placed on the same unit within line of sight.
the Warhammer 40k Rulebook.
Drone Controller
Tactical Hologram Generator The technology within this allows for the control of drones – small robotic servants
Included in this commander’s suit is a vast array of communication tech... Allowing of the more powerful Tau figures. For each Drone Controller in a unit, up to 2 Battle
the leader to control his army from upon the field. All Reserve rolls made by the Drones may be purchased for it for points costs defined in that unit’s area of the
controller of this wargear are made as if it were one turn further in the game (in Army List. Drones do not count towards the maximum models transported in a
Turn 2, this means a 3+, on Turn 3 a 2+ and so on). No Reserves may be brought transport vehicle, and are immediately removed when their controller(s) is as well.
onto the board by this effect in the First Turn.
Target Lock
Networked Markerlight This small pendant is usually un-noted by opponents. A model with this may fire at
Formed of multiple markerlights, this single powerful one allows for a vast amount a different unit to the remainder of its squad.
of firepower to be levelled at the foe. At the beginning of every friendly Shooting
Phase, the model controlling this Markerlight may immediately place d3+2 Honour Blade
Markerlight tokens onto any units within line of sight. Commonly deployed by high ranking members of the Fire Caste, these large staffs
bear a strong blade at its height. A Honour Blade is a Power Weapon that gives the
bearer +1 Strength, and a 5+ Invulnerable Save if they are an Ethereal.
Tau Armoury –Vehicle Technology The Markerlight Tokens
Disruption Launchers The Markerlight token is a key part of the Tau arsenal, and thus takes a key role in
This is a complex set of illusionary based weaponry, allowing for the controller to any battles involving the Tau Empire. This section explains how it works.
defend itself against enemy assaults. The user of this tech always bears a 4+ Cover
Save. In addition to this, any enemy units which charge a Tau vehicle with these Each time a Tau unit conducts shooting against a unit which has a ‘Markerlight
launchers each take a single Poisoned Attacks (3+) hit which counts as a Strength of Token’ allocated against it, they may remove a token to use an effect from this list:
6 immediately before they make their attacks. Any saves against this are reduced  Count the unit’s BS as being +1 to the standard (3 -> 4, and so on)
by 1 (4+ to 5+ and so on).  Reduce the Cover Save of the target unit by 1, and also stop the unit from
Going to Ground that turn
Sensor Array  Decrease the AP of a single type of weapon fired at the target unit (a
A vehicle upgraded with this ignores the effects of Dangerous Terrain, as well as Pulse Rifle goes from 5 to 4, for example)
gaining an additional point of BS.  By expending three tokens, the target unit may be classed as NOT
Fearless for that unit’s shooting. By expending two tokens, the target may
be classed as NOT Stubborn for that turn’s shooting
Advanced Recoil System
A vehicle upgraded with this counts its gun as a Heavy 2 weapon for the purposes
of scatter – not as Ordnance 1. In addition to this, the player may choose to roll In addition, a Tau unit may use the tokens to level a number of additional effects
only 1d6 for scatter, but is not allowed to remove the Ballistic Skill of the firing tank against the target unit for that game turn:
from the total scatter roll.  A single Artillery Strike (Heavy 1, Twin Linked, and Strength 7 AP 2) may
be fired at the target unit using a BS of 3.
 The target unit may have 1 Leadership deducted for a single leadership
Seeker Missile
based test (e.g. Psychic Test, Morale Test).
This is a single Defensive Weapon, which may be fired once per game. It counts as a
single Strength 9, AP 2, Heavy 1 attack which ignores Cover Saves if fired at a unit
Finally, there is a reason why the Tau player may choose to allocate Markerlights to
carrying a Markerlight token.
simply ‘a’ unit rather than an enemy unit – you may choose to fire at any units with
a token allocated to them, rather than just your opponent’s.
Skilled Pilot
Markerlight Tokens are expended at the end of a unit’s shooting, or directly after
A vehicle upgraded with this counts as moving 6” less for the purposes of firing
its effects are used. For example, if an effect would change the target of shooting
weaponry, and may also count his vehicle as Fast.
to a unit without a Markerlight token then the original target retains the token, but
if an effect causes the shooting to end before an effect can begin to affect the
Improved Skimmer Tech target the token is still expended.
A vehicle equipped with this gains a 2+ Cover Save when Moving Fast as a Skimmer.
In addition to this, the vehicle may use its Landing Gear – on any turn that the pilot
only moves up to 6”, the vehicle loses the Skimmer special rule and may fire its
main weapon as Heavy 3, rather than the standard template.
OPTIONS – Drones OPTIONS – Bodyguard
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Gun 7 2 4 3 2 1 2 1 10 5+ Tau’al 20 4 4 3 3 1 3 2 10 4+
Shield 10 2 2 3 2 1 2 1 10 4+ Tau’rie 30 2 3 3 3 1 3 2 10 4+
Stealth 15 2 3 3 2 1 2 1 10 5+ Tau’nul 30 2 2 2 3 1 2 1 7 4+
Marker 15 2 3 3 2 1 2 1 10 5+ Unit Type: Infantry (the Bodyguard moves at the same rate as the
Unit Type: Drones move as the same type as their attached unit character they are attached to)

