T’au Empire 9th Edition

Codex T’au Empire 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1Codex 2022
Kroot CarnivoresTroops6------
Breacher TeamTroops9----85-
Strike TeamTroops9----80-
StormsurgeLords of War280--335-330-
The EightLords of War1250------
Manta Super-heavy DropshipLords of War-20002000----
KX139 Ta'unar Supremacy ArmourLords of War-10401000----
Ethereal GuardHQ5------
Cadre FirebladeHQ45----50-
EtherealHQ55----60-
Aun'ShiHQ55----85-
Ethereal with Hover DroneHQ60----65-
DarkstriderHQ60------
Aun'VaHQ75--85---
Commander in Crisis BattlesuitHQ85--90---
Commander Enforcer BattlesuitHQ90--100-110-
Commander in Coldstar BattlesuitHQ110--120-100-
Commander FarsightHQ130------
Commander ShadowsunHQ135----150-
LongstrikeHQ185----160-
Shas'o R'myrHQ-130-----
Kroot ShaperHQ25------
Shas'o R'alaiHQ-115100----
Sniper droneHeavy Support20------
Broadside battlesuitHeavy Support45--70-75-
Sky Ray GunshipHeavy Support100--130-135-
Hammerhead GunshipHeavy Support155--140-145-
RiptideHeavy Support245--261260240-
Tidewall DroneportFortification75----80-
Tidewall ShieldlineFortification75----80-
Tidewall GunrigFortification125------
Razorshark Strike FighterFlyer100--118-155-
Sun Shark BomberFlyer100--110-165-
DX-6 Remora Stealth DroneFlyer-60-----
Tiger Shark AX-1-0Flyer-530450----
Tiger Shark Fighter-bomberFlyer-340375----
Barracuda AX 5-2Flyer-200200----
Kroot HoundsFast Attack6------
Tactical DronesFast Attack10--20-8-
Pathfinder teamFast Attack11----90-
Vespid StingwingsFast Attack14----12-
PiranhasFast Attack35--43-60-
Marker DroneFast Attack10------
Shield DroneFast Attack15----12-
Tetra Scout SpeederFast Attack-4540----
Stealth suitsElites18--26-25-
Krootox RidersElites28----25-
Crisis BattlesuitsElites30--25-30-
Firesight MarksmanElites30----70-
Crisis BodyguardsElites33--30-35-
GhostkeelElites110--125-160-
XV107 R'varna BattlesuitElites-430320----
XV109 Y'vahra BattlesuitElites-395300----
XV9 Hazard Support TeamElites-7065-60--
DevilfishDedicated Transport75--70---
Alternating Fusion BlasterUpgrade------25
Dominator Fragmentation LauncherUpgrade------25
DW-02 Advanced Burst CannonUpgrade------15
E-H Disruption SuiteUpgrade------30
Internal Grenade RacksUpgrade------15
Novasurge Plasma RifleUpgrade------20
Resonator WarheadsUpgrade------30
Sensory Negation CountermeasuresUpgrade------15
Starflare Ignition SystemUpgrade------20
Stimm InjectorsUpgrade------10
Thermoneutronic ProjectorUpgrade------20
Wide-spectrum ScannersUpgrade------20
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1Codex 2022

T’au Empire Special Rules

<SEPT> KEYWORD

  • When you include a unit with the <SEPT> keyword, nominate which sept (or FARSIGHT ENCLAVES) it is from.
  • Replace every instance of the <SEPT> keyword on that unit’s datasheet with the name of your chosen sept.

CADRE COMMAND

  • If your army is Battle-forged, for each Detachment with this ability (excluding FARSIGHT ENCLAVES Detachments), that Detachment cannot contain more than one COMMANDER model.
  • If your army is Battle-forged, for each FARSIGHT ENCLAVES Detachment with this ability, that Detachment cannot contain more than two COMMANDER models.

DETACHMENT ABILITIES

  • If your army is Battle-forged, T’AU EMPIRE Detachments gain the Sept Tenets and Cadre Command abilities.
  • If your army is Battle-forged, FARSIGHT ENCLAVES Detachments gain the Independent Power ability.
  • If your army is Battle-forged, Troops units in T’AU EMPIRE Detachments gain the Objective Secured ability.

INDEPENDENT POWER

  • If your army is Battle-forged, for each Detachment with this ability, that Detachment cannot contain any ETHEREAL models.

MARKERLIGHTS

  • MARKERLIGHT units can perform the Fire Markerlights action.
  • Action begins at the start of your Movement phase, ends at the start of next Shooting phase.
  • When action is completed, for each MARKERLIGHT model, select one enemy unit within 36″ that is eligible for a ranged attack and roll one D6: on a 3+, that enemy unit gains a Markerlight token.
  • VEHICLE and DRONE models can move without the action failing, but only those models can fire their markerlights in their respective units.
  • When a unit with Markerlight tokens is targeted by ranged attacks by a T’AU EMPIRE unit (excluding T’AU AUXILIARY units), add 1 to hit rolls and afterwards remove one token.

PHILOSOPHIES OF WAR

  • Philosophies of War only applies if every model in your army is from the same sept (excluding T’AU AUXILIARYSUPREME COMMANDER and UNALIGNED models).
  • At the start of the battle, select either the Mont’ka or Kauyon Tactical Philosophy.
  • Until the end of the battle, T’AU EMPIRE units (excluding T’AU AUXILIARY units) gain new abilities based on the Tactical Philosophy that was selected and the current battle round number.

PROTOTYPE SYSTEMS

  • If your army is Battle-forged, you can upgrade COMMANDER, Crisis Shas’vre, Crisis Bodyguard Shas’vre or Ghostkeel Shas’vre models with a Prototype System.
  • Doing so increases a model’s Power Rating and points value.
  • A model cannot have more than one Prototype System.
  • Your army cannot contain more than one model with the same Prototype System.
  • You cannot give named characters Prototype Systems.

SEPT TENETS

  • If every unit in a Detachment is drawn from the same sept, all T’AU EMPIRE units in that Detachment that are drawn from that sept gain a Sept Tenet.
  • The Sept Tenet gained depends on what sept they are from.
  • If a sept does not have an associated Sept Tenet, you must create one for them. To do so, select two tenets.

BATTLESUITS

  • BATTLESUIT models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of. In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
  • Note that if a BATTLESUIT model has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of its unit, but it will only be able to make the attacks with that weapon if all enemy units within Engagement Range of its unit have been destroyed when you come to resolve those attacks. In addition, when a BATTLESUIT model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.

MANTA STRIKE

  • During deployment, if every model in this unit has this ability, you can set up this unit in a Manta hold instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9″ away from any enemy models.

