T’au Empire 9th Edition Codex Leak Compilation

Jan 4, 2022

Time for another leak and rumor compilation, this time we have Warhammer 40k T’au Empire 9th edition codex, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for T’au Empire 9th edition codex. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k T’au Empire 9th edition codex will be added, without notification.

Pre-orders: Jan 29th 2022 Release Date: Feb 5th 2022

  • T’au Empire Codex: $50
  • Darkstrider: $35

Universal Rules

  • Longstrike is BS 3+, Fireblade as well. Commanders are 2+. Everybody else is 4+. Drones are 5+ natively. Firesight Marksman is BS 3+ for his pulse pistol. He makes a unit of sniper drones BS 3+
     
    Commander:
    Enforcers have 2+ baked in and -1 dmg (the only source in the codex) Master of War: RR1s to Hit for <sept> Core units aura on Commanders
     
    Coldstar Commander:
    M14, which you can boost with the Tau sept relic (+2″ mv, can reactively moved when charged, opponent can choose new targets) or the Vior’la sept trait on the first turn. Otherwise, you just advance d6″
     
    Drones:
    Shield drones do not have FNP. Stealth drones: Unit cannot be targeted if greater than 18″ away. Recon: Has a burst cannon. Gives Ignores Light Cover to its unit. Grav-Inhibitor: – 2 to Charge rolls against this unit Pulse Accelerator: All pulse weapons improve AP by 1 in this unit
     
    Ghostkeel:
    Ghostkeel is M12, WS5″, BS 4+, S6, T7, W12, A 3, LD9, Sv 3+ Can’t be targeted if the attacker is more than 18″ away (unless it’s the closest eligible model.) Ranged attacks are always at -1 to Hit. Comes with a Drone Controller stock for that 6″ Saviour Protocols save. Flare Launcher gives 5+++ vs. Ranged attacks with S7 or more You can give the Prototype Early Warning Override that allows you to shoot out of phase at something that’s come out of Reserves within 12″ (choose between this and the Flare Launcher, unfortunately) They have M12 and Fly, so they can shift with Strike and Fade if you need to.
     
    Pathfinders:
    They get a Drone controller which is good if you want to take drones in the unit because it gives them a BS 4+ (up from 5+) , a grenade launcher (S6, Ap-1, 3 Dmg, or an EMP that makes vehicles play at 1/2 wounds for their degrading stats for the next turn), the Neuroweb system jammer that gives them a Keyword to be eligible to use a strat that no other unit could anyway…
     
    Farsight:
    has A5 and does that “Choose Double weak attacks or Single, 2x 3 dmg attacks” that all the real characters do now.
     
    Sunshark: is all damage output. 12 Ion Rifle shots that can overcharge.
    Riptide:
    Riptides are Heavy Support now. They have a 4++. The Reactor gives choice of 5+++, 2d6 move in the charge phase (but no charging afterward), or extra shots with main gun. (4 for Heavy Burst, 2 for IA)
     
    Kroot:
    all get a pre-game 7″ move and an additional +1 if they’re getting Light Cover. They’re S4, A2 WS3+, AP-1. There’s a relic for Shapers to give them +1 S & A (It’s a once-per game aura, like an SM banner)
     
    Vespid:
    WS 4, BS 4, S4, T4, W1, A1, Ld8, 4+ sv
     
    Stealthsuits:
    Stealth suits are mostly the same. Burst cannons get 2 more shots, and the FB gets the melta rule. Stealth rule is -1 to hit ALWAYS and +1 to saves when in cover vs Ranged Attacks. Homing Beacon lets you pull Crisis Core units out of Manta Strike on turn one and deploy them within 3″. I suppose that’s pretty cool Stealths are 25 ppm. FB is +5, Homing Beacon is +5. Stealths are Elites
     
    Stormsurge:
    costs 330 pts, Built-in 4++.
     
    Weapons:
    Both types of FB get the new Melta treatment: +2 dmg at half range.
     
    Hammerhead Railgun is the only weapon that ignores Invuls innately.
     
    Seeker Missile: 72″, Heavy 1, S9, AP -3, Dmg 2d3, one shot per seeker.
     
    Pulse bomb seems alright. 6d6 dice, 4+ is a MW. Can go to 10 dice against large squads.
     
    Vespid:
    Neutron Blasters are 18″ Assault 2, S5, AP-3, D2
     
    Skyray:
    Sky rays have a Seeker Missile Rack – 72″, Heavy d3+1, S9, AP-3, 2d3 dmg
     
    Stormsurge:
    Driver cannon is Hvy 3d3, S10, AP-4, dmg 3, Blast. Cluster Rockets retain Blast ability
     
    Ghostkeel:
    CIR is 36″ Heavy 6, S7, AP -2, D2. The overcharge version is +1 S and Dmg as normal. Fusion Collider is 24″ Heavy 3, S9, AP -4, D6, +2 dmg in half range
     
    Crisis suits:
    Plasma rifle is Assault 1, S8, AP-4, Dmg 3.
     
