Tau Empire

Tau Empire Tactical Summary as of 10-26-16

The Tau now known as the Tau Empire, have consistently been the second most popular army since there original release, now over 15 years ago! The Tau Empire more than any army don’t look like the 41st millennium, and that is a very good thing. The Asian inspired theme and look have played very well to a whole set of players Games Workshop wasn’t reaching. It doesn’t matter that the Tau Empire are derivative, the sales prove it is a winner.

As for play style the Tau Empire have always been about one thing: Shooting. Games Workshop has kept to there guns, making the Tau Empire singular in that excellence. It though means at times a very unfriendly experience for an opponent, as they are driven mad by  having no interaction being blown off the board. On the flip side it also means the Tau Empire folds like a house of cards once any unit reaches Assault with them. This is a general rule, as Stormsurges and Farsight bombs can do some work in close quarters.

Currently, the Tau Empire are relying heavily on a few very powerful Formations to be competitive. The most ubiquitous is the Riptide Wing Formation, found shoehorned into a tons of armies. Who doesn’t like three Riptides shooting twice anyway? Then we have the controversial Piranha Firestream Wing Formation which creates tons of Drones to annoy almost everyone. The Tau Empire have very powerful units like the Stormsurge, and the basic Crisis Suit with the help of the Dawn Blade Contingent. The Tau Empire though is often a bridesmaid of competitive 40k, constantly feared, but often defeated by most hard counters. Games Workshop has a good idea on what the Tau Empire is, but they still need to work out a way to make them powerful without destroying the fun for opponents.

Below you find all the quick reference material you need to build an competitive or fluffy Tau Empire army.

As of 10-26-2016 Tau Empire Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Hunter Contingent
  • Dawn Blade Contingent

(See tabs for details)

Combined Arms Detachment

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

Hunter Contingent Detachment

Force Organization

Core: 1+ Hunter Cadre

Command: 0-1 per core Contingent Headquarters

Auxiliary: 1+ Optimized Stealth Cadre Formation, Retaliation Cadre Formation, Allied Advance Cadre, Firebase Support Cadre, Drone Network, Air Caste Support Cadre Formation, Assigned Air Caste Asset, Infiltration Cadre Formation, Heavy Retribution Cadre Formation, Armoured Interdiction Cadre Formation.

Restrictions: This Detachment must include at least one Core choice. For each Core choice you must include 1 and 10 Auxiliary choices, in any combination, and you may also include up to one Command choice. Only the datasheets listed to the right may be included in this Detachment.This Detachment must include at least one Core choice. For each Core choice you must include 1 and 10 Auxiliary choices, in any combination, and you may also include up to one Command choice. Only the datasheets listed to the right may be included in this Detachment.

Command Benefits:

Ideal Mission Commander: If this Detachment is your Primary Detachment, you can choose to re-roll the result when rolling on the Warlord Traits table.

Coordinated Firepower: Whenever a unit from a Hunter Contingent selects a target in the shooting phase, any number of other units from the same Detachment who can still shoot can add their firepower to the attack. These units must shoot the same target, resolving their shots as if they were a single unit – this includes the use of markerlight abilities. When 3 or more units combine their firepower, the firing models add 1 to their Ballistic Skill.

Source: Codex – Tau Empire

 

Dawn Blade Contingent Detachment

Force Organization

Core: 1+ Hunter Cadre or Retaliation Cardre

Command: 0-1 per core Contingent Headquarters, The Eight

Auxiliary: 1+ Conterstrike Cadre, Rapid Insertions Force, Ranged Support Cadre, Piranha Firestream Wing, Firebase Support Cadre, Skysweep Missile Defense, Assigned Air Caste Asset, Air Superiority Cadre, Drone-Net VX1-0, Allied Advance Cadre.

Restrictions: This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices (in any combination) and up to one Command choice. Only the datasheets listed here may be included in this Detachment. The Dawn Blade Contingent is a Farsight Enclaves Detachment.

Command Benefits:

Ideal Mission Commander: If this Detachment is your Primary Detachment, you can choose to re-roll the result when rolling on the Warlord Traits table.

 Killing Blow: At the start of each enemy turn, secretly record the identity of one enemy unit. At the start of your turn, reveal which unit it was that you picked. You can re-roll failed To Wound and Armour Penetration rolls against that unit for the rest of your turn.