AMBUSHING PREDATORS

  • At the start of the first battle round, models in this unit can make a Normal Move of up to 7″. They cannot end this move within 9″ of any enemy models.

INSPIRED TO GREATNESS

  • In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU AUXILIARY unit within 6″ of this unit’s ETHEREAL model (excluding FARSIGHT ENCLAVES units). Until the start of your next Command phase, while that unit is performing an action, it can make ranged attacks without that action failing.

PHILOSOPHIES OF WAR

If every unit from your army (excluding T’AU AUXILIARY, SUPREME COMMANDER and UNALIGNED units) is from the same Sept, then at the start of the battle, when you have determined who has the first turn, you can select one of the Tactical Philosophies below. T’AU EMPIRE units (excluding T’AU AUXILIARY units) from your army gain the benefits of that Tactical Philosophy. If both players have a similar ability, the player who has the first turn chooses first.

MONT’KA

In battle rounds 1-3:

  • Each time this unit makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it counts as having Remained Stationary.
  • Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit within the range shown in the table below, re-roll a wound roll of 1.
CURRENT BATTLE ROUNDRANGE
118″
212″
39″
 
KAUYON

In battle rounds 3-5:

  • This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit within 12″, if that model is not within Engagement Range of any enemy units and did not Fall Back this turn, on an unmodified hit roll of the value shown in the table below, if that attack scores a hit, it scores 1 additional hit.
CURRENT BATTLE ROUNDUNMODIFIED HIT ROLL
36
45+
54+

 

Sept Tenets

If your army is Battle-forged, <SEPT> units in T’AU EMPIRE Detachments gain access to the following sept rules, provided every <SEPT> unit (excluding SUPREME COMMANDER units) in your army is from the same sept. If every <SEPT> unit in a T’AU EMPIRE Detachment is from the same sept, that Detachment is referred to as a Sept Detachment.

T”AU SEPT: COORDINATED FIRE ARCS

  • Each time a unit with this tenet is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.
  • Add 3″ to the range of aura abilities of models with this tenet (to a maximum of 12″).
  • Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3″ to the range of that invocation or ability (to a maximum of 12″).

VIOR’LA: STRIKE FAST

  • At the start of your first turn, for each unit from your army that is wholly within your deployment zone, until the end of the turn, add 2″ to the Move characteristic of models in that unit.
  • You can re-roll Advance rolls and charge rolls made for units with this tenet.

SA’CEA: MASTERS OF URBAN WARFARE

  • Each time a ranged attack targets a VEHICLE unit with this tenet, if the attacker is more than 18″ away, then the target is treated as having the benefits of Dense Cover against that attack.
  • Each time a ranged attack targets an INFANTRY unit with this tenet, if the attacker is more than 12″ away, then the target is treated as having the benefits of Dense Cover against that attack.
  • VEHICLE and BATTLESUIT models with this tenet do not suffer the penalty incurred to their hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of them.

DAL’YTH: TRADING PARTNERS

  • Each time a ranged attack is made against an INFANTRY unit with this tenet, if the attacker is not within Engagement Range of that unit, models in that unit receive the benefit of Light Cover against that attack.
  • If you selected a Tactical Philosophy at the start of the battle, T’AU AUXILIARY units that are in the same Detachment as units with this tenet benefit from your army’s selected Tactical Philosophy.

BORK’AN: SUPERIOR CRAFTSMANSHIP

  • Add 4″ to the Range characteristic of ranged weapons that models with this tenet are equipped with.
  • Each time a ranged attack is made with a weapon that has a Strength characteristic of 7 or less against a VEHICLE or BATTLESUIT unit with this tenet, subtract 1 from the Strength characteristic of that attack.

FARSIGHT ENCLAVES: DEVASTATING COUNTERSTRIKE

  • Each time a model with this tenet makes a ranged attack that targets a unit within 9″, the target is treated as having a Markerlight token.
  • Each time a unit with this tenet is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
Expanding Empire

If your chosen sept does not have an associated Sept Tenet above, you must instead create their Sept Tenet. You do this by either by selecting the Allied World Sept Tenet below or by selecting two tenets from the Sector lists. Due to the slower migration of ideas and technologies across the T’au Empire, when selecting your second tenet, the following rules apply:

  • That tenet cannot be from the same Sector as the first tenet that you chose.
  • That tenet must be selected from a list corresponding to a Sector that is adjacent (as shown on the map below) to the one you selected your first tenet from.

ALLIED WORLD

Select one of the following septs and use the tenet of that sept (if you choose the Farsight Enclaves sept, then your Detachments will also gain the Independent Power Detachment ability and are treated as Farsight Enclaves Detachments for the purpose of the Cadre Command ability:

  • If a CHARACTER model with this tenet gains a Warlord Trait, they can have the Sept Warlord Trait associated with the sept that you selected. If it does so, replace all instances of the sept keyword on that Warlord Trait (e.g. VIOR’LA), if any, with the name of the sept that the CHARACTER is from.
  • Unless the only units with this tenet are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Sept Stratagem associated with the sept that you selected. When using such a Stratagem, replace all instances of the sept keyword on that Stratagem (e.g. VIOR’LA) with the sept that the units with this tenet are from

SECTOR A

STRIKE SWIFTLY

At the start of the first battle round, before the first turn begins, INFANTRY units with this tenet that start the battle wholly within your deployment zone can make a Normal Move of up to 6″. They cannot end this move within 9″ of the enemy deployment zone or any enemy models.

PLAY THEIR PART

  • BATTLESUIT models with this tenet that have a Wounds characteristic of 9 or less count as 3 models when determining control of an objective marker.
  • BATTLESUIT models with this tenet that have a Wounds characteristic of 10 or more count as 5 models when determining control of an objective marker.

ADHERENTS TO THE TEACHINGS

  • Add 3″ to the range of aura abilities of models with this tenet (to a maximum of 12″).
  • Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3″ to the range of that invocation or ability (to a maximum of 12″).

CALM UNDER PRESSURE

Each time a model with this tenet makes a ranged attack with an Assault weapon that targets a unit within 12″, add 1 to the Strength characteristic of that attack.

SECTOR B

CAMOUFLAGE EXPERTS

Each time a ranged attack is made against an INFANTRY unit with this tenet that is entirely on or within a terrain feature, if the attacker is more than 12″ away, then the unit with this tenet is treated as receiving the benefits of Dense Cover against that attack.

DEFENSIVE DOCTRINES

Each time a melee attack with an Armour Penetration characteristic of -1 or -2 is allocated to a model with this tenet, if that model was charged this turn, that attack has an Armour Penetration characteristic of 0 instead.