Army List Composition: All Sergeants and HQs – except Prok, and also Army List Composition: Any HQ choice in the Tau army list, except Prok or
including any models specifically noted as such – may take 0-5 Drones each non-Tau characters, may take up to five Bodyguards. Up to three
Bodyguards of the same type may be taken by the same character.
Wargear:
All Drones carry a Twin Linked Pulse Rifle. Wargear:
Shield Drones also have a Shield Generator. All Bodyguards bear a Pulse Pistol and Close Combat Weapon, as well as
Stealth Drones also have a Stealth Projector. Photon Grenades and EMP Grenades.
Marker Drones also have a Markerlight
Special Rules
Special Rules Stubborn, Acute Senses
Fearless, Acute Senses Life Partner: A Bodyguard is attached to his master for life. A Bodyguard is
Shield Generator: Units which contain at least 1 Shield Drone have a 5+ removed when the model he was purchased for is killed.
Invulnerable Save, or +1 to their existing Invulnerable Save. This does not Intercept Attack: Tau’al must have wounds allocated to them before the
affect characters which join the Drone’s unit, and the effects do not stack. character they are purchased for may themselves have wounds allocated.
Stealth Projector: Sniper Drones are fitted with shadow generator, making In addition, up to a single failed save per turn may instead be placed on a
it difficult for the foe to see them. The whole unit gains the Stealth and Bodyguard – this could be a heroic dive from the guide or mere poor luck!
Move through Cover special rules, as well as a 6+ Cover Save. Learned Scholar: Any character which has a Tau’rie purchased for them
Drone Controller: When the model who purchased the Drone is killed, the may choose to either re-roll all failed rolls to hit or all failed rolls to wound
Drone is also removed. during the shooting phase of their turn. The selection is made at the
beginning of that phase.
Options: Psychic Null: Tau’nul bear the Pariah gene. All Psykers within 18” of a
Any Gun Drone may replace their Pulse Rifle with a Twin Linked Pulse Tau’nul have a leadership of 6 and may not benefit from the Stubborn or
Carbine for no additional cost, or for a Twin Linked Burst Cannon for Fearless special rules. In addition, any psychic abilities tested for within 30”
+10pts. of a Tau’nul may be ‘dispelled’ on a successful roll on a d6 of 5+ - this roll is
Marker Drones may exchange their Markerlight for a Networked increased by 1 for each Tau’nul purchased by that character. If a Tau’nul is
Markerlight for +20pts per model. killed in Close Combat, all Tau’nul within 6” must take an Armour Save.
HQ - Crisis Commander HQ – Stealth Commander
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Shas’o 100 5 5(6) 4(5) 4 3(4) 4 3(4) 9 3+ Shas’o 100 5 5 4 4 3 4(5) 3 9 3+

Unit Type: Jet Infantry, Sergeant, Independent Character Unit Type: Jet Infantry, Sergeant, Independent Character

Special Rules Special Rules


For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond, For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,
Acute Senses, Fleet. Scouts, Infiltrate, Hit and Run (2 x Roll), Perfect Shadow
Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste. Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.
An army containing at least one may take a single squad of either Crisis An army containing at least one may take a single squad of either Stealth
Suits or Broadside Suits as a Troops Choice. Suits or Pathfinders as a Troops Choice.
Force Field Generator: All Crisis Battlesuits are highly respected pieces of Nightshroud: Stealth Commanders are fitted with an even greater stealth
Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable field than standard suits. All Night Fighting rolls are made on 1d6 against a
Save against all attacks. unit containing a Stealth Commander.

Wargear: Wargear:
All Crisis Commanders begin with a pair of Burst Cannons – these are not All Stealth Commanders begin with a Fusion Cannon – this is Twin Linked.
Twin Linked. They may purchase options from the list to the right. They also have EMP Grenades and Photon Grenades.

Options: Options:
Crisis Commanders may purchase Drones from the list further down. They Stealth Commanders may purchase Drones from the list further down.
may also purchase options from the Crisis Battlesuit entry below. In They may also purchase options from the Stealth Battlesuit entry below. In
addition they may take any of the following: addition they may take any of the following:
 Heavy Crisis Battlesuit 40pts  Marker Beacon (see Pathfinders) 40pts
 Tactical Hologram Generator 25pts  Tactical Hologram Generator 25pts
A Shas’o may choose to replace either of their Burst Cannons with one of A Shas’o may choose to replace either their Fusion Cannon with one of the
the weapons below: weapons below:
 Deathshroud Frag Projector 15pts  Airburst Frag Projector 10pts
 Honour Blade 10pts  Overburst Cannon 5pts
 Cyclic Ion Blaster 10pts  Cyclic Ion Blaster 5pts
 Pulse Lancer 15pts  Deathshroud Frag Projector 20pts
 Overburst Cannon 10pts  Honour Blade 5pts
 Fusion Cannon 10pts  Burst Cannon (with Assassins rule) FREE
HQ– Ethereal Detachments Ethereal Blade Techniques
Type Pts WS BS S T W I A Ld Sv A popular pastime of all Ethereals is that of the duel – which allows
Ethereal 150 4 4 4 4 3 4 3 10 5+ all sorts of disputes to be settled. Some ethereal choose to
Guards - 4 4 4 4 2 3 2 10 4+ specialise in certain techniques, which may be used in all sorts of
Unit Type: Independent Character, and Infantry. The unit is composed of
battle situation.
an Ethereal and four Guards, which altogether count as a single
Independent Character. For the purposes of combat, the Ethereal may not
Movement Phase Techniques:
be targeted while any of his Guards also remain in the unit.
Double Passé: The Ethereal and his unit may move d6 further inches.
Dance of Rage: The Ethereal and his unit gain Fleet and Rage for this turn.
Wargear:
Tempered Step: The Ethereal’s unit gains Relentless for this turn, but may
All of the unit have Honour Blades (bonuses included in profiles)
not have a Cover Save next turn.
Feather of Phoenix: The Ethereal and his unit will automatically regroup
Special Rules
when falling back, regardless of modifiers or other special rules.
For the Greater Good, Ta’lissera Bond, Acute Senses, 6+ Invulnerable
Save
Shooting Phase Techniques:
Inspiring Presence: All friendly units with line of sight to an Ethereal may
Patient Hunter: The Ethereal’s unit Goes to Ground, but gains +3 to their
make any Leadership Tests on Ld9 unless their Ld is normally higher. This is
Cover Save
in addition to any Caste based abilities purchased below.
Killing Blow: The Ethereal’s unit adds +1 to all shots fired this turn, but may
The Price of Failure: If the Ethereal should fall, all models in the army must
not fire in the next game turn.
take a Morale Check. Those who fail gain Rage and Fleet.
Fire’s Grasp: The Ethereal’s unit rolls d6x2 for running this turn.
Practiced Power: The Ethereal and his unit may choose to fire and then go
Ethereal Detachment Options to ground this turn.
Up to five additional Guards may be purchased for +20pts per model.
Assault Phase Techniques:
The Ethereal may choose to purchase any Blade Techniques from the list to Jumping Kick: The Ethereal gains +1 Initiative, but loses 1 Toughness
the right for +10pts per technique. Up to ten techniques may be Spiral Punch: The Ethereal gains +1 Strength, but loses 1 Weapon Skill
purchased. Up to 1 technique of each type may be used each turn. Meditative Blow: The Ethereal gains +1 Toughness, but loses 1 Initiative
Feinted Blow: The Ethereal gains +2 Attacks, but loses 2 Weapon Skill
The Ethereal may be upgraded to one of the following: Glance of Death: The Ethereal has attacks equal to his opponents, but has
 Water Caste (Inspiring Presence = Stubborn) 40pts no Power Weapon.
 Fire Caste (Inspiring Presence = Furious Charge) 40pts Twirling Doom: The Ethereal has Poisoned Attacks (3+), but loses 1
 Earth Caste (Inspiring Presence = +1 to Cover Sv) 40pts Toughness and 1 to his Sv.
 Air Caste (Inspiring Presence = Relentless) 40pts Many Blocks: The Ethereal gains a 4+ Invulnerable Save, but loses 2
Attacks on his profile.
ELITES - Crisis Battlesuits Crisis Battlesuit Options
Type Pts WS BS S T W I A Ld Sv Any suit may choose to replace either of their Burst Cannons with one of
Shas’el 55 4 4(5) 4 4 3 3 3 8 3+ the weapons below:
Shas’vre 45 4 4(5) 4 4 2 3 2 8 3+  Twin Linked Burst Cannon 10pts
 Fusion Blaster 5pts
Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level, Shas’o is a  Missile Pod 5pts
HQ.  Twin Linked Plasma Rifle 7pts
 Twin Linked Flamer 3pts
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond, Any suit may choose to replace both of their Burst Cannons with one of the
Acute Senses, Fleet. following PAIRS of weapons below:
Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.  Fighting (Lightning) Claws 20pts
An army containing at least one may take a single squad of either Crisis  Missile Pods 30pts
Suits, Stealth Suits, or Broadside Suits as a Troops Choice.
Force Field Generator: All Crisis Battlesuits are highly respected pieces of Any suit may choose to take any of the following options:
Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable  Advanced Tracking System 25pts
Save against all attacks.
 Failsafe System 30pts
 Networked Markerlight 35pts
Wargear:
 Markerlight 20pts
All Crisis Battlesuits begin with a pair of Burst Cannons – these are not
Twin Linked. They may purchase options from the list to the right.
Any Crisis Battlesuit may purchase a single Drone from the list further
If two of the same weapon option are taken, the whole weapon counts as
down below.
a single twin linked weapon with otherwise the same statline.