Source: Campaign War Zone Damocles – Montka

 

As of 10-25-2016 Tau Empire Unique Item groups are…

  • Signature Systems
  • Signature Systems of the Farsight Enclaves

(See tabs for details)

Only one of each of the following Signature Systems may be chosen per army.

Neuroweb Systemjammer 2 pts:

At the start of each enemy Shooting phase, a model with a Neuroweb System jammer can use it to target a single enemy unit within 12?. All shooting weapons in the target unit gain the Gets Hot special rule until the end of the phase.

Onager Gaunt 5 pts:

During the Fight sub-phase, a model with the Onager Gauntlet can opt to substitute all his close combat attacks for a single Strength 10 AP 1 attack.

Failsafe Detonator 10 pts:

If a model with a Failsafe Detonator is slain in the Assault phase, centre the large blast marker over him immediately before removing the model as a casualty. All units, friend and foe, suffer a number of Strength 5 AP- hits equal to the number of models from their unit that are at least partially under the template. Unsaved Wounds inflicted by a Failsafe Detonator count towards determining the assault results.

Repulsor Impact Field 10 pts:

At the start of the Fight sub-phase, at the Initiative 10 step, the Repulsor Impact Field inflicts D6 Strength 4 AP- hits on each enemy unit that successfully completed a charge against the bearer, or his unit, this turn.

Command and Control Node 15 pts:

If a model with this wargear does not shoot during the Shooting phase, all Shooting attacks made by other models in his unit re-roll failed To Hit rolls until the end of the current phase. This cannot be used when firing Overwatch  A Command and Control Node can be used at the same time as a Multi-spectrum Sensor Suite.

Puretide Engram Neurochip 15 pts:

At the start of the bearer’s Movement phase, choose one of the following special rules: Counter-attack, Furious Charge, Monster Hunter, Stubborn or Tank Hunter. The model with the Puretide Engram Neurochip has that special rule until the start of his next Movement phase.

Multi-spectrum Sensor Suite 20 pts:

If a model with a Multi-spectrum Sensor Suite does not shoot in the Shooting phase, all Shooting attacks made by other models in his unit gain the Ignores Cover special rule until the end of the current phase. This cannot be used when firing Overwatch. A Multispectrum Sensor Suite can be used at the same time as a Command and Control Node.

XVS-02 Crisis ‘Ihidium’ Battlesuit 25 pts:

A model with an XVS-02 Crisis ‘Iridium’ Battlesuit has + 1 Toughness and an Armour Save of 2+. They otherwise follow all of the rules for XVS Crisis battlesuits

Any character in your army that may select Signature Systems may not select from those listed in Codex: Tau Empire, but may instead select from the Signature Systems of the Farsight Enclaves, at the points cost shown. Note that XV104 Riptides in your army may select items from the Signature Systems of the Farsight Enclaves.

Mirrorcodex 50 pts:

If a model in your army has the Mirrorcodex, you add 1 to your dice roll when Seizing the Initiative. Furthermore, if a model in your army is bearing the Mirrorcodex, roll a D6 at the beginning of each of your turns and consults the table below. The effects listed affect the bearer and all friendly units within 6”, and last until the end of the turn. D6 roll Effect 1-3 None, 4 Preferred Enemy (Space Marines) special rule, 5 Preferred Enemy (Space Marines and Imperial Guard) special rule, 6 Preferred Enemy (Everyone!) special rule.

Seismic Fibrillator Node 45 pts:

One use only. A model with the Seismic Fibrillator Node may use it at the beginning of any turn. Roll a D6. On the roll of a 1, there is no effect. On a 2+, all open ground within 36? is treated as difficult terrain, and all difficult terrain is treated as dangerous terrain. Roll a D6 at the end of each turn in which the Node’s effects are in play. On a 1-4, the Node’s effects cease. On a 5+, the Node’s effects continue for the duration of the next turn.

Warscaper Drone 35 pts:

Nominate a drone purchased by the character from the Drones list – this is a Warscaper Drone in addition to its usual type. All models in the same unit as the Warscaper Drone has the Move Through Cover, Outflank and Acute Senses special rules. Furthermore, any enemy unit that is both outside of its deployment zone and within 12? of a Warscaper Drone treats difficult terrain as dangerous terrain.

