T’au Empire 8th Edition

Codex T’au Empire 8th edition was released on 03-17-18

Unit points throughout Time

T'au Empire

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019
Aun’ShiHQ68-60-----
Aun’VaHQ65-85-----
AX3 Razorshark Strike FighterFlyer82-72-----
AX39 Sun Shark BomberFlyer100-90-----
Barracuda AX-5-2Flyer-160------
Blacklight Marker DronesHQ-11-7-7--
Breacher TeamTroops8-7-----
Cadre FirebladeHQ39-39-----
CommanderHQ76-------
Commander FarsightHQ151-151--125--
Commander in XV8 Crisis BattlesuitHQ--72-----
Commander in XV81 Crisis BattlesuitHQ-76------
Commander in XV84 Crisis BattlesuitHQ-80------
Commander in XV85 Enforcer BattlesuitHQ--76-----
Commander in XV86 Coldstar BattlesuitHQ90-90-----
Commander ShadowsunHQ167-167--110--
DarkstriderHQ45-45-----
Drone Sentry TurretFortification -20------
DS8 Tactical Support TurretTroops20-0-----
DX4 Technical DronesElite-16------
DX-6 Remora Stealth DroneFlyer-57---30--
EtherealHQ45-45-----
Ethereal GuardHQ5-5-----
Ethereal on Hover DroneHQ50-50-----
Firesight MarksmanElite21-21--100--
Heavy Gun DroneHeavy Support-18------
Kroot CarnivoresTroops6-5-----
Kroot HoundsFast Attack4-4-----
Kroot ShaperElite31-31-----
Krootox RidersElite34-34-----
KV128 StormsurgeLord of War180-180-----
KX139 Ta’unar Supremacy ArmourLord of War-745-1500-750--
LongstrikeHQ137-137-----
Manta Super-heavy DropshipLord of War-1879-2000-2000--
MB3 Recon DroneFast Attack12-12-----
MV1 Gun DroneFast Attack8-12--10--
MV4 Shield DroneFast Attack8-11-----
MV5 Stealth DroneElite10-10-----
MV7 Marker DroneFast Attack10-10-----
MV8 Missile DroneHeavy Support20-20-----
MV17 Interceptor DroneFlyer15-15-----
MV31 Pulse Accelerator DroneFast Attack8-8-----
MV33 Grav-inhibitor DroneFast Attack8-8-----
MV36 Guardian DroneTroops8-8-----
MV52 Shield DroneElite11-11-----
MV62 Command-link DroneHQ6-6-----
MV71 Sniper DroneHeavy Support18-18-----
MV84 Shielded Missile DroneElite25-25-----
Orca DropshipFlyer-325------
Pathfinder TeamFast Attack5-5-----
Piranha TX-42 Light SkimmerFast Attack-70------
Remote Sensor TowerFortification -33------
Shas’o R’alaiHQ-130------
Shas’o R’myrHQ-120------
Strike TeamTroops8-7-----
Tetra Scout SpeederFast Attack-46------
The EightLord of War-----1120--
Tidewall Defence PlatformFortification70-70-----
Tidewall DroneportFortification70-70-----
Tidewall GunrigFortification70-70-----
Tidewall ShieldlineFortification70-70-----
Tiger Shark AX-1-0Flyer-255------
Tiger Shark Fighter-bomberFlyer-245------
TX4 PiranhasFast Attack45-38--30--
TX7 Fire Support Hammerhead GunshipHeavy Support-171-117-100--
TX7 Hammerhead GunshipHeavy Support117-100-----
TX7 Heavy Bombardment Hammerhead GunshipHeavy Support-161-117-100--
TX78 Sky Ray GunshipHeavy Support119-100--80--
TY7 DevilfishDedicated Transport101-80550-70--
Vespid StingwingsFast Attack15-14-----
XV8 Crisis BattlesuitsElite42-45--27--
XV8 Crisis BodyguardsElite45-42220-30--
XV9 Hazard Support TeamElite-61---40--
XV25 Stealth BattlesuitsElite20-20-----
XV88 Broadside BattlesuitsHeavy Support80-60--35--
XV95 Ghostkeel BattlesuitElite82-82--70--
XV104 Riptide BattlesuitElite209-185-----
XV107 R’varna BattlesuitHeavy Support-429------
XV109 Y’vahra BattlesuitFast Attack-395------
Dahyak GrekhElite----20---

 

T’au Empire Special Rules

Accompanying Drones: Many T’au Empire datasheets allow units to be accompanied by Drones. In such instances, unless stated otherwise, all wargear options only apply to the unit that is being accompanied by Drones, and not to the Drones themselves. After deployment, units of accompanying Drones are treated as having the Battlefield Role of the unit they accompany, and are considered to have a Power Rating of 0. Tactical Drones accompanying units use their own datasheet, while profiles, wargear, abilities and keywords for other types of accompanying Drones can be found on their parent unit’s datasheet.