Army List Selection:


 Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams
contain a single Shas’el and 1-5 Shas’vre suits.
ELITES - Stealth Battlesuits Stealth Battlesuit Options
Type Pts WS BS S T W I A Ld Sv Any suit may choose to replace their Burst Cannons with one of the
Shas’el 60 5 4 4 3 2 4 3 9 3+ weapons below:
Shas’vre 50 5 4 4 3 1 4 2 9 3+  Twin Linked Cyclic Ion Blaster 25pts
Unit Type: Jet Infantry. Shas’el and Shas’vre are Sergeant Level.  Twin Linked Fusion Blaster 12pts
 Twin Linked Plasma Rifle 15pts
Special Rules  Twin Linked Flamer 5pts
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond,  Two Twin Linked Pulse Rifles 5pts (fired at once)
Scouts, Infiltrate, Hit and Run (2 x Roll).
Perfect Shadow: Many an outpost has fallen due to not being able to see One suit may choose to replace their Burst Cannons with one of the
this enemy. All shooting conducted against Stealth Battlesuits uses the following sets of weapons below:
Night Fighting special rules. If the battle is actually in Night Fighting  Honour Blade and Pulse Pistol 10pts
anyway, all distances that are rolled against Stealth Suits are halved.  Smart Missile System 20pts
Assassins: Stealth Suits are skilled in finishing off enemies for the Greater
Good. Their Burst Cannons are Twin Linked, and may re-roll any rolls-to- Any suit may choose to take any of the following options:
wound.  Advanced Tracking System 25pts
 Markerlight 20pts
Wargear:
All Stealth Battlesuits begin with a Burst Cannon – this is Twin Linked. They
Any Stealth Battlesuit may purchase a single Drone from the list further
may purchase options from the list to the right.
down below.
Shas’el Battlesuits begin with a Drone Controller, and may also select
additional options to those listed to the right, indicated in a second set of
choices.

Army List Selection:


 Shas’el suits and Shas’vre suits form a ‘Crisis Team’. Teams
contain a single Shas’el and 1-8 Shas’vre suits.
ELITES – Demiurg Trenchers ELITES – Vespid Fly Marshalls
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Stout 60 4 3 4(8) 4 2 2 2 8 2+ Flight 37 4 4 4 4 2 6 3 8 5+
One Master
Demiurg 30 4 3 5 4 1 2 1 7 2+ Strain 24 4 3 3 4 2 5 2 8 5+
Unit Type: Infantry. Leader
Unit Type: Jump Infantry.
Special Rules
Stubborn, Slow and Purposeful, Move Through Cover Special Rules
Gunner’s Pride: Demiurg which are manning a Weapon Platform gain +2 For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless
Leadership. Flight Co-ordinators: All Vespid Stingwings within 6 inches of a member of
Jobs a Good’un: Demiurg are often used by Tau due to their mechanical the Fly Marshalls unit will gain +1 Leadership.
ability. If a Stout One is in base contact with a damaged vehicle during the Death Defying: Fly Marshalls have the Deep Strike special rule. In addition,
Shooting phase, he and his squad can attempt to repair it instead of firing they may charge on the turn they charge – the opponent counts as
weaponry. Roll a d6 – on a 6, the vehicle may remove one Immobilised or occupying cover.
Weapon Destroyed result. Add +1 to this roll for each Trencher in the unit. Harmonic Spectrum:Fly Marshalls may choose to add or subtract one from
the roll to see the statline of their Neutron Blaster.
Wargear:
Demiurg are equipped with Exo Armour, as well as a Breaching Drill (Chain Wargear:
Fist and Melta Bombs) and a single Blast with Chain each. The Stout One All Vespid Fly Marshalls bear a Neutron Blaster.
also has a Thunder Hammer – note that this replaces his Breaching Drill
Army List Selection:
Army List Selection:  Vespid Fly Marshalls contain a single Flight Master and 4-9 Strain
Demiurg Trenchers are composed of 1 Stout One and 4-9 Trenchers. Leaders. You must have at least 1 unit of Vespid Stingwings in
your army before you can purchase Fly Marhalls.
Options:
Demiurg Trenchers may man a Weapon Platform for +5pts, changing their
unit type to Artillery. The Weapon Platform may be equipped with one of
the following:
 Bolt Cannon 15pts
 Overburst Cannon 15pts
 Pulse Lancer 15pts
 Cyclic Ion Blaster 10pts
 Defense Gatling Gun 30pts
TROOPS – Fire Warriors TRANSPORT – Devilfish Troop Carrier
Type Pts WS BS S T W I A Ld Sv ARMOUR VALUES
Shas’ui 15 2 3 3 3 1 3 2 8 4+ BS Front Side Rear Points
Shas’la 11 2 3 3 3 1 3 1 7 4+ Devilfish 4 12 11 11 93
Unit Type: Infantry. Shas’ui is Sergeant.
Vehicle Type: Skimmer, Tank.
Special Rules Fire Points: 0
For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond. Capacity: The Devilfish may transport up to 12 models, and may not
Fire Control: Fire Warriors are skilled at firing in concentrated volleys, transport Battlesuits or special Drones other than Gun Drones or Shield
denying their foes any refuge from the firepower. Enemy units lose 1 from Drones. If the two gun drones included in weaponry are detached, two
their Cover Save against Fire Warriors, and also gain no benefit from Going special drones (such as Sniper Drones) may ‘embark’ on the Devilfish.
to Ground. Access Points: As modelled on the vehicle. Note: models in the Devilfish
Hardened Veterans: There are some favoured warriors in every cadre who may not make an emergency disembarkation.
have fought for many years under a single commander. For each Shas’o in
the army, one unit may be upgraded to Hardened Veterans. These soldiers Special Rules
gain +1 BS and +1 I, but cost +2pts per model. Flechette Dischargers: On the turn that a Fire Warrior squad disembarks
from a Devilfish, they gain a 5+ Cover Save
Wargear: Target Lock: The Gun Drones on a Devil Fish have Target Locks. They may
All Fire Warriors begin with a Pulse Rifle, EMP Grenades, and Photon fire at a separate target to the tank’s main gun while still attached to the
Grenades. They may be upgraded with the options below. vehicle.

Army List Selection: Weaponry: The Devilfish bears a single Twin Linked Burst Cannon, as well
Fire Warrior squads have 1 Shas’ui and 4-14 Shas’la each. as a pair of Gun Drones equipped with Twin Linked Pulse Rifles – these may
be detached from the tank and in this respect count as 2 models in a
Options: separate transport.
Any Shas’la may exchange their Pulse Rifle for a Pulse Carbine for no
additional point cost. In addition, up to 1 Shas’la for each 5 in the squad Options:
may replace their Rifle with a different weapon from below: The Gun Drones attached on the Devilfish may be replaced with a Smart
 Rail Rifle 15pts Missile System for +15pts.
 Twin Linked Flamer 5pts A Devilfish may take a single Markerlight for +10pts.
 Twin Linked Pulse Rifle 5pts A Devilfish may take Disruption Launchers for +15pts.
A Devilfish may take a Skilled Pilot for +15pts.
The Shas’ui may have an Honour Blade and Pulse Pistol for +10pts. A Devilfish may take Improved Skimmer Tech for +20pts.
The unit may take a Devilfish transport if under 10 models. See right. A Devilfish may take a Sensor Array for +15pts.
TROOPS – Kroot Carnivores TROOPS – Vespid Stingwings
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Shaper 46 5 4 3 4 3 5 3 8 4+ Strain 23 4 3 3 4 2 5 2 8 5+
Hound 13 5 0 4 4 1 4 2 7 6+ Leader
Krootox 44 4 2 5 5 3 2 2 7 4+ Vespid 18 4 3 3 4 1 5 1 7 5+
Kroot 7 4 3 4 3 1 4 1 7 6+ Unit Type: Jump Infantry.
Unit Type: Infantry. Shaper is Sergeant.
Special Rules
Special Rules For the Greater Good, Fleet, Berserk Charge, Skilled ‘Rider’, Relentless.
Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute Neutron Blaster: At the beginning of every turn, roll 1d6. This will
Senses, Stealth (in woodland terrain), Rending (Shaper only) determine the statline of the Blaster used from below:
The Hunter’s Pride: Units of Kroot gain the Rage and Furious Charge D6 Roll Range Str AP Additional Rules
special rules when they deal their first enemy casualty in close combat. In 1 24” 3 3 Assault 3, Pinning
addition, all Kroot Rifles give their bearers +1 Attack. 2 24” 4 3 Assault 3, Pinning
Krootox Charge: Krootox have Initiative 10 when they charge a target in 3 18” 5 4 Assault 2, Pinning
cover. 4 18” 6 4 Assault 2, Pinning
5 12” 7 5 Assault 2, Rending
Wargear: 6 18” 3 1 Assault 3, Pinning,
Melta
All Kroot begin with a Kroot Rifle and their fierce demeanour. Krootox have
Harmonic Vibrations: If a Psyker attempts to use a Power within 6” of a
a Twin Linked Kroot Gun, and Shapers have a Honour Blade and Pulse
Vespid Stingwing, they suffer -1 leadership to their test. Note that this
Pistol. Hounds only have a single Close Combat Weapon.
increases if multiple different Stingwing units are within 6”.

Army List Selection:


Wargear:
Kroot Carnivore squads have 5-20 Kroot, up to 1 Hound for each 2 Kroot,
All Vespid Stingwings have a Neutron Blaster.
up to 1 Krootox, and up to 1 Shaper.