Fusion Blades 30 pts:

Commander with a twin-linked fusion blaster only. Replace one twin-linked fusion blaster’s profile with the following. Range 18 inches, Str 8, AP 1, Type: Assault 1, Melta, Twin-linked. Range -, Str 8, AP 1, Type: Melee, Armourbane, Blind, Power Outage = Roll a D6 at the end of every Assault phase in which the Fusion Blades used their Melee profile. On the roll of a 1, neither the Shooting nor Melee profile may be used for the rest of the game.

Earth Caste Pilot Array 30 pts:

Models with battlesuits only. The model re-rolls all rolls of 1 To Hit in the Shooting phase, and may re-roll the dice when using a Nova Reactor. However, their Weapon Skill is 1.

The Talisman of Arthas Moloch 25 pts:

The Talisman of Arthas Moloch confers a 5+ invulnerable save. In addition, the bearer and all friendly units within 12? roll four D6 for their Deny the Witch rolls instead of one, taking the highest result.

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Hunter Cadre Formation

Hunter Cadre Formation

Requirements: 1 Commander, 0-1 Cadre Fireblade, 0-1 unit ofXV8 Crisis Bodyguards, 3-6 units chosen in any combination from the following list: Breacher Team, Strike Team, Kroot Carnivores, 1-3 units chosen in any combination from the following list: XV25 Stealth Battlesuits, XV8 Crisis Battlesuits, XV95 Ghostkeel, Battlesuits, XVI04 Riptide Battlesuits, 1-3 units chosen in any combination from the following list:Pathfinder Team, TX4 Piranhas, Vespid Stingwings, Drones, 1-3 units chosen in any combination from the following list: XV88 Broadside Battlesuits, TX7 Hammerhead Gunships, KV28 Stormsurges, Sniper Drones

Restrictions: None.

Special Rules:

Unbreakable Bonds of Comradeship: Units from this Formation that have the Supporting Fire special rule can provide Supporting Fire to any other model in this Formation if they are within 12? of each other, rather than 6?.

Ambushes and Feints: Units from this Formation that are within 12? of this Formation’s Commander or Cadre Fireblade at the start of the Shooting phase can Run or move Flat Out and then shoot in that Shooting Phase. Each unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.

Source: Codex: Tau Empire

Retaliation Cadre Formation

Retaliation Cadre Formation

Requirements: 1 Commander, 3 units of XV8 Crisis Battlesuits, 1 unit of XV88 Broadside Battlesuits, 1 unit of XVl04 Riptide Battlesuits

Restrictions: None

Special Rules: Relentless.

Low Altitude Deployment: If all of the units from this Formation start in Reserve, you can announce before the battle begins that they will use Low Altitude Deployment. If you do so, deploy the entire Formation using the Deep Strike special rule at the start of your second turn.

Drop Zone Clear: All models in this Formation add I to their Ballistic Skill during the turn that they arrive by Deep Strike.

Source: Codex: Tau Empire

Heavy Retribution Cadre Formation

Heavy Retribution Cadre Formation

Requirements: 1 unit of XV95 Ghostkeel Battlesuits, 2 units of KV28 Stormsurges

Restrictions: None

Special Rules:

Optimum Fire Position: You can re-roll failed To Hit rolls for shooting attacks made by Stormsurges from this Formation if the target unit is within 12? of a Ghostkeel Battlesuit from this Formation.

Monsoon of Destruction: If an enemy unit is chosen as the target by at least two units from this Formation in the same Shooting phase, that unit cannot Run or move Flat Out in their next turn. In addition, such units must halve the result of any Charge rolls they make in the next turn (rounding fractions down).

Source: Codex: Tau Empire

 

Optimised Stealth Cadre Formation

Optimised Stealth Cadre Formation

Requirements: 2 units of XV25 Stealth Battlesuits, 1 unit of XV95 Ghostkeel Battlesuits

Restrictions: None

Special Rules:

The Wall of Mirrors: At the start of your shooting phase, this Formation can network their stealth fields to create a Wall of Mirrors. If you do so, then the weapons used by the Formation’s Ghostkeels, and by any unit of Stealth Battlesuits from this Formation that are within 611 of a Ghostkeel from this Formation, have the Ignores Cover special rule, and these models add I to their Ballistic Skill for that Shooting phase. In addition, their weapons are assumed to strike tl1e rear armour of any vehicle that they hit, no matter what its actual facing.