For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6″ of one of the charging unit’s targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.

Master of War: Once per battle, at the beginning of your turn, a single COMMANDER from your army can declare either Kauyon or Mont’ka: Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the COMMANDER, but these units cannot move for any reason. Mont’ka: Friendly <SEPT> units within 6″ of the COMMANDER can both Advance and shoot as if they hadn’t moved this turn. Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

Warriors of the Greater Good: If your army is Battle-forged, all Troops (except DRONES) units in T’AU EMPIRE Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Commanders: If you are playing a matched play game, then in a Battle-forged army, you can include no more than one Commander in each Detachment.

Sept Tenets

If your army is Battle-forged, all <SEPT> units in T’AU EMPIRE Detachments gain a Sept Tenet, so long as every unit in that
Detachment is from the same sept. Alien Auxiliaries: The inclusion of KROOT and/or VESPID units in a T’AU EMPIRE Detachment does not prevent other units in that Detachment from gaining a Sept Tenet. Note, however, that KROOT and VESPID units can never themselves benefit from a Sept Tenet.

T’au Sept Coordinated Fire Arcs: When a unit with this tenet uses their For the Greater Good ability, or when they fire Overwatch whilst they are within 6″ of a friendly T’au Sept unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

Vior’la Sept Strike Fast: If a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.

Dal’yth Sept Adaptive Camouflage: A unit with this tenet that does not Manta Strike, move, Fall Back, charge, pile in or consolidate in its turn may claim the benefit of cover in the opponent’s subsequent turn, even while in the open.

Sa’cea Sept Calm Discipline: Add 1 to the Leadership characteristic of models with this tenet. In addition, in the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots.

Bork’an Sept Superior Craftsmanship: Models with this tenet may add 6″ to the maximum Range of any Rapid Fire and Heavy weapons they are armed with.

Farsight Enclaves Devastating Counter-Strike: Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6″ of the firing model.

T’au Empire Stratagems

As of 04-28-2017 T’au Empire Stratagems groups are…

  • Universal Stratagems
  • T’au Empire Stratagems
  • Sept Stratagems

(See tabs for details)

 

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 04-28-2017 T’au Empire Stratagems are…

Multi-Spectrum Sensor Suite: 1 CP

Use this before a Battlesuit unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.

Emergency Dispensation: 1/ 3 CP

Use before the battle. Your army can have one extra Signature System for 1 CP, or two extra Signature System for 3 CPs. All the Signature System that you include must be different and be given to different T’au Empire Characters.

Fail-Safe Detonator: 1 CP

Use this when a Battlesuit unit from your army is destroyed in the Fight phase, before removing the last model. Roll a Dice for each unit friend or foe within 3″ of that model. On a 4+ that unit suffers one mortal wound.

Automated Repair Systems: 2 CP

Use this at the start of any turn. Pick a Vehicle or Battlesuit model from your army. That model regains D3 lost wounds.

Neuroweb System Jammer: 2 CP

Use this at the start of the enemy Shooting phase. Pick an enemy unit within 18″ of a Battlesuit Commander from your army. Your opponent must subtract 1 from hit rolls made for that unit this phase.

Repulsor Impact Field: 1 CP

Use this after an enemy unit successfully charges a Battlesuit unit from your army. Roll a dice for each model in the enemy unit within 3″ of your unit. On a 6 that model suffers a mortal wound.

Command-and-Control Node: 1 CP

Use this at the start of your Shooting phase. Pick a Commander from your army. That Commander may not shoot this phase, but one Battlesuit unit from your army that is within 6″ of that Commander may re-roll railed wound rolls this phase.

EMP Grenade: 1 CP

Use this when a T’au Empire model from your army is chose to throw a photon grenade at an enemy Vehicle unit. Only make a single hit roll with the weapon this phase; if it hits, the target suffers D3 mortal wounds.

Uplinked Markerlight: 1 CP

Use this after an enemy unit has been hit by a markerlight fired by a model from your army. Place D3+1 markerlight counters next to that unit instead of only 1

Branched Nova Charge: 1 CP

Use this when you choose a XV 104 Riptide Battlesuit’s Nova Reactor. You may choose two effects from those listed rather than one.