BLOCKING TACTICS

Each time a CORE INFANTRY unit with this tenet makes a charge move, until the start of your next Charge phase, CORE models in that unit have the Objective Secured ability. If such a model already has this ability, that model counts as one additional model when determining control of an objective marker.

FIRE CASTE MARKSMEN

Each time a model with this tenet makes a ranged attack with a pulse weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

SECTOR C

EVASION MANOEUVRES
Each time a unit with this tenet Advances, until the start of your next Movement phase, models in that unit that can FLY have a 5+ invulnerable save against ranged attacks.

PINPOINT TARGETING

Each time a model with this tenet makes a ranged attack that targets a unit within 12″, the target does not receive the benefits of Light Cover against that attack.

DISENGAGEMENT PROTOCOLS

Each time an INFANTRY unit with this tenet is selected to Fall Back, select one enemy unit within Engagement Range of that INFANTRY unit and roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

FIRE SATURATION

Each time a model with this tenet makes a ranged attack with a burst weapon that targets a unit within 12″, add 1 to that attack’s hit roll.

SECTOR D

RELIABLE WEAPONRY

Each time a unit with this tenet is selected to shoot, you can re-roll one wound roll when resolving that unit’s attacks.

DEFENDERS OF THE CAUSE

Each time a model with this tenet (excluding DRONE models) would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

REINFORCED ARMOUR

Each time a ranged attack is made with a weapon that has a Strength characteristic of 7 or less against a VEHICLE or BATTLESUIT unit with this tenet, subtract 1 from the Strength characteristic of that attack.

HARDENED WARHEADS

Each time a model with this tenet makes a ranged attack with a missile weapon, the target does not receive the benefits of cover against that attack.

SECTOR E

TURBO-JETS

Add 2″ to the Move characteristic of models with this tenet that can FLY.

LOYAL TO THE END

  • Add 1 to the Leadership characteristic of models with this tenet.
  • Each time a Morale test is taken for a unit with this tenet, you can re-roll that test.

RAPID RETREAT

Each time a unit with this tenet Falls Back, add 3″ to the distance that every model in that unit can move.

ENRICHED REACTORS

Each time a model with this tenet makes a ranged attack with a plasma weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Prototype Systems

If your army is Battle-forged and includes any T’AU EMPIRE Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the following models in your army by giving them a Prototype System:

  • COMMANDER models
  • Crisis Shas’vre models
  • Crisis Bodyguard Shas’vre models
  • Ghostkeel Shas’vre models

Each time you give a model a Prototype System, its unit’s Power Rating is increased as shown in the table below If you are playing a matched play game, or a game that uses a points limit, then the points value of that model’s unit is also increased by the amount shown in the same table. Make a note on your army roster each time you give a model a Prototype System.

Note that some Prototype Systems replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced.

Named characters cannot be given Prototype Systems. Each model can only have one Prototype System. An army cannot include the same Prototype System more than once. Prototype Systems are not considered to be Relics for any rules purposes – this means a CHARACTER model can be equipped with both a Relic and a Prototype System.


STARFLARE IGNITION SYSTEM

COLDSTAR COMMANDER model only. Once per battle, when the bearer starts or ends a move, or when it uses its High-altitude Manoevures ability (before removing it from the battlefield), it can use this Prototype System. If it does, roll one D6 for each other unit within 3″ of this model: on a 2+, that unit suffers D3 mortal wounds.

SENSORY NEGATION COUNTERMEASURES

COMMANDER or CRISIS model only. Once per battle, at the start of the Fight phase, the bearer can use this Prototype System. If it does, select one enemy unit within Engagement Range of the bearer’s unit. Until the end of the next turn, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.

ALTERNATING FUSION BLASTER

COMMANDER or CRISIS model equipped with one or more fusion blasters only. This Prototype System replaces one fusion blaster and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Alternating fusion blaster
12″
Assault 1
8
-4
D6+2
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over

DW-02 ADVANCED BURST CANNON

COMMANDER or CRISIS model equipped with one or more burst cannons only. This Prototype System replaces one burst cannon and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
DW-02 Advanced Burst Cannon
18″
Assault 8
6
-1
1
Abilities: Each time an attack made with this weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses.

DOMINATOR FRAGMENTATION LAUNCHER

COMMANDER or CRISIS model equipped with one or more airbursting fragmentation projectors only. This Prototype System replaces one airbursting fragmentation projector and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Dominator Fragmentation Launcher
24″
Assault D6
5
-2
1
Abilities: Blast. This weapon can target units that are not visible to the bearer. Each time the bearer shoots with this weapon, if any hits are scored, until the end of the turn, subtract 4 from the Leadership characteristic of models in the target unit.

INTERNAL GRENADE RACKS

Once per turn, after this model has moved in your Movement phase, you can select one unit it moved across and roll one D6: on a 2+, that unit suffers D3 mortal wounds.

E-H DISRUPTION SUITE

GHOSTKEEL BATTLESUIT model only. Once per battle, in your Command phase, the bearer can use this Prototype System. If it does, until the start of your next Command phase, it gains the following ability:

E-H Disruption (Aura): While an enemy unit is within 12″ of this model, each time your opponent selects that unit for a Stratagem and each time your opponent uses a Stratagem when that unit is selected to shoot or fight, increase the CP cost of that Stratagem by 1CP. Note that the CP cost is only increased by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.’

STIMM INJECTORS

COMMANDER or CRISIS model only. Once per battle, when a saving throw is failed for the bearer, the bearer can use this Prototype System. If it does, until the end of the turn, each time the bearer would lose a wound, roll one D6: on a 4+, that wound is not lost.

WIDE-SPECTRUM SCANNERS

Model equipped with early warning override only. At the end of the Reinforcements step of your opponent’s Movement phase, if the bearer is not within Engagement Range of any enemy units, it can shoot as if it were your Shooting phase, but it can only target a single eligible enemy unit that was set up as Reinforcements this turn and is within 12″ of the bearer.

RESONATOR WARHEADS

COMMANDER or CRISIS model equipped with one or more missile pods only. This Prototype System replaces one missile pod and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Resonator Warheads
30″
Assault 3
8
-2
2
Abilities: Each time the bearer shoots with this weapon, if any hits are scored against an INFANTRYBEAST or CAVALRY unit, until the start of your next Shooting phase, halve the Move characteristic of models in that unit (if models in that unit are affected by any other modifiers to their Move characteristic, this ability cannot reduce it to less than half).