Source: Codex: Tau Empire

Infiltration Cadre Formation

Infiltration Cadre Formation

Requirements: 3 Pathfinder Teams, 2 units of XV25 Stealth Battlesuits, 1 unit of TX4 Piranhas

Restrictions: None

Special Rules:

Intervention Request Beacons: If a unit from this Formation is completely destroyed, you can activate the Formation’s Intervention Request Beacons. If you do so, all units you have remaining in Reserve arrive at the start of your next turn (there is no need to roll for them).

Neutralisation Lattice: If a unit from this Formation inflicts three or more markerlight hits on a target unit in a Shooting phase, inflict a single seeker missile hit on the enemy unit in addition to placing the markerlight counters. Note that you do not need to roll to hit for the seeker missile, nor do you need to have a unit capable of firing the missile in range of the target (the missiles are fired by support craft flying high above the battlefield).

Source: Codex: Tau Empire

 

Firebase Support Cadre Formation

Firebase Support Cadre Formation

Requirements: 2 units of XV88 Broadside Battlesuits. 1 unit of XV104 Riptide Battlesuits

Restrictions: None

Special Rules:

Co-ordinated Firestorm: Instead of firing independently in the Shooting phase, all units in a Firebase Support Cadre can participate in a co-ordinated firestorm. When they do so, all models from this Formation must shoot the same target, resolving their shots as if they were a single unit – this includes the use of markerlight abilities. When resolving this Shooting attack, all firing models have the Tank Hunters and Monster Hunter special rules.

Source: Codex: Tau Empire

Armoured Interdiction Cadre Formation

Armoured Interdiction Cadre Formation

Requirements: 3 units of TX7 Hammerhead Gunships, 1 unit of TX78 Sky Ray Gunships

Restrictions: None

Special Rules:

Interlaced Predictive Targeting: Pick a point anywhere on the battlefield at the start of your Shooting phase. The point you pick is the centre of this Formation’s Predictive Targeting Grid. You can re-roll failed To Hit rolls for attacks made by models from this Formation if the target unit is within 611 of the point that you picked.

Source: Codex: Tau Empire

 

Air Caste Support Cadre Formation

Air Caste Support Cadre Formation

Requirements: 1 AX39 Sun Shark Bomber, 2 AX3 Razorshark Strike Fighters

Restrictions: None

Special Rules:

Commitment to the Greater Good: Roll a dice if a Crew Shaken or Crew Stunned result is inflicted on a model from this Formation. On a roll of 2-6 the result is ignored and has no effect. Note that if the model lost any Hull Points as a result of the attack, these are deducted as normal.

Advanced Repair Systems: Roll a dice at the start of your turn for each Hull Point lost by models from this Formation. On a roll of 6 the Hull Point is restored.

Source: Codex: Tau Empire

Allied Advance Cadre Formation

Allied Advance Cadre Formation

Requirements: 4 units of Kroot Carnivores, 2 units of Vespid Stingwings

Restrictions: None

Special Rules:

Guerilla Fighters: Vespid Stingwing units from this Formation gain the Infiltrate and Stealth (Forests) special rules.

Strategic Intel: Kroot Carnivore units from this Formation that are within 12? of a Vespid Stingwing unit from this Formation replace their Stealth (Forests) special rule with the Shrouded (Forests) special rule, and add 1 to their Ballistic Skill.

Combined Battleforce: Units from this Formation have the Supporting Fire special rule, but can only provide Supporting Fire for other units from their Formation.

Source: Codex: Tau Empire

Tidewall Counterstrike Cadre Formation

Tidewall Counterstrike Cadre Formation

Requirements: 1 Pathfinder Team, 2 Breacher Teams, 1 Strike Team, 2 Tidewall Gunrigs, 2 Tidewall Shieldlines, 1 Tidewall Droneport

Restrictions: Units in this formation may not take Dedicated Transports. When deploying the Tidewall fortifications from this Formation, each Gunrig and Shieldline must be within 6? of the Droneport. If you move the Tidewall Defense Network, this restriction must still be met once each element has moved.