Army List Selection:


Options:
 Vespid Stingwing squad have 1 Strain Leader and 4-14 Stingwings
Any unit of Kroot may take any of these upgrades (Vulturekin may not have
in them. You may not have more Stingwing units than you have
Hounds or Krootox):
Fire Warriors.
 Vulturekin (become Jump Infantry) 50pts per unit
 Cobrakin (gain +1 I and +1 S) 50pts per unit
 Bearkin (gain Eternal Warrior and +1 Sv) 55pts per unit

Units of Kroot containing a Shaper may buy a 5+ Sv for +2 pts per model
FAST ATTACK – Pathfinder Tactical Liaison Squads NAMED CHARACTER– Path Shas’vre Truesight
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Path 23 3 4 3 3 1 3 2 8 4+ Shas’vre +50 4 5 4 3 2 5 3 9 4+
Shas’ui Truesight
Path 15 3 4 3 3 1 2 1 7 4+ Unit Type: Infantry (Upgrade Sergeant)
Shas’la
Unit Type: Infantry. Shas’ui is Sergeant. Wargear:
Path Shas’vre Truesight bears the Rail Rifle ‘Kais Mont’yr’, as well as EMP
Special Rules Grenades and Photon Grenades.
For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond.
Silent Kill: Pathfinders set up for weeks before the battle begins in order to Special Rules
increase their final kill count. Pathfinders deploy by Infiltrate, but may be For the Greater Good, Art of Kauyon, Art of Mont’ka, Ta’lissera Bond,
as near to the opponent as they desire. Silent Kill, Marker Beacon
Marker Beacon: Units which Deep Strike within 12” of a Pathfinder Shas’ui The Stalking Death: Truesight is a stalking terror to his foes, and this is
will only roll 1d6 for scatter, and may re-roll the directional scatter dice. continued by his squad. All members of a unit containing Truesight are
Stubborn and have the Stealth special rule. Truesight himself remains
Wargear: Fearless in the face of danger, and has the Furious Charge and Counter
All Pathfinders begin with a Rail Rifle Pulse Pistol, Photon Grenades, and Attack special rules.
EMP Grenades. The Shas’ui also bears a Pulse Pistol and Close Combat The Kais Mont’yr: This large Rail Rifle has served this Shas’vre well over the
Weapon. years. With the Kais Mont’yr, Truesight has a Light Rail Gun that – upon
passing a successful leadership check – can target individual models in an
Army List Selection: enemy unit.
Pathfinder squads have 1 Shas’ui and 1-11 Shas’la in them. They may The Valkyries Mark: Over the course of many battles fought against
choose to take a Devilfish (see Troops section) Truesight, the Imperium has come to know the Markerlight as the sign of a
‘Valkyrie’. Each time Truesight’s unit shoots at the same target that he
Options: himself is shooting at, the enemy counts as if affected by 1 Markerlight for
Any Shas’la may exchange their Rail Rifle with a Pulse Rifle for no each 5 members of the unit firing at them.
additional point cost. In addition, up to 1 Shas’la for each 4 in the squad
may replace their Rifle with a different weapon from below:
 Rail Rifle with Target Lock 10pts
 Light Rail Gun 30pts
 Stealth Rail Rifle (ignores Cover) 30pts
A Pathfinder unit may take Shas’vre Truesight instead of a Shas’ui for
+50pts.
FAST ATTACK – Great Knarloc Pack FAST ATTACK – Piranha Assisted Expansion Cadres
Type Pts WS BS S T W I A Ld Sv ARMOUR VALUES
Knarloc 125 3 4 6 6 4 2 4 7 4+ BS Front Side Rear Points
Shaper Piranha 3 10 10 10 55
Knarloc 105 3 3 6 6 4 2 3 6 4+ mk.1
Rider Piranha 4 11 10 10 60
Unit Type: Beasts/Cavalry. mk.2
Vehicle Type: Skimmer, Fast, Open Topped.
Army List Composition: A combination of any five Knarloc types from Unit Size: 1-5 Piranhas of any type above.
above
Special Rules
Wargear: Jink: When moving Fast, Piranhas gain +1 to any Cover Saves they may
All Knarlocs have a single Poisoned Close Combat Weapon (3+), as well as a gain, and may dodge any Ramming on a 3+.
Knarloc Gun. Target Lock: The Gun Drones on a Piranha have Target Locks. They may fire
at a separate target to the vehicle’s main gun while still attached to the
Special Rules vehicle.
Stubborn, Fleet, Infiltrate, Move Through Cover, Scouts, Acute Senses,
Furious Charge, Counter Attack, Rage, Acute Senses, Berserk Charge Weaponry: All Piranhas have a single Burst Cannon, as well as two Gun
Knarloc Charge: Greater Knarloc riders are feared for the devastating Drones with Twin Linked Pulse Rifles.
charge they can lead against an opponent. They gain +3 Strength for
Furious Charge, and of course gain +2 Attacks for Berserk Charge as well. Options:
This does not apply to when Counter Attack is also used – you need some The Gun Drones attached on any Piranha may be replaced with a Smart
momentum! Missile System for +15pts.
Batter Down: Knarlocs ignore Initiative bonuses given by terrain. Any Piranha may take a Networked Markerlight for +20pts.
Blood Fury: For each casualty that the Great Knarloc deals in the previous Any Piranha may take a Skilled Pilot for +10pts.
turn of combat, they will gain +1 WS OR +1 A in the next turn of combat. Any Piranha may take a Sensor Array for +10pts.
Stupid Creatures: Great Knarloc packs use the following table to decide
rolls to hit for or against them (Kharn still hits on a 2+ etc, though) Piranhas may also replace their Burst Cannon with any of the following:
Knarloc’s WS Knarloc Roll to Hit Opponent Roll to Hit  Smart Missile System 5pts
3 or 4 5+ 3+  Twin Linked Fusion Blaster 10pts
5 5+ 4+  Twin Linked Plasma Rifle 10pts
6 or 7 4+ 4+  Fusion Cannon 15pts
8 4+ 5+  Light Rail Gun 15pts
9 or 10 2+ 5+
FAST ATTACK – Demiurg Glory Boys FAST ATTACK – Vespid Razorwings
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Stout 45 4 3(4) 4(8) 4(5) 2 2 2 8 3+ Razorwing 18 5 0 4 4 2 3 2 8 4+
One Unit Type: Jump Infantry.
Demiurg 30 4 3(4) 5 4(5) 1 2 1 7 3+
Unit Type: Bikers Army List Composition: Squads of Vespid Razorwings are composed of 5-
15 Razorwings.
Special Rules
Stubborn, Jobs a Good’un Wargear:
Gunner’s Pride: Demiurg which include a Glory Trike gain +2 Leadership Razorwings have a single Close Combat Weapon and Spinebanks.