THERMONEUTRONIC PROJECTOR

COMMANDER or CRISIS model equipped with one or more T’au flamers only. This Prototype System replaces one T’au flamer and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Thermoneutronic Projector [shooting)
12″
Assault D6+2
4
-2
2
Thermoneutronic Projector [melee)
Melee
Melee
4
-2
2
Abilities: Each time the bearer fights, it makes D6+2 additional attacks with this weapon.

NOVASURGE PLASMA RIFLE

COMMANDER or CRISIS model equipped with one or more plasma rifles only. This Prototype System replaces one plasma rifle and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Novasurge Plasma Rifle
30″
Assault 1
8
-5
3
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Invocations of the Ethereals

Before the battle, generate the invocations that each ETHEREAL model from your army knows using the table below. You can either roll one D6 to generate each invocation randomly (re-rolling duplicate results), or you can select which invocations the ETHEREAL knows.


STORM OF FIRE

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6″ of this ETHEREAL. That unit can make ranged attacks without any action it is performing failing.

SENSE OF STONE

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6″ of this ETHEREAL. Each time a CORE model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

ZEPHYR’S GRACE

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6″ of this ETHEREAL. Each time a ranged attack is made against that unit, if it did not Remain Stationary in your previous Movement phase, subtract 1 from that attack’s hit roll.

POWER OF TIDES

If this invocation is inspiring, select one friendly T’AU AUXILIARY unit within 6″ of this ETHEREAL. Each time a model in that unit makes an attack, add 1 to that attack’s wound roll.

UNIFYING MANTRA (AURA)

If this invocation is inspiring, then while a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) is within 6″ of this ETHEREAL:

    • You can re-roll Morale tests taken for that unit.
    • Add 1 to Combat Attrition tests taken for that unit.

WISDOM OF THE GUIDES

If this invocation is inspiring, you gain 1 Command point.

T’au Empire Stratagems

As of 01-14-2023 T’au Empire Stratagems groups are…

  • Core Stratagems
  • T’au Empire Stratagems
  • Sept Tenets Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army includes any T’AU EMPIRE Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

BREACH AND CLEAR: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes a ranged attack:

    • The target does not receive the benefits of cover against that attack.
    • You can re-roll the wound roll.
RELENTLESS FUSILLADE: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem in your Shooting phase, when a STRIKE TEAM unit from your army is selected to shoot. Until the end of the phase:

    • Instead of following the normal rules for Rapid Fire weapons, models in that unit shooting pulse rifles make double the number of attacks.
    • Each time a CORE model in that unit makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.
ON-BOARD SENSORS: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem at the start of your Shooting phase. Select one <SEPT> DEVILFISH model from your army and one enemy unit within 24″ of and visible to that model. Until the end of the phase, that DEVILFISH model gains the following ability:

Sensor Link (Aura): While a friendly <SEPT> FIRE WARRIOR TEAM unit is within 6″ of this model, each time a model in that unit makes a ranged attack against the selected enemy unit, re-roll a hit roll of 1.’

 
DYNAMIC OFFENSIVE: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem in your Movement phase, when a CRISIS BATTLESUIT unit from your army is selected to move. Until the end of the turn:

    • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6″ to the Move characteristic of models in that unit.
    • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
PULSE ONSLAUGHT: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem in your Shooting phase, when a FIRE WARRIOR TEAM unit from your army is selected to shoot. Until the end of the phase, each time a CORE model in that unit makes an attack with a pulse weapon, an unmodified hit roll of 6 automatically wounds the target.
 
POINT-BLANK VOLLEY: 1 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem at the start of your Shooting phase. Select one FIRE WARRIOR TEAM unit from your army that is within Engagement Range of any enemy units. Until the end of the phase, pulse blasters, pulse carbines and pulse rifles that models in that unit are equipped with have the Type characteristic Pistol 2.
 
DROP THREAT ACQUISITION: 3 CP/2 CP
T’au Empire – Battle Tactic Stratagem
 
Use this Stratagem in your Movement phase, when a BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem-costs 3CP; otherwise, it costs 2CP.
 
SAVIOUR PROTOCOLS: 1 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem in any phase, when a saving throw is failed for a model in a <SEPT> unit from your army. Select one friendly <SEPT> DRONE model within 3″ of that unit, or within 6″ of that unit if it contains a model equipped with a drone controller. That DRONE model is destroyed and the Damage characteristic of that attack is changed to 0.
 
BRANCHED NOVA CHARGE: 2 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem in your Command phase, when a RIPTIDE BATTLESUIT model from your army uses its Nova Reactor ability and it burns out. That model’s nova reactor does not burn out, and you can select one of its reactor abilities. This Stratagem cannot be used to prevent the same model’s reactor from burning out more than once per battle.
 
COMBAT DEBARKATION: 1 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem at the start of your Movement phase.

  • If you selected the Mont’ka Tactical Philosophy at the start of the battle and it is the first, second or third battle round, select up to three DEVILFISH models from your army.
  • If you selected the Kauyon Tactical Philosophy at the start of the battle and it is the third, fourth or fifth battle round, select up to three DEVILFISH models from your army.
  • Otherwise, select one DEVILFISH model from your army.

Until the end of the phase, each time one of those models makes a Normal Move, after it has moved, any units embarked within that transport can disembark. Any units that do so cannot charge this turn.

 
WISDOM OF THE MANY: 2 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem at the start of any of your phases other than your Command phase. Select one ETHEREAL unit from your army that has not intoned an invocation this turn. That model can intone one invocation that has not already been intoned by a friendly model this turn. That invocation is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
 
FAIL-SAFE DETONATOR: 1 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem in any phase, when a BATTLESUIT model from your army is destroyed. Before removing that model from play, instead of using any rules that are triggered when that model is destroyed (e.g. the Explodes ability), roll one D6 for each unit within 3″ of that model, adding 1 to the roll if the destroyed model has a Wounds characteristic of 12 or more: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
 
BACKUP AI: 1 CP
T’au Empire – Epic Deed Stratagem
 
Use this Stratagem in your Command phase. Select one T’AU EMPIRE model in your army Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
 
EMERGENCY DISPENSATION: 1 CP
T’au Empire – Requisition Stratagem
 
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
 
PROMISING PUPIL: 1 CP
T’au Empire – Requisition Stratagem
 
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T’AU EMPIRE keyword. Select one T’AU EMPIRE CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
 
ORBITAL ION BEAM: 2 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your Command phase. Place two Ion Beam markers anywhere on the battlefield within 12″ of each other. At the start of your next Command phase, draw a straight, imaginary line between the two Ion Beam markers, and then roll one D6 for each unit that this line crosses over, adding 1 if the unit being rolled for is a BUILDING: on a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. The Ion Beam markers are then removed. You can only use this Stratagem once.
 