Support Turret Replacement: 1 CP

Use this at the end of your Movement phase. Pick a friendly Strike Team or Breacher Team whose DS8 Tactical Support Turret has been destroyed. You may immediately set up a new DS8 Tactical Support Turret in unit coherency with the unit as descried in their DS8 Tactical Support ability.

Point-Defense Targeting Relay: 1 CP

Use when an enemy unit declares a charge against a Vehicle unit from your army. When your unit fires Overwatch this phase, a 5 or 6 is required for a successful hit roll, instead of only 6.

Tech-Adept: 1 CP

Use after an Adeptus Mechanicus Character from your army has used an ability to repair a friendly model. The character can immediately attempt to use that ability again, and can use it to repair the same model.

Orbital Ion Beam: 3 CP

Use this in your Shooting phase if a T’au Empire Commander from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick two points on the battlefield 2D6″ apart. Draw an imaginary straight line 1mm wide between these points and roll a dice for each unit friend or foe that has models under this line. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+ the unit being rolled for suffers D3 mortal wounds. This can only be used once per battle.

Breach and Clear: 1 CP

USe this in your Shooting phase, before a Breacher Team from your army shoots at an enemy unit that is receiving the benefit of cover. The Breacher Team re-rolls failed wound rolls against the enemy unit until the end of the this phase.

Recon Sweep: 1 CP

Use this at the start of your Shooting phase. Select a Pathfinder Team from your army. That unit can immediately move 2D6″ but cannot shoot or charge that turn.

Wall of Mirrors: 1 CP

Use this at the start of your Movement phase. Pick a XV25 Stealth Battlesuits unit from your army that is within 6″ of a XV95 Ghostkeel Battlesuit from your army. You may immediately remove the Stealth Battlesuits unit from the battlefield and set it up again, anywhere within 12″ of that Ghostkeel Battlesuit and more than 9″ from any enemy models. Note that this does not count as Falling Back if the Stealth Battlesuits unit was within 1″ of an enemy unit when it was removed.

Stimulant Injector: 1 CP

Use this at the start of any turn. Choose a Battlesuit model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Positional Relay: 1 CP

Use this at the start of your Movement phase. Pick a MB3 Recon Drone from your army. One of your units that has been set up in Manta hold can instead set up wholly within 6″ of the MB3 Recon Drone.

As of 04-28-2017 Septs Stratagems are…

Focused Fire: 3 CP

Use at after a T’au Sept unit from your army inflicts an unsaved wound on an enemy unit in the Shooting phase. You can add 1 to wound rolls for any T’au Sept units from your Army that target the same enemy unit this phase.

Strike and Fade: 1 CP

Use this at the start of your Shooting phase. Pick a Dal’yth Sept unit fro your army. That unit may shoot and the immediately move up to 6″ as if it were the Movement phase. They cannot Advance as part of this move.

Experimental Weaponry: 1 CP

Use this when a Bork’an Sept unit from your army fires a ranged weapon that makes a random number of attacks. You can re-roll one of the dice used to determine the number of attacks made.

Hot-Blooded: 2 CP

Use at the start of your Shooting phase. Pick a Vior’la Sept Infantry unit from your army. That unit may be chosen to shot twice this phase, but all models in the unit must target the closest enemy unit each time they do so.

Orbital Market Distribution Uplink: 2 CP

Use at the start of your Shooting phase. Pick an enemy unit visible to a Sa’cea Sept Character from your army. That unit and all other enemy units within 6″ of it gain a marketlight counter.

Drop Zone Clear: 2 CP

Use this at the start of your Shooting phase. Choose a Farsight Enclaves Battlesuit unit from a your army that was setup on the battlefield using its Manta Strike ability this turn. Add 1 to hit rolls for that unit this phase.

 

T’au Empire Unique Items

As of 04-28-2017 T’au Empire Unique Item groups are…

  • Signature System
  • Signature System of the Septs

(See tabs for details)

If your army is led by a T’au Empire Warlord, you may give one Signature System to a T’au Empire Character in your army. Named characters cannot be given relics. Some Signature Systems replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Purtide Engram Neuochip

Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly Sept unit within 6″ of the bearer. If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a command point.

Onager Gauntlet

Battlesuit Commander only. Weapon: Melee, S10, AP -4, D6. Each time the bearer fights, if can make only one attack with this weapon.