Wargear: Special Rules


Glory Boys are all on Bikes – which have Breaching Drills (Melta Bombs). Stubborn, Fleet, Hit and Run
The Stout One has a Thunder Hammer. Each Glory Boy also has a single Spinebanks: Built into their armour plates, these are harsh biological
Blast with Chain weapons. Spinebanks force 1 armour save – on a roll of a 3+ - to any model
which wounds a Razorwing in close combat.
Army List Selection: Reckless Charge: On any turn that Razorwings charge, they count their
Demiurg Glory Boys are composed of 1 Stout One and 4-9 Glory Boys. weapons as Rending Power Weapons. However, they will count as having a
6+ Armour Save.
Options: Flight of Locusts: Any piece of woodland based terrain which a Razorwing
A single Glory Boy may upgrade their Bike to a Glory Trike – this gives him unit of 10 or more models passes over is removed on a 2d3 roll of 6.
+1 W and +1 A. The Glory Trike must be equipped with one of the weapons
listed below (this replaces the Pulse Rifle):
 Bolt Cannon 25pts
 Overburst Cannon 25pts
 Pulse Lancer 25pts
 Cyclic Ion Blaster 20pts
 Fusion Cannon 20pts
The Stout One may also upgrade his Bike to a Glory Trike. The same points
costs above are used.
FAST ATTACK – Gun Drone Support Squadron FAST ATTACK – Heavy Gun Drone Defence Squadron
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Gun 7 2 3 3 2 1 2 1 10 5+ Heavy 25 2 4 4 3 2 3 2 10 4+
Drone Drone
Unit Type: Jetbikes. Unit Type: Jetbikes.

Army List Composition: Each squadron is composed of 3-12 Gun Drones. Army List Composition: Each squadron is composed of 1-5 Heavy Gun
You may have up to 1 Squadron for each squad of Fire Warriors in your Drones. You may have up to 1 Squadron for each squad of Fire Warriors in
army. your army.

Wargear: Wargear:
All Gun Drones bear a single Twin Linked Pulse Rifle. All Heavy Gun Drones bear a single Twin Linked Burst Cannon and EMP
Grenades.
Special Rules
Fearless, Acute Senses, Relentless Special Rules
Drone Swarm: True Line of Sight is not used when shooting through a Fearless, Acute Senses, Relentless, Drone Swarm, Defensive Programming
squad of drones. Count the base as part of the model, as if there was a Brute Charge: Heavy Gun Drones gain +1 Strength in the first turn of any
solid block there. However, the Cover Save given from shooting through combat. This represents their size and the durability of their metallic
Drones is a 5+. bodies.
Defensive Programming: Drones must pass a leadership check to shoot at Explosive: When a Heavy Gun Drone is destroyed in combat, place a single
any unit which is not the closest to them – this is done at Ld 5. Small Blast Marker over where it was. All models under this blast will take
a single Strength 5, AP 6 hit.
Options:
All Gun Drones may be upgraded to Stealth Drones for +3pts per model. Options:
This means that the whole unit gains the Stealth and Scouts special rules. Any Heavy Gun Drone may upgrade themselves to not be Explosive for
+4pts per model.

Any Heavy Gun Drone may upgrade their Explosives to a Strength 6, AP 4


hit for +5pts per model.

All Heavy Gun Drones may be upgraded to Heavy Stealth Drones for +4pts
per model. This means that the whole unit gains the Stealth and Scouts
special rules.
HEAVY SUPPORT – Broadside Battlesuits HEAVY SUPPORT – Sniper Drone Squadrons
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Shas’el 85 4 6 4 4(5) 3 4 3 8 3+ Sniper 85 3 5 3 4 3 3 =W 9 4+
Shas’vre 70 4 5 4 4(5) 2 3 3 8 3+ Team
Unit Type: Jet Infantry. Sergeant is Shas’el Unit Type: Infantry.

Army List Composition: Each team is composed of 1 Shas’el and 1-4 Army List Composition: Each squadron is composed of 1-5 Sniper Teams.
Shas’vre. Each Sniper Team is modelled as a single spotter and 2 Sniper Drones upon
a single base.
Wargear:
All Broadside team members have a single Twin Linked Heavy Rail Gun – Wargear:
this may only fire solid rounds. Each Sniper Team has 2 sniper Drones – each with a single Twin Linked
Sniper Rifle. The spotter is armed with a Target Lock and Rail Rifle.
Special Rules
For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond, Special Rules
Acute Senses, Slow and Purposeful. For the Greater Good, Art of Kauyon, Ta’lissera Bond, Infiltrate, Scouts
Force Field Generator: All Broadside Battlesuits are highly respected pieces Sniper Teams: Each Sniper Team is essentially 3 models on a single base.
of Tau technology. They may Deep Strike, and also gain a 5+ Invulnerable The first and second wounds dealt to the model will each remove a single
Save against all attacks. Sniper Drone. The third wound dealt will kill the spotter. The Team gets a
Heavy Crisis Battlesuits: All members of a Broadside Battlesuit team have single attack for each wound remaining.
this upgrade, which has been included in their points cost. Stealth Projector: Sniper Drones are fitted with shadow generator, making
Target Locks: The Broadside Team members have Target Locks. They may it difficult for the foe to see them. The whole unit gains the Stealth and
fire at a separate target to each other upon making a successful leadership Move through Cover special rules, as well as a 5+ Invulnerable Save.
check for each model which targets separately. Spotter: All Line of Sights for the Sniper Teams are measured from the
Spotter, unless there is a Master Control in the unit.
Options:
Broadside Battlesuits may replace their Heavy Rail Guns with either a Options:
Defence Gatling Gun or Overburst Cannon for no additional cost. The Sniper Drones may be fitted with a Master Control for +5pts per team.
This means that the Spotter may be removed as the first casualty, and also
Each Broadside Battlesuit may purchase Missile Pods for +10pts per model that all Line of Sights are measured from individual models.
– these may be fired alongside their main gun, but must be fired at the
same unit as the main gun. The Teams may all be Entrenched for +10pts per team. This means that
they always have a 6+ Cover Save, in addition to Stealth bonuses or other
terrain.
HEAVY SUPPORT – Hammerhead Heavy Support - Sky Ray
ARMOUR VALUES ARMOUR VALUES
BS Front Side Rear Points BS Front Side Rear Points
Piranha 4 13 11 10 160 Piranha 4 13 12 11 180
mk.2 mk.1
Vehicle Type: Tank, Skimmer. Vehicle Type: Tank, Skimmer
Unit Size: 1 Hammerhead tank Unit Size: 1 Sky Ray tank