Special Rules:

Defensive Fusillade: If a model from a Breacher Team in Tidewall Counterstrike Cadre is on the Tidewall Shieldline from its Formation when it shoots, use the pulse blaster’s up to 5? profile for enemies up to10? away, and the 5-10? profile for enemies up to 15? away.

Precision Sweep: Models from the Strike Team in a Tidewall Counterstrike Cadre can re-roll failed to hit rolls whilst on a Tidewall Gunrig or Droneport from their Formation.

Rapid Advance: Tidewall fortifications from a Tidewall Counterstrike Cadre can move up to 9? in the Movement phase so long as they end their move closer to the Pathfinder Team from the same Formation.

Source: Dataslate: Tidewall Counterstrike Cadre

Counterstrike Cadre Formation

Counterstrike Cadre Formation

Requirements: 1 Pathfinder Team, 3 Strike or Breacher Teams in any combination

Restrictions: Each unit in the Formation must take a TY7 Devilfish as a Dedicated Transport.

Special Rules: 

Precision Guidance: All units in this Formation that are shooting at enemies that are within 3? of an Objective Marker can re-roll failed To Hit rolls.

Tactical Surge: In their first turn, or the turn when they arrive from Reserve, all vehicles in this Formation are Fast vehicles.

Source: Campaign War Zone Damocles – Montka

 

Rapid Insertion Force Formation

Rapid Insertion Force Formation

Requirements: 1 unit of XV25 Stealth Battlesuits, 3 units of XV8 Crisis Battlesuits, 1 unit of XV104 Riptide Battlesuits.

Restrictions: None.

Special Rules:

Locked Coordinates: The Stealth Battlesuits in the Rapid Insertion Force must begin the game deployed on the battlefield. The rest of the forces in the Formation must be held in Reserve and arrive by Deep Strike. Any Crisis Battlesuits or Riptides from the Formation that choose to Deep Strike within 6? of this unit of Stealth Battlesuits do not scatter, and count all their weapons as Twin-linked in the ensuing Shooting phase.

Source: Campaign War Zone Damocles – Montka

Ranged Support Cadre Formation

Ranged Support Cadre Formation

Requirements: 3 Pathfinder Teams, 3 units of XV88 Broadside Battlesuits.

Restrictions: None.

Special Rules:

Dedicated Spotting Teams: Double the value of any markerlight counters placed by any of this Formation’s Pathfinders if the counter is used by any of the Formation’s Broadside units.

Hidden Observers: All Pathfinder Teams in this Formation have the Infiltrate and Shrouded special rules. The Shrouded special rule is lost immediately by any unit that moves from its starting location (for any reason), and by any unit that makes an attack with anything other than its markerlights.

Dedicated Support Units: The Broadside units in this Formation can provide Supporting Fire for the Pathfinder Teams in this Formation at any range, as long as it does not exceed their weapon’s maximum range.

Source: Campaign War Zone Damocles – Montka

Piranha Firestream Wing Formation

Piranha Firestream Wing Formation

Requirements: 4 units of TX4 Piranhas.

Restrictions: One unit must only include a single Piranha – this is the Target Acquisition Team.

Special Rules:

Target Acquisition Team: At the start of your Shooting phase, you can pick an enemy unit that is within 36? of the Target Acquisition Team and in their line of sight. All Piranhas from this Formation (including the Target Acquisition Team) add 1 to their Ballistic Skill if they shoot at that unit in the Shooting phase, and also have the Tank Hunters special rule if the target unit is a vehicle.

Rearm and Refuel: If all of the surviving models from a unit in this Formation are within 6? of a table edge at the end of their Movement phase, the unit can enter Ongoing Reserves. When it returns to play, it does so at full strength with any damage repaired and Drones and seeker missiles replaced.

Source: Campaign War Zone Damocles – Montka

Ghostkeel Wing Formation

Ghostkeel Wing Formation

Requirements: 3 units of XV95 Ghostkeel Battlesuits.

Restrictions: None.