WALL OF MIRRORS:  1CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem at the end of your Movement phase. Select one STEALTH BATTLESUITS or GHOSTKEEL BATTLESUIT unit from your army that is wholly within 9″ of any battlefield edges. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9″ of any battlefield edge and more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
 
THE GRISLY FEAST: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a KROOT unit from your army. Until the end of the battle, each time a model in that Kroot unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
 
COORDINATED ENGAGEMENT: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your Shooting phase, before selecting a unit to shoot with. Select one enemy unit and two <SEPT> units from your army that are within 18″ of and visible to that enemy unit. Until the end of the phase, each time a model in one of those <SEPT> units makes an attack:

    • That attack can only target that enemy unit (and only if it is an eligible target).
    • Improve the Armour Penetration characteristic of that attack by 1.
A TRAP WELL LAID: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one KROOT unit from your army that is not within Engagement Range of any enemy units. Until the end of the turn:

    • Add 1 to the Attacks characteristic of models in that unit.
    • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
    • That unit is eligible to perform a Heroic Intervention if it is within 6″ horizontally of an enemy unit, and when performing a Heroic Intervention move with that unit, you can move each model in that unit up to 6″. All other rules for Heroic Interventions still apply.
RECON SWEEP: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your Shooting phase, when a PATHFINDER TEAM unit from your army successfully completes the Fire Markerlights action. Each time you roll to see if an enemy unit gains a Markerlight token as a result of that action completing, add 1 to the roll. That unit can make a Normal Move.
 
SHOCKING FIRESTORM: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your Shooting phase, when a <SEPT> unit from your army is selected to shoot. Select one enemy unit within 18″ of that <SEPT> unit. Until the end of the phase, each time a model in that enemy unit is destroyed as a result of an attack made by a model in that <SEPT> unit, the destroyed model counts as two destroyed models for the purposes of Morale tests this turn.
 
COUNTERFIRE DEFENCE SYSTEM: 1 CP/2 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your opponent’s Shooting phase, when an attack is allocated to a COUNTERFIRE DEFENCE SYSTEM model from your army. The Damage characteristic of that attack is changed to 1. If that model has a Wounds characteristic of 14 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
 
DESIGNATED TASKING: 1 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem in your Command phase. Select one T’AU EMPIRE unit from your army that is not within Engagement Range of any enemy units and contains both DRONE models and models without the DRONE keyword. Split that unit into two units, one containing all of the DRONE models, and the other containing all of the models without the DRONE keyword.

If any of those DRONE models are docked with another model, set them up within 1″ of the model they are docked with before splitting the unit. Those DRONE models are no longer docked with that model.

 
STRIKE AND FADE: 1 CP/2 CP
T’au Empire – Strategic Ploy Stratagem
 
Use this Stratagem at the start of your Shooting phase. Select one T’AU EMPIRE JET PACK unit from your army. You can shoot with that unit and then it can make a Normal Move of up to 6″. That unit cannot shoot again this phase.

If that unit contains 5 or fewer models (excluding DRONE models), this Stratagem costs 1CP; otherwise, it costs 2CP.

 
FREQUENCY LOCK: 1 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your Shooting phase, when a T’AU EMPIRE model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a seeker missile, seeker missile rack or destroyer missile:

    • That attack can target units with one or more Markerlight tokens that are not visible to the attacking model.
    • Add 1 to that attack’s wound roll.
NEUROWEB SYSTEM JAMMER: 1 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your Shooting phase. Select one enemy unit within 18″ of and visible to a NEUROWEB SYSTEM JAMMER unit from your army. Roll one D6: on a 3+, until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.
 
REPULSOR IMPACT FIELD: 1 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your opponent’s Charge phase, when a BATTLESUIT unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that BATTLESUIT unit. The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.
 
IONISED SHOCKFIELD: 2 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your Shooting phase, when a model in an enemy unit is destroyed as a result of an attack made with an ion weapon by a <SEPT> model from your army. Until the start of your next Shooting phase, that enemy unit is not affected by the aura abilities of other enemy units.
 
SUBMUNITIONS: 1 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your Shooting phase, when a HAMMERHEAD model from your army is selected to shoot. If that model is equipped with a railgun, instead of making attacks with that weapon this phase, select one enemy unit that is not within Engagement Range of any units from your army and is within 36″ of and visible to that model. Roll one D6 for each model in that unit, adding 1 to each roll if that unit has 11 or more models: for each 4+, that unit suffers 1 mortal wound (to a maximum of 8 mortal wounds).
 
PHOTON GRENADES: 1 CP
T’au Empire – Wargear Stratagem
 
Use this Stratagem in your opponent’s Charge phase, when a PHOTON GRENADES unit from your army is selected as a target of a charge declared with an enemy unit (excluding VEHICLE and MONSTER units). Until the end of the turn:

  • Subtract 2 from that unit’s charge rolls.
  • Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.

Each sept has an associated Sept Stratagem. If your army includes a Sept Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Sept Stratagem.

T’AU SEPT

FOCUSED FIRE: 2 CP
T’au Sept – Battle Tactic Stratagem
 
Use this Stratagem in your Shooting phase, when an enemy model loses any wounds as a result of an attack made by a T’AU SEPT model from your army. Until the end of the phase, each time a T’AU SEPT CORE model from your army makes an attack against that enemy model’s unit, add 1 to that attack’s wound roll.

VIOR’LA

HOT-BLOODED: 2 CP
Vior’la – Battle Tactic Stratagem
 
Use this Stratagem in your Shooting phase, when a VIOR’LA unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit (excluding DRONE models) makes an attack that targets the closest eligible target, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

SA’CEA

ORBITAL UPLINK: 1 CP
Sa’cea – Strategic Ploy Stratagem
 
Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a SA’CEA unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.

DAL’YTH

OUTFLANK: 1 CP
Dal’yth – Strategic Ploy Stratagem
 
Use this Stratagem at the end of your Movement phase. Select one DAL’YTH CORE unit or T’AU AUXILIARY unit from your army that is within 9″ of any battlefield edges. If the mission you are playing is using the Strategic Reserves rule, you can remove that unit from the battlefield and place it in Strategic Reserves

BORK’AN

EXPERIMENTAL WEAPONRY: 2 CP
Bork’an – Epic Deed Stratagem
 
Use this Stratagem in your shooting phase, when a BORK’AN unit from your army is selected to shoot. Select one model in that unit and one weapon that model is equipped with. Until the end of the phase, each time that model makes an attack with that weapon, invulnerable saving throws cannot be taken against that attack.