Special Rules Special Rules


Target Lock: The Gun Drones on a Hammerhead have Target Locks. They Target Lock: The Gun Drones on a Sky Ray have Target Locks. They may fire
may fire at a separate target to the vehicle’s main gun while still attached at a separate target to the vehicle’s main gun while still attached to the
to the vehicle. vehicle.
Heavy Recoil: The size of a Hammerhead makes it fairly hard to move and Tactical Missiles: Sky Rays may choose to ignore the Indirect Fire rule
fire their weapon. Hammerheads do not benefit from Moving Fast as a when firing at units with Markerlight Tokens on them.
Skimmer.
Weaponry: Sky Rays are equipped with a pair of Smart Missile Systems.
Weaponry: Hammerheads are equipped with a single Twin Linked Heavy They also have a pair of Seeker Missiles. They also have two Gun Drones
Rail Gun, which may fire both Solid and Submunition Rounds. They also with Burst Cannons attached.
have two Gun Drones with Rail Rifles attached.
Options:
Options: The pair of Smart Missile Systems that a Sky Ray comes with normally may
The Hammerhead’s Heavy Rail Gun may be replaced with a Twin Linked Ion be replaced with a Twin Linked Ion Cannon for +10pts.
Cannon for no additional cost.
The Gun Drones attached may be replaced with two Smart Missile Systems
The Gun Drones attached may be replaced with two Seeker Missiles for for +15pts.
+15pts. The Sky Ray may take a Networked Markerlight for +20pts.
The Hammerhead may take a Advanced Recoil System for +10pts. The Sky Ray may take a Skilled Pilot for +10pts.
The Hammerhead may take a Skilled Pilot for +20pts. The Sky Ray may take a Sensor Array for +10pts.
The Hammerhead may take a Networked Markerlight for +20pts. The Sky Ray may take Disruption Launchers for +20pts.
The Hammerhead may take Disruption Launchers for +20pts.
HQ NAMED CHARACTER– Commander Puretide HQ NAMED CHARACTER– Commander Farsight
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Farsight 250 6 5 5 5 4 5 4 10 3+ Farsight 220 6 5 5 5 4 5 4 10 3+
Unit Type: Independent Character, and Jet Infantry (also moves as Jump Unit Type: Independent Character, and Jet Infantry (also moves as Jump
Infantry in Movement Phase) Infantry in Movement Phase)

Wargear: Wargear:
Puretide bears the Blade of Aspects, as well as an Experimental Warp Farsight bears the Dawn Blade, as well as a Twin Linked Plasma Rifle and
Drive, Tactical Hologram Generator, and Networked Markerlight. He also Target Lock. He also has a Tactical Hologram Generator and Networked
has a Twin Linked Cyclic Ion Blaster. Markerlight

Special Rules Special Rules


For the Greater Good, Art of Mont’ka, Art of Kauyon, Ta’lissera Bond, For the Greater Good, Art of Mont’ka, Ta’lissera Bond, Acute Senses,
Acute Senses, Fleet, Hit and Run, Force Field Generator Fleet, Force Field Generator
Blade of Aspects: This sword shimmers with a diabolic light. It is a Power The Dawn Blade: This is an ancient artefact which predates man. The
Weapon which allows the bearer to either re-roll all failed rolls to hit or re- Dawn Blade is a Power Weapon which ignores all saves, and also rolls
roll all failed rolls to wound in the assault phase of each turn. 2d6+5 for Armour Penetration.
Experimental Warp Drive: This is a special unit within Puretide’s armour. Tactical Mastery: An army which contains Farsight may be comprised
Once per friendly Movement Phase, Puretide and the unit he is with may entirely of Hardened Veteran Fire Warrior squads. In addition, Stealth Suits
place themselves back into reserve – this may be done in close combat, but are moved to Fast Attack and Great Knarlocs become Heavy Support.
first you and your opponent must roll-off. If the opponent equals or beats Bonded by Blood: All models in an army containing Farsight gain the
your roll, each model in the unit must personally take an armour save. Preferred Enemy (Orks) special rule. In addition, if Farsight loses a wound
The First Expansion: An army which contains Puretide may have any all models in the force gain Furious Charge and Counter Attack.
number of EITHER Crisis Teams or Stealth Teams as Troop Choices. In Breakaway Faction: No Ethereals or other named characters – aside from
addition to this, Pathfinders count as Scoring Units. Path Shas’vre Truesight or Master Aun’shi – may be taken in an army led
Before your Time: An army with Puretide in may not take any other special by Farsight.
characters other than Master Aun’va or Commander Farsight. Farsight
does not bear his Dawn Blade but does instead have a normal power
weapon instead.
Mentor: Any Tau model – other than unique characters – in the force may
be Mentored by Puretide. The benefit of this is to give that model +1 WS
and +1 Ld.
HQ NAMED CHARACTER– Commander Shadowsun HQ NAMED CHARACTER– Anghkor Prok
Type Pts WS BS S T W I A Ld Sv Type Pts WS BS S T W I A Ld Sv
Shadowsun 210 5 6 4 4 3 5 4 10 3+ Farsight 180 7 4 5 5 3 6 4 10 4+
Unit Type: Independent Character, and Jet Infantry. Unit Type: Infantry