Special Rules: 

Coordinated Attacks: In the Shooting phase, add 1 to the Ballistic Skill of a Ghostkeel from this Formation if it shoots at a unit that has already been shot at this phase by any other Ghostkeel from this Formation.

Networked Stealth Field: Any friendly unit with the Tau Empire Faction that is within 12? of two or more units from this Formation has the Stealth special rule. If the unit already has Stealth, it receives the Shrouded special rule. If it already has Stealth and Shrouded, it receives no additional benefit.

Phantom Charge: Enemy units cannot make Overwatch attacks against a unit from this Formation that is within 6? of another unit from this Formation when the Overwatch attack would be made.

Source: Campaign War Zone Damocles – Montka

Skysweep Missile Defense Formation

Skysweep Missile Defense Formation

Requirements: 1 TY7 Devilfish, 3 units of TX78 Sky Ray Gunships.

Restrictions: None.

Special Rules:

Command Override: Sky Ray Gunships within 12? of the Formation’s Devilfish in the Shooting phase can fire any number of their remaining seeker missiles.

Early Warning: As long as the Devilfish is not destroyed, all units in the Skysweep Missile Defense formation receive a 5+ cover save against shooting attacks made by enemy Flyers, Super-heavy Flyers, Flying Monstrous Creatures and Flying Gargantuan Creatures.

Source: Campaign War Zone Damocles – Montka

 

Ethereal Council Formation

Ethereal Council Formation

Requirements: 3-7 Ethereals.

Restrictions: None.

Special Rules: Fearless.

United Council: The members of the Ethereal Council form a single unit, and are treated as Characters rather than Independent Characters as long as least two members of the council remain alive.

Fanatical Fervour: The range of the Failure is Not An Option special rule is increased from 12? to 24? for all of the models in the Ethereal Council that have the rule.

Collective Elemental Power: As long as the Ethereal Council has at least two members, it invokes all four elemental powers each turn instead of only one power per member. The Ethereal Council, and all friendly non-vehicle units that have the Tau Empire Faction within 12? of it, benefit from the effects of all four elemental powers until the start of the Council’s next Movement phase.

Source: Campaign War Zone Damocles – Montka

Drone-net VX1-0 Formation

Drone-net VX1-0 Formation

Requirements: 4 or more units of Drones.

Restrictions: None.

Special Rules:

Collective Targeting Data: In the Shooting phase, add 1 to the Ballistic Skill of all Drones (including Drones that are not part of the Formation) as long as at least two units from this Formation are on the battlefield.

Enhanced Tactical Responses: All Drones in this Formation have the Interceptor, Jink, Outflank, Precision Shots and Split Fire special rules.

Source: Campaign War Zone Damocles – Montka

Riptide Wing Formation

Riptide Wing Formation

Requirements: 3 units of XV104 Riptide Battlesuits.

Restrictions: None.

Special Rules: 

Coordinated Attacks: In the Shooting phase, add 1 to the Ballistic Skill of a Riptide from this Formation if it shoots at a unit that has already been shot at this phase by any other Riptide from this Formation.

Networked Reactors: Each Riptide from this Formation that is within 6? of another Riptide from the Formation can re-roll failed Nova Reactor attempts.

Riptide Hailfire: Once per battle, this Formation can make a Riptide Hailfire attack. If it does so, any units from this Formation that did not move in their Movement phase can shoot twice in their Shooting phase, making each attack at a different target if desired. Carry out the shooting attacks separately, one after the other. The unit cannot move in the Assault phase of the same turn. If a model uses Ripple Fire in the turn in which it makes a Riptide Hailfire attack, it can fire the relevant weapon four times rather than twice.

Source: Campaign War Zone Damocles – Montka

Air Superiority Cadre Formation

Air Superiority Cadre Formation

Requirements: 3 AX3 Razorshark Strike Fighters.

Restrictions: None.

Special Rules: 

Air Superiority: In the Shooting phase, add 1 to the Ballistic Skill of all models from this Formation shooting at enemy Flyers, Super-heavy Flyers, Jetbikes, Skimmers, Flying Monstrous Creatures or Flying Gargantuan Creatures.

Hyperlinked Drone Network: As long as at least one model from the Formation is on the battlefield, then at the start of the Tau Shooting phase, the Tau player gains D3 markerlight counters that can be placed on any enemy units on the battlefield.