FARSIGHT ENCLAVES

DROP ZONE CLEAR: 3 CP/2 CP
Farsight Enclaves – Battle Tactic Stratagem
 
Use this Stratagem in your Movement phase, when a FARSIGHT ENCLAVES BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll and you can re-roll the wound roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem costs 3CP; otherwise, it costs 2CP.

T’au Empire Unique Items

As of 01-14-2023 T’au Empire Unique Item groups are…

  • Signature Systems
  • Sept Signature Systems

(See tabs for details)

If your army is led by a T’AU EMPIRE WARLORD, you can, when mustering your army, give one of the following Signature Systems to a T’AU EMPIRE CHARACTER model in your army. Named characters cannot be given any of the following Relics. When a model in your army is given a Signature System, replace all instances of the <SEPT> keyword on that Relic’s rules (if any) with the name of the sept that your model is drawn from.

ADVANCED EM SCRAMBLER

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12″ of the bearer.
  • In your Command phase, select one enemy unit within 6″ of the bearer. Until the start of your next Command phase, that unit cannot be affected by the aura abilities (excluding those that are psychic powers) of other units from your opponent’s army.

BORTHROD GLAND

KROOT model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, the bearer gains the following ability:

Alien Glands (Aura): While a friendly KROOT unit is within 6″ of this model, add 1 to the Attacks characteristic and add 1 to the Strength characteristic of models in that unit.’

KA’CHAK’TARR

Model equipped with Shaper Kroot rifle only. This Relic has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Ka’chak’tarr
24″
Rapid Fire 2
5
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

MULTI-SENSORY DISCOURAGEMENT ARRAY

At the end of your Movement phase, select one enemy unit within 12″ of the bearer and roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, select one of the results below to take effect until the start of your next Movement phase:

  • The selected unit loses the Objective Secured ability.
  • Halve the Move characteristic of models in that unit and halve charge rolls made for that unit.
  • Each time a model in that unit makes a ranged attack, it can only target the closest eligible target.

NEURO-EMPATHIC NULLIFIER

ETHEREAL model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one enemy unit within 18″ of and visible to the bearer and roll one D6: on a 2+, until the start of your next Command phase, the target cannot perform actions (if that unit is currently performing an action, it immediately fails).

OHR’TU’S LANTERN

Model equipped with a markerlight only. Each time this model performs the Fire Markerlights action, roll five additional D6s (each of which causes the enemy unit to gain one Markerlight token on a roll of 3+).

ONAGER GAUNTLET

BATTLESUIT model only. This Relic has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Onager Gauntlet
Melee
Melee
12
-4
3

PURETIDE ENGRAM NEUROCHIP

While the bearer is on the battlefield, each time you spend a Command point to use a T’au Empire Battle Tactic or T’au Empire Epic Deed Stratagem, roll one D6: on a 3+, that Command point is refunded.

SOLID-IMAGE PROJECTION UNIT

  • Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.
  • The bearer has a 4+ invulnerable save.

THE BE’GEL HUNTER’S PLATE

  • Add 1 to armour saving throws made for the bearer.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

THE HUMBLE STAVE

ETHEREAL model only.

  • In your Command phase, if the bearer is on the battlefield, it can intone one additional invocation it knows from the Invocations of the Ethereals that has not already been intoned by a friendly model that turn.
  • Each time the bearer intones an invocation, add 1 to the roll to see if it is inspiring.

THE KINDLED BLADE

CADRE FIREBLADE model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, it gains the following ability:

Bonding Ritual (Aura): While a friendly <SEPT> FIRE WARRIOR TEAM unit is within 6″ of this model, that unit automatically passes Morale tests.’

Each sept has an associated Sept Signature System. If your army is led by a T’AU EMPIRE <SEPT> CHARACTER WARLORD, you can give the relevant Sept Signature System to a T’AU EMPIRE <SEPT> CHARACTER model in your army instead of giving them a Signature System Relic. Named characters (such as COMMANDER SHADOWSUN) cannot be given a Signature System Relic.

T’AU SEPT

VECTORED MANOEUVRING THRUSTERS

BATTLESUIT model only.

    • Add 2″ to the bearer’s Move characteristic.
    • Once per battle round, when the bearer is selected as a target of a charge, if it is not within Engagement Range of any enemy units it can use this Relic. If it does, it can make a Normal Move. Until the end of the phase, the bearer cannot fire Overwatch or Set to Defend. Your opponent can select new targets for the charge.

VIOR’LA

 AUTOMATED ARMOUR DEFENCES

COMMANDER model only. At the start of your Shooting phase, roll one D6: on a 2-4, the closest enemy unit within 18″ of and visible to the bearer suffers 1 mortal wound; on a 5+, the closest enemy unit within 12″ of and visible to the bearer suffers D3 mortal wounds.

SA’CEA

GRAV-INHIBITOR FIELD

    • At the start of the Fight phase, all enemy units within Engagement Range of the bearer are not eligible to fight this phase until after all eligible units from your army have done so.
    • Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll.

DAL’YTH

DYNAMIC MIRROR FIELD

    • The bearer cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model or the firing model is within 12″ of it.
    • The bearer has a 5+ invulnerable save.

BORK’AN

OVERDRIVE POWER SYSTEMS

COMMANDER model only. Select up to two ranged weapons this model is equipped with. Each time the bearer makes a ranged attack with one of those weapons that targets a unit within half range, add 1 to that attack’s wound roll.

FARSIGHT ENCLAVES

TALISMAN OF ARTHAS MOLOCH

    • In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER.
    • Add 1 to Deny the Witch tests taken for the bearer.

T’au Empire Warlord Traits

 

As of 01-14-2022 T’au Empire Warlord Traits are…

  • T’au Empire Warlord Traits
  • Kroot Warlord Traits
  • Sept Warlord Traits

(See tabs for details)

If a <SEPT> CHARACTER model is your WARLORD, you can use the T’au Empire Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a KROOT CHARACTER model is your WARLORD, you can instead use the Kroot Warlord Traits table below to determine what Warlord Trait they have in the same manner. When you have determined a Warlord Trait for a T’AU EMPIRE CHARACTER model, replace all instances of the <SEPT> keyword in their Warlord Trait (if any) with the name of the sept that your model is from.


Precision of the Hunter

Each time this WARLORD makes an attack, you can re-roll the hit roll and you can re-roll the wound roll.

Through Unity, Devastation

While a friendly <SEPT> CORE unit is within 6″ of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

A Ghost Walks Among Us

  • Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.
  • Each time this WARLORD Advances, do not make an Advance roll. Instead, until the end of the phase, add 6″ to the Move characteristic of this WARLORD.