Wargear: Wargear:
Shadowsun bears a pair of Twin Linked Fusion Cannons, as well as a Target Prok has a Kroot Rifle (attack included in profile) and his Split Stave.
Lock. She also has a Tactical Hologram Generator and an Advanced
Tracking System. Special Rules
Art of Kauyon, Fleet, Infiltrate, Move Through Cover, Scouts, Acute
Special Rules Senses, Stealth (in woodland terrain), Rending, The Hunter’s Pride
For the Greater Good, Art of Kauyon, Ta’lissera Bond, Acute Senses, The Great Uniter: Prok is a legend amongst the Kroot. An army including
Scouts, Infiltrate, Hit and Run (3 x Roll), Fleet, Perfect Shadow, Assassins. Prok may take units of Kroot Hounds as Fast Attack (at their usual cost, 5-
XV22 Battlesuit: This advanced Stealth Battlesuit gives Shadowsun a 4+ 20 models per unit), and units of Krootox as Heavy Support (at usual cost,
Invulnerable Save, as well as the Stealth special rule. 3-5 per unit). Great Knarloc Packs also become Elite choices. Prok himself is
Tactical Mastery: An army which contains Shadowsun may have 2 times a Scoring Unit.
the standard Hardened Veteran Fire Warrior squads. In addition, Crisis First amongst Equals: Prok is at the pinnacle of Evolution. He must be
Battlesuits are moved to Fast Attack and Piranhas become Heavy Support. purchased with a unit of Kroot Carnivores – these form a Retinue with
Command Link Drone: With this drone, all Tau units within 18” of Prok. Prok benefits from any upgrades they purchase. The unit counts as a
Shadowsun may use her Leadership for the purposes of leadership based SINGLE Kill Point.
tests. Split Stave: Prok’s staff is twinned with an incredible volatile poisonous
Experimental Weaponry: The Fusion Cannons that Shadowsun bears are dart mechanism. On any turn that he and his retinue charges, Prok will deal
experimental, and prone to breakdown. If both cannons break down in the 3 additional attacks at Initiative 10 – these use Prok’s profile, but are also
same turn, or if the same one breaks down in two consecutive turns, then Poisoned Attacks (2+). The Staff is also a Power Weapon for Prok’s
a single Cannon is immediately destroyed. standard attacks.
Future of the Tau: Any unit which Shadowsun joins gain the Fleet and Hyperactive Genome: Prok ignores benefits which the enemy gains from
Scouts special rules. In addition, the whole unit is Stubborn. cover – he will always strike in Initiative. If his unit does not have similar
abilities, they will count as Initiative 2.
HQ NAMED ETHEREAL– Master Aun’va HQ NAMED ETHEREAL– Master Aun’shi
Type Pts WS BS S T W I A Ld Inv Type Pts WS BS S T W I A Ld Inv
Aun’va 220 2 4 3(9) 5 4 1 1 10 3+ Aun’shi 210 4 4 4 4 3 5 3 10 4+
Honoured - 4 4 6 5 2 4 3 10 3+ Guards - 4 4 4 4 2 4 2 10 4+
Guards Unit Type: Independent Character, and Infantry. The unit is composed of
Unit Type: Independent Character, and Infantry (also moves as Jump Aun’shi and four Guards, which altogether count as a single Independent
Infantry in Movement Phase). The unit is composed of Aun’va and four Character.
Guards, which altogether count as a single Independent Character.
Wargear:
Wargear: Aun’shi and his Guards each bear an Honour Blade – this bonus is included
Aun’va bears the Paradox of Duality (stat increases included in profile). His in their profiles.
guards each bear a single Honour Blade – these give them +2 Strength
instead of +1. Special Rules
For the Greater Good, Ta’lissera Bond, Acute Senses, 4+ Armour Save
Special Rules Hardened Brawler: Aun’shi is known and feared as a deadly Ethereal. If the
For the Greater Good, Ta’lissera Bond, Acute Senses, 3+ Armour Save Tau win a combat involving Aun’shi, then the enemy unit must
The Paradox of Duality: As well as altering the stats of the Master and his immediately make a Morale Check against Ld2 or fall back.
guards, this is a Witchblade – as described in the 40,000 rulebook. It also Assault Phase Blade Techniques: At the beginning of each turn of combat,
gives the whole unit which Aun’va is joined to a 4+ Cover Save which may Aun’shi may choose a different Blade Technique from the list below.
always be taken. Inspiring Presence: All friendly units with line of sight to Aun’shi gain the
Guards of the Undying Spirit: Each of the Master’s Guards must be killed Stubborn special rule and Ld 9.
before any attacks may be allocated to Aun’va. In addition, each Guard has The Price of Failure: If Aun’shi should fall, all models in the army must take
the Counter Attack, Berserk Charge, and Furious Charge special rules. a Morale Check. Those that pass gain Rage, Furious Charge, and Fleet. The
Masterful Inspiring Presence: All friendly units with line of sight to Aun’va unit which killed Aun’va is also worth 1 extra Kill Point.
gain the Stubborn special rule and Ld 10. All enemy units with line of sight
to Aun’va lose the Stubborn special rule and downgrade their Fearless rule Blade Techniques:
to Stubborn. Strike Uncalled: Aun’shi loses an attack, but gains +2 Initiative for this turn.
Ultimate Price of Failure: If Aun’va should fall, all models in the army must Mirror the Foe: Aun’shi and the opponent each only have 3 attacks this
take a Morale Check. Those that fail gain Rage, Furious Charge, Berserk turn – this may only decrease the foe’s attacks, not increase them.
Charge, and Fleet. The unit which killed Aun’va is also worth d3 extra Kill Swiftness of the Dead: Aun’shi loses 1 T and 1 I, but gains +1 A and 1 S.
Points, as is Aun’va himself if that unit is not killed by the end of that game. Duellist Stance: Aun’shi loses his Invulnerable Save, but his opponent loses
their Invulnerable Save too.
Split Stave: Aun’shi loses his Honour Blade, but gains +2 A this turn. His
opponent also loses any Special Close Combat Weapons for this turn.

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