Skywatch: Units from this Formation automatically enter play from Reserves without a dice roll being made if there are any enemy Flyers, Super-heavy Flyers, Jetbikes, Skimmers, Flying Monstrous Creatures or Flying Gargantuan Creatures anywhere on the battlefield.

Source: Campaign War Zone Damocles – Montka

 

The Eight Formation

The Eight Formation

Requirements: Commander Farsight, Bravestorm: Commander with XV8-02 Crisis ‘Iridium’ battlesuit, plasma rifle, flamer, stimulant injector, shield generator, 2 Gun Drones, Onager Gauntlet. Brightsword: Commander with twin-linked fusion blasters, advanced targeting system, stimulant injector, Shield Drone, Fusion Blades, Warscaper Drone. Sha’vastos: Commander with plasma rifle, flamer, shield generator, vectored retro-thrusters, 2 Gun Drones, Puretide Engram Neurochip. O’Vesa: Riptide Shas’vre with ion accelerator, twin-linked fusion blaster, Riptide shield generator, early warning override, stimulant injector, 2 Shielded Missile Drones, Earth Caste Pilot Array. Ob’lotai 9-0: Broadside Shas’vre with twin-linked high-yield missile pod, twin-linked smart missile system, velocity tracker, 2 Missile Drones, seeker missile, bonding knife ritual. Shas’o Arra’kon: Commander with plasma rifle, cyclic ion blaster, airbursting fragmentation projector, counterfire defense system, 2 Gun Drones, Repulsor Impact Field. Torchstar: Commander with two flamers, target lock, drone controller, 2 Marker Drones, Multi-spectrum Sensor Suite, Neuroweb System Jammer.

Restrictions: None.

Special Rules: Independent Character, Fearless, Preferred Enemy.

Unbreakable Bonds of Comradeship: Models from this Formation can provide Supporting Fire to a unit containing any models from this Formation if they are within 24? of each other, rather than 6?.

Inspiring Leaders: As long as at least one model from this Formation is still alive and on the battlefield, all friendly units with the Tau Empire Faction have the Stubborn special rule.

Source: Campaign War Zone Damocles – Montka

 

Infiltration Cadre Burning Dawn Formation

Infiltration Cadre Burning Dawn Formation

Requirements: Aun’Do, Stealth Team Darktide, Pathfinder Team Aurora, Tireless Hunter

Restrictions: None.

Special Rules: Stealth.

High Councillor: Once per game, when using the Invocation of the Elements special rule, Aun’Do can invoke up to two elemental powers, instead of just one.

Infiltration Cadre: All units in this Formation have the Scout special rule. Units that already have the Scout special rule instead gain the Infiltrate special rule.

Source: Warzone Damocles: Burning Dawn

Etheral Honour Guard Formation

Etheral Honour Guard Formation

Requirements: 1 Ethereal, 1 Strike Team Unit, 1 XV8 Crisis Battlesuit Unit

Restrictions: Ethereal must be equipped with Hover Drone.

Special Rules:

Swift Redeployment: At the start of our movement phase, pick one unit from this Formation that is within 12? of its Ethereal. Now choose a single model in the unit you pick as the linchpin around which the rest of the unit will reform; remove all other models in the unit from the battlefield and immediately set them up again within in 3? of the linchpin. The unit doesn’t count as moving; it may move normally in the same movement phase.

Source: Start Collecting: Tau Empire

 

Targeted Reconnaissance Cadre Formation

Targeted Reconnaissance Cadre Formation

Requirements: 1 Commander, 1 XV95 Ghostkeel Battlesuit, 1 XV25 Stealth Battlesuit unit, 1 Pathfinder Team, 1 TY7 Devilfish, 1 XV88 Broadside Battlesuit unit.

Restrictions: None.

Special Rules:

Mobile Insertion Force: As long as the Commander from this Formation is on the battlefield at the beginning of your turn, you can choose one unit from this Formation to move up 6″ before your movement phase begins. The unit that chooses cannot be locked combat, Falling back, or Pinned. If the unit doesn’t move in subsequent movement phase, they are considered stationary.

Source: Battleforce: Tau Empire Targeted Reconnaissance Cadre

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