Through Boldness, Victory

In your Command phase, select one friendly <SEPT> CORE unit within 9″ of this WARLORD. Until the start of your next Command phase, each time a CORE model in that unit makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

Exemplar of the Kauyon

After both players have deployed their armies and determined who has the first turn, select up to one friendly <SEPT> unit, or up to three friendly <SEPT> units if you selected the Kauyon Tactical Philosophy this battle, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.

Exemplar of the Mont’ka

In your Command phase, select one friendly <SEPT> CORE unit within 9″ of this WARLORD. Until the start of your next Command phase, each time a Core model in that unit makes a ranged attack that targets an enemy unit within 9″, or 12″ if you selected the Mont’ka Tactical Philosophy this battle, you can re-roll the wound roll.

If a <SEPT> CHARACTER model is your WARLORD, you can use the T’au Empire Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a KROOT CHARACTER model is your WARLORD, you can instead use the Kroot Warlord Traits table below to determine what Warlord Trait they have in the same manner. When you have determined a Warlord Trait for a T’AU EMPIRE CHARACTER model, replace all instances of the <SEPT> keyword in their Warlord Trait (if any) with the name of the sept that your model is from.


Master of the Hunt

While a friendly KROOT unit is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack that targets a unit within 12″, the target does not receive the benefits of cover against that attack.

Pack Leader

While a friendly KROOT unit is within 6″ of this WARLORD, each time you make a charge roll for that unit, roll one additional D6 and discard one of the dice.

Nomadic Hunter

While a friendly KROOT unit is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, if that unit did not Fall Back this turn, it counts as having Remained Stationary during its previous Movement phase.

Each sept has an associated Sept Warlord Trait. If a T’AU EMPIRE <SEPT> CHARACTER model gains a Warlord Trait, they can have the relevant Sept Warlord Trait instead of a Warlord Trait from this section.

T’AU SEPT

STRENGTH OF CONVICTION: Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

VIOR’LA

ACADEMY LUMINARY: While this WARLORD is on the battlefield, each time you spend a Command point to use a T’au Empire Strategic Ploy or T’au Empire Wargear Stratagem, roll one D6: on a 3+, that Command point is refunded.

SA’CEA

STRATEGIC CONQUEROR: In your Command phase, select one friendly SA’CEA unit within 9″ of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If that unit already has this ability, models in that unit counts as one additional model when determining control of an objective marker.

DAL’YTH

UNIFYING INFLUENCE: This WARLORD gains the following abilities:

    • Diplomatic Excellence (Aura): While a friendly DAL’YTH or T’AU AUXILIARY unit (excluding CHARACTER units) is within 6″ of this WARLORD, add 1 to the Leadership characteristic of models in that unit.
    • Integrated Command Structure (Aura): While a friendly T’AU AUXILIARY unit is within 6″ of this WARLORD, that unit is treated as not having the T’AU AUXILIARY keyword for the purpose of the Markerlights rule.

BORK’AN

SEEKER OF PERFECTION: Each time this WARLORD makes a ranged attack:

    • Improve the Armour Penetration characteristic of that attack by 1.
    • An unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 3 mortal wounds per phase).

FARSIGHT ENCLAVES

MASTER OF THE KILLING BLOW: Each time this WARLORD makes an attack:

    • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 3.
    • The model that attack is allocated to cannot use any rules to ignore the wounds it loses.

T’au Empire Resources

FAQs

Winning T’au Empire Lists of 9th edition

2020 T’au Empire Lists

2021 T’au Empire Lists

  1. Ben Neal 2nd Place Olympus Games GT 2021 – T’au Empire
  2. Benjamin Rubenstein 3rd Place The Portal Winter GT 2021 – T’au Empire