    Points increase for each successive duplicate weapon. For instance, Fusion blaster: +10/+15/+25 A 3x FB Crisis Suit costs 80 Points. Further, 3×3 FB suits cost 240, 3×3 CIB costs 255, 3×3 PR costs 180: Total 675 for 3 squads. Or 9x FB/CIB/PR suits @ 55 ppm: 495 points
     
    CIBs are AP -2 now. I think all Ion weapons are.
     
    Airbursters are 24″ Assault d6, S4, AP -1, D1, Blast, Line of Sight not required
     
    Onager Gauntlet is S 2x, AP -4, Dmg 3. You can use all your attacks.
     
    Pirahna:
    The burst cannon is AP 0 base. The fusion blaster is a heavier, vehicle-mounted specifically for the piranha.
     
    Broadside:
    Rail Rifle Heavy 2 S9, AP -4, d3+3 damage, 1 auto MW on successful wound.
     
    Hammerhead:
    +10 for Ion Cannon (Heavy 3d3, S7(8), Ap -2, D1(2), Blast)
     
    Riptide:
    Ion is flat dmg 3, overcharge to 4. Flat 6 shots, Reactor can boost this to 8. Each roll of 1 causes a MW to the Riptide when you overcharge. HBC is Heavy 12, S6, AP -2, D2. Reactor boosts this to 16.
     
    Pathfinders:
    Pathfinder rail rifle Heavy 1, S8, AP -4, 3 dmg, +1 MW if wound roll succeeds. 5 points
     
    Farsight:
    Farsight’s dawn blade is double profile: S 2x, AP -3, Dmg 3 or S+1, AP -2, D1, 2x Attacks He has base A5
     
    Wargear:
    Drone controllers boost the range to within 6″… but SS and Riptides can’t have them. No vehicle systems. Closest you get is buying seeker missiles, I guess.
     
    Crisis systems are as follows:
    Counterfire Defense System – Get the keyword to use the strat. Mercifully, does not cost points
     
    EWO – 5+ Overwatch for this model. The Overwatch Stratagem costs 1 less CP when used for this unit. Also free. Probably need to have at least one of these per Crisis team.
     
    Iridium – 2+ save, 1 per 3 models, 10 points, does not take up a support slot!
     
    Multi-tracker – 6s to hit score an additional hit for ranged attacks targeting units containing 6 or more models. Free as a bird.
     
    Shield Generator – 4++, 5pts for Crisis, 10 pts for Commanders, built in to Stormsurges and Riptides! Ghostkeel cannot have.
     
    Target Lock – This model Ignores Light Cover Velocity Tracker – Ranged attacks gain +1 to hit when targeting units with the Fly keyword
     
    Point buy relics:
    Wide-Spectrum Scanners: +20pts 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.
     
    Internal Grenade Racks: +15pts Once per turn, after this model has moved in your Movement phase, select a unit it moved over and roll a d6: on a 2+, SMITE THEM (d3 MW)
     
    Resonator Warheads: +30pts Commander or Crisis only. Replace a Missile Pod with the following: 30″ Assault 3, S8, AP-2, D2. Any Infantry, Beast, or Cavalry unit hit by this weapon halves their Move characteristic until your next Shooting phase. (Cannot reduce Move to less than half, if combined with other similar effects. I don’t know where those effects are in this codex, I’ll have to dig for them)
     
    Stratagems:
    There is a stratagem that allows a unit to hop out of a devilfish after the devilfish moves. Saviour Protocols is a Stratagem. It works on ANY unit (that has the same Sept as the Drone), but the drone model must be within 3″ and dies as part of the strat.
     
    There is a Strat that allows you to shoot at things out of LoS with seekers if they have a markerlight token (and you get +1 to Wound for the attack)
     
    Drop Zone Clear remains the FSE strat (full Hit and Round reroll and Drop Threat Acquisition is the same cost but only works for Hit rolls (and every sept can use it)
     
    Coordinated Engagement – 1 CP Use in your shooting phase, choose two units and an enemy unit within 18″ of both. Your units can only shoot the Victim and they get +1 AP for all their attacks against him for the rest of the phase
     
    Breachers have the Sweep and Clear Strat (Ignore cover, reroll wounds), Strikes have the Relentless Fusillade Strat (Ignore Rapid Fire rules, double shots, additional point of AP), BOTH can use Pulse Onslaught (unmodified 6 to Hit auto wounds the target) They can use Point Blank Volley (Pulse weapons are Pistol 2) if… like, somebody charged you as a joke or you want to waste a CP
     
    A strat gives a RR1 to hit aura to a devilfish that only works on Fire warriors.
     
    Bork’an stratagem allows a single weapon to ignore invuls when attacking for 2 CP
     
    Traits:
    Warlord Traits!
    Precision of the Hunter – Character gets full Hit and Wound rerolls. This is excellent.
     