Solid-Image Projection Unit

Ethereal with hover drone only. Once per phase, when an enemy unit declares the bearer a target of a charge, you may move the bearer up to 3″ before the charge roll is made.

Seismic Destabliser

At the start of each Shooting phase, you may either pick an enemy Infantry unit claiming the benefit of cover, or a Building, within 12″ of the bearer. If you pick a Building, it suffers D3 mortal wounds. If you pick an Infantry unit, roll a dice for each model in the unit. For each roll of 6, that unit suffers a mortal wound.

Super Nova Launcher

Model with airbursting fragmentation projector only. Replace one of the model’s airbursting fragmentation projectors with the following profile: Range 18″, Assault D6, S 6, AP -2, D D2

If your army is led by a T’au Empire Warlord, you may give one Signature System of the Septs to a T’au Empire Character in your army who is part of the same Septs. Named characters cannot be given relics. Some Signature System of the Septs replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Vectored Maneuvering Thrusters 

T’au Sept Battlesuit only. This model may immediately move up to 6″ after attacking in the Shooting phase.

Thermoneutronic Projector

Vior’la Sept model with flamer only. The bearer replaces one of his flamers with the following profile: Range 8″, Assault D6, S 6, AP -1, D D2. This weapon automatically hits its target.

Dynamic Mirror Field

Dal’yth Sept model only.Your opponent must subtract 1 from hit rolls that target the bearer.

Grav-Inhibitor Field

Sa’Cea Sept model only. Enemy units that choose the bearer’s unit as the target of a charge move must subtract 2″ from their charge distance.

Plasma Accelerator Rifle

Bork’an Sept model with plasma rifle only. Replace one of the model’s plasma rifles with the following profile: Range 30″ Rapid Fire 1, S 7, AP -3, D D2

Fushion Blades

Farsight Enclaves model with at least two fusion blasters only. Replace two Fusion blasters with the following profile: Range 18″ Type Assault 2, S8, AP -4, D6 or Melee, S8, AP -4, D6. If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest. Each time the bearer fights, it can make only two attacks with this weapon.

T’au Empire Warlord Traits

 

As of 09-29-2017 T’au Empire Warlord Traits are…

  • Universal Warlord Traits
  • T’au Empire Warlord Traits
  • Septs Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an T’au Empire Character, you can pick the Warlord Trait from the T’au Empire Traits Table.

Precision of the Hunter

Re-roll wound rolls of 1 made for your Warlord against enemy Vehicles or Monsters

Through Unity, Devastation

In each of your Shooting phase, you can pick an enemy unit that is visible to your Warlord. Until the end of the phase, each time you make a wound roll of 6+ against that unit for an attack made by a friendly unit within 6″ of your Warlord, the Armour Penetration of that attack is improved by 1.

A Ghost Walks Among Us

When you Warlod Advances, add 6″ to their Move characteristic for that Movement phase instead of rolling a dice.

Through Boldness, Victory

If your Warlord is within 12″ of an enemy unit at the start of your Shooting phase, you can re-roll failed hit rolls made for your Warlord phase instead of rolling a dice.

Exemplar of the Kauyon

You can re-roll failed hit rolls for your Warlord as long as they have no moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn.

Exemplar of the Mont’ka

Your Warlord can Advance and still shoot as if they hadn’t Advanced this turn.

If the Warlord of your army is an T’au Empire Character, you can pick the Warlord Trait from the Septs Traits Table as long your Warlord is from that Sept.

T’au: Strength of Belief

Roll a D6 for each mortal wound inflicted on your Warlord; on 5+ that mortal wound is ignored and has no effect.

Vior’la: Academy Luminary

If your Warlord has the Master of War, Volley Fire, or Failure is Not an Option ability, the range of that ability is increased to 9″. In addition, if your army is Battle-Forged, you receive an additional 1 Command Point.

Dal’yth: Gunship Diplomat

Whilst within 12″ of your Warlord, friendly Kroot and Vespid units gain the For the Great Good Ability.

Sa’cea: Beacon of Honour

Friendly Sa’Cea units within 6″ of this model reduce the number of models that flee as a result of failed Morale test by 1.

Bork’an: Seeker of Perfection

For each hit roll of 6+ made by your Warlord, add 1 to the wound roll for that attack.

Farsight Enclaves: Hero of the Enclaves

Your Warlord can perform a Heroic Intervention if they are within 6″ of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6″ when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.

T’au Empire Resources

FAQs

Winning T’au Empire Lists of 8th edition