2022 T’au Empire Lists

  1. Paul McKelvey 2nd Place NorCal Open 2022 – T’au Empire
  2. Vik Vijay 2nd Place Beachhead Brawl 2022 – T’au Empire
  3. Alex Harrison 1st Place Beachhead Brawl 2022 – T’au Empire
  4. Cody Browne 2nd Place Burnaby Winter Beatdown Feb 2022 – T’au Empire
  5. Brian Seipp 1st Place Void Hammer 40k GT 2022 – T’au Empire
  6. Quinton Johnson 2nd Place Frontline Gaming Cherokee Open 40K Champs 2022 – T’au Empire
  7. Sean Rice 3rd Place Frontline Gaming Cherokee Open 40K Champs 2022 – T’au Empire
  8. Jack Harpster 1st Place Frontline Gaming Cherokee Open 40K Champs 2022 – T’au Empire
  9. Ewart Searle 3rd Place Battle In The Bush 2021(22) 2022 – T’au Empire
  10. Matt Morosoli 2nd Place Down Under 40k GT Feb 2022 – T’au Empire
  11. William Fuhrimann 1st Place Bembel Clash #2 2022 – T’au Empire
  12. Paul Quigley 1st Place Broadsword Wargaming ITC Winter Major 2022 – T’au Empire
  13. Daniel Ahern 3rd Place Broadsword Wargaming ITC Winter Major 2022 – T’au Empire
  14. Thomas Ogden 1st Place Valhalla GT 2022 – T’au Empire
  15. Brenton Weiss 2nd Place Valhalla GT 2022 – T’au Empire
  16. Lyle Dixon 3rd Place Valhalla GT 2022 – T’au Empire
  17. Steve Trimble 1st Place Pecking Wars GT-Major 2022 – T’au Empire
  18. Aaron Young 3rd Place OPG GT 2022 – T’au Empire
  19. Thomas Ogden 3rd Place Adepticon 2022 40k Champs 2022 – T’au Empire
  20. Chris Anderson 2nd Place FactoruM Warhammer 40,000 GT March 2022 – T’au Empire
  21. Benjamin Rubenstein 1st Place The Portal 40k Spring GT 2022 – T’au Empire
  22. Danny McDevitt 2nd Place The Calm Before The Storm, Haven 40k Grand Tournament 2022 – T’au Empire
  23. Kyle Grundy 3rd Place Last Of The Summer Winehammer 2022 – T’au Empire
  24. Dusty Justy 1st Place Copenhammer GT III 2022 – T’au Empire
  25. Matt Estrada 1st Place CAGBASH XV 40k2022 – T’au Empire
  26. Michael McEachern 3rd Blood & Iron Warhammer 40K 2 Day 2022 – T’au Empire
  27. Donovan Sailo 3rd Place Scorched Earth Open 2022 – T’au Empire
  28. Will Taylor 2nd Place Battle Ready 40k Major Mayhem  2022 – T’au Empire
  29. Rasmus Valand Fredriksen 1st Place Norsehammer Open 2022 40k 2022 – T’au Empire
  30. Markus Hinson 2nd Place War Of The Roses 2022 – T’au Empire
  31. Logan Heath 3rd Place Dicehammer 40k Open GT V 2022 – T’au Empire
  32. Joel Wilson 2nd Place Dicehammer 40k Open GT V 2022 – T’au Empire
  33. Dawid Komorowski 3rd Place Norsehammer Open 2022 40k 2022 – T’au Empire
  34. Brian Seipp 2nd Place OPG GT 2022 – T’au Empire
  35. Dusty Justy 3rd Gibraltar Grand Tournament 2022 – T’au Empire
  36. Magnus Forslund 2nd Place Fantasia Fanatic XLI 40K 2022 – T’au Empire
  37. Rasmus Valand Fredriksen 1st Place Norsehammer Open 2022 40k 2022 – T’au Empire
  38. Brenton Weiss 3rd Place 40k GT Bedlam In The ‘Burgh 2022 – T’au Empire
  39. Thomas Ogden 1st Place 40k GT Bedlam In The ‘Burgh 2022 – T’au Empire
  40. Danny McDevitt 2nd Place Tau Tipping 2022 – T’au Empire
  41. Ben Neal 1st Place The Warhound at Game Grid April GT 2022 – T’au Empire
  42. Dustin Lane 3rd Place A MAJOR Badger Brawl! GT 2022 – T’au Empire
  43. Thomas Ogden 1st Place The DoG Invitational 2022 – T’au Empire
  44. Ryan Wienke 3rd Renegade Wargaming – Spring Up GT 2022 – T’au Empire
  45. Rasmus Valand Fredriksen 1st Place Dawn Of Vår II 2022 – T’au Empire
  46. Adam Napier 1st Place 40k Rataclysm 2022 – T’au Empire
  47. Daniel Tombs 2nd Place The BRISTOL GT 2022 – T’au Empire
  48. Olof Svensson 2nd Place West Coast GT 2022 – T’au Empire
  49. Vladimir Davydenko 2nd Place Confrontation Redemption #2 2022 – T’au Empire
  50. Jake Nelson 2nd Place A MAJOR Badger Brawl! GT 2022 – T’au Empire
  51. Vincent Chan 2nd Place The Brighton Warhammer 40k Tournament 2022 – T’au Empire
  52. Rasmus Olesen 3rd Place Slagmark FYN 40k 2022 – T’au Empire
  53. Andrew MacMillan 3rd Place UCG’s Galaxy In Grasp II 2022 – T’au Empire
  54. Roger Boira 2nd Place I GT Andorra 2022 – T’au Empire
  55. Ben Neal 1st Place Bugeater 2022 – T’au Empire
  56. Kyle Grundy 3rd Place The Newcastle GT  2022 – T’au Empire
  57. Zach Comeau 3rd Place The Canadian Shield 2022 – T’au Empire
  58. Thomas Ogden 1st Place Atlantic City Open 2022 – T’au Empire
  59. Matthew Geyer 1st Place US Open San Diego 2022 – T’au Empire
  60. Mark Ferek 3rd Place US Open San Diego 2022 – T’au Empire
  61. Adam Napier 1st Place Terracon 2022 – T’au Empire
  62. Donald Plummer 2nd Place The Pecking Order – Oh Sweet Summer Child GT 2022 – T’au Empire
  63. Steven Wohlmuth 3rd Place The Portal 40k Summer GT 2022 – T’au Empire
  64. James Hobbs 1st Place FactoruM BA IU 2022 – T’au Empire
  65. Kyle Grundy 1st Place Leodis Games GT July 2022 – T’au Empire
  66. Thomas Ogden 1st Place Showdown At Frogtown 2022 – T’au Empire
  67. Koldo Gonzalez 2nd Place GT de MADRID 2022 – T’au Empire
  68. Brenton Weiss 1st Place Arch City GT 2022 – T’au Empire
  69. Lyle Dixon 2nd Place Arch City GT 2022 – T’au Empire
  70. Ewart Searle 2nd Place Exterminatus V Domocalypse 2022 – T’au Empire
  71. Oliver Smith 1st Place Iowaaagh! Open 2022 – T’au Empire
  72. Quinton Johnson 1st Place Grand Onslaught 4 2022 – T’au Empire
  73. Thomas Ogden 1st Place War for the Forge GT 2022 – T’au Empire
  74. Andrew Gonyo 3rd Place Goonhammer US Open 2022 – T’au Empire
  75. Brian Seipp 2nd Place BrewHammer 2022 – T’au Empire
  76. Rasmus Olesen 1st Place Midtcon GT 2022 – T’au Empire
  77. Simon Darre 3rd Place Midtcon  GT 2022 – T’au Empire
  78. Hayden Walduck 3rd Place TNA Open 2022 – T’au Empire
  79. Donald Plummer 3rd Place 12th Annual The Harvester Of Souls 2022 – T’au Empire
  80. Kriston Broxson 2nd Place 12th Annual The Harvester Of Souls 2022 – T’au Empire
  81. Adam Keith Solumsmo 3rd Place Invasion 40k 2022 – T’au Empire
  82. William Wykoff 2nd Place KROOTCON 2022 – T’au Empire
  83. Evan Tomchin 2nd Place Battle For Salvation GT 2022 – T’au
  84. Empire Nassim Fouchane 2nd Place The London 40k GT 2022 – T’au Empire
  85. Thomas Ogden 1st Place Michigan GT 2022 – T’au Empire
  86. Thomas Ogden 2nd Place US Open Chicago 2022 – T’au Empire
  87. Jayce Ackerman 1st Place Come the Apocalypse GT 2022 – T’au Empire
  88. Nick Gralewicz 2nd Place The Hogtownert 2022 – T’au Empire
  89. Brenton Weiss 1st Place DaBoyz GT 2022 – T’au Empire
  90. Rasmus Valand Fredriksen 3rd Place 2D6 GT 2022 – T’au Empire
  91. Andrew Gonyo 1st Place Flames of Autumn 2022 – T’au Empire
  92. Artur Güttler3rd Place Münsterland Encounter 2022 – T’au Empire
  93. Adam Lane 1st Place Da Winter Waaagh 2022 – T’au Empire
  94. Oriol Sensonics 2nd Place GT de Egara 2022 – T’au Empire
  95. Nassim Fouchane 3rd Place The Leicester Super-Major 2022 – T’au Empire
  96. Donald Plummer 3rd Place Merry Slaaneshmass 2022 – T’au Empire