    Through Unity, Devastation (Aura) – Friendly <Sept> Core units within 6″ get +1 AP on unmodified Wound Rolls of 6
     
    A Ghost Walks Among Us – -1 to Hit the Warlord, Don’t roll Advance increase Mv 6″
     
    Through Boldness, Victory – Command Phase, select <sept> Core unit within 9″ Until you next command phase, Core models in that unit making ranged attacks automatically wound on unmodified hit rolls of 6
     
    Exemplar of Kauyon – If you chose Kauyon, redeploy 3 <sept> units after determining who has the first turn. Otherwise, choose 1 <sept> unit
     
    Exemplar of Montka – Command Phase, choose a <sept> Core unit within 9″ of this Warlord. Until the start of your next Command phase, Core models in this unit making ranged attacks that target enemy units within 9″ (12″ if you chose Montka) can reroll the wound roll.
     
    Kroot Traits:
     
    Master of the Hunt (Aura) – Kroot units within 6″ ignore cover with ranged attacks against enemies within 12″
     
    Pack Leader (Aura) – Kroot units within 6″ roll an extra d6 and discard one when charging
     
    Nomadic Hunter (Aura) – Kroot units within 6″ of the warlord count as Remaining Stationary for ranged attacks, unless they Fell Back
     
    Sept Traits:
    Tau – 5+++
     
    Vior’la – Academy Luminary – While on the battlefield, each time you spend a CP to use a Tau Empire Strategic Ploy or Wargear Stratagem, roll a d6. On a 3+, your CP is refunded.
     
    Sa’cea – Strategic Conquerer – In your command phase, select a sa’cea unit within 9″. Until the start of your next command phase, that unit has Objective Secured. If it already has that ability, COUNTS AS DOUBLE MODELS
     
    Dal’yth – Unifying Influence – two auras, Diplomatic Excellence is +1 Ld to Dal’yth and Aux units. Integrated Command Structure is Aux units within 6″ can use Markerlights
     
    Bork’an – Seeker of Perfection – Each time the warlord makes a ranged attack, +1 AP, unmodified wound roll of 6 is addition MW (max 3 per phase)
     
    FSE – Master of the Killing Blow – On ALL attacks, unmodified wound of 6 is +3 AP, wounds cause by this model’s attacks cannot be ignored by FnP type rules
     
    There are 6 septs.
    Tau – reroll 1 hit or 1 wound when a unit attacks, +3″ to Auras, Litanies, Targeted buffs
     
    Vior’la – +2″ mv when wholly in your deployment zone on your first turn. Reroll Advance and Charge rolls.
     
    Sa’cea – Ranged Attacks targeting VEHICLES get Dense Cover if attacker is more than 18″ away. Ranged Attacks targeting INFANTRY (and everything smaller than a Ghostkeel is INFANTRY) get Dense Cover if attacker is more than 12″ away. VEHICLES and BATTLESUITS do not suffer the penalty to firing Heavy weapons at targets within Engagement Range of them.
     
    Dal’yth – Ranged Attacks against Infantry have Light Cover unless they are within Engagement Range of the Attacker (so… fear the Dark Angels, I guess?). Aux units get your selected Montka or Kauyon.
     
    Bork’an – +4″ range to all guns. Ranged Attacks against Battlesuits and Vehicles of S7 or lower get -1S. It’s like Ramshackle but worse in almost every way.
     
    Farsight Enclaves – Always have Markerlight if making attacks within 12″ Seems to be the only time to get marker benefits in the charge phase. Reroll 1 Wound when a unit is chosen to shoot or fight.
     
    Other:
    Free overwatch is DEAD for most units. Group overwatch is DEAD for all units. Core units are Fire warriors of both types, Pathfinders, Crisis suit teams of both types, Broadsides, Stealths.
     
    Dal’yth is the only Sept that buffs Aux units. No build-a-sept traits modify them.
     
    Nova Reactor no longer has a risk of damaging the model. Instead, it burns out for the rest of the battle if you fail the test. Branched Nova Reactor turns a failed test into a success.
     
    I think FS can take Aux units. It’s written strangely in comparison to the Tau Empire detachment rules directly above it. They can’t take Ethereals and Ethereals are very carefully restricted from buffing them. there are no stratagems that modify Montka or Kauyon (which I thought would have been a gimme for the rules team) by advancing or rolling back the turn number for a specific unit or giving the OTHER one to a unit for a single phase or something.
     
    Farsight gives the same buff as a standard XV8 Crisis Commander: Tactical Acumen Shadowsun and Farsight don’t affect them (montka/kauyon). They have the exemplar warlord traits, which get better if you chose that Philosophy. Farsight: He also can choose a Farsight Enclaves Core unit at the beginning of the Fight phase and give them +1 to Hit in Melee for the phase. Shadowsun has Full Reroll Chapter Master Buff, does not break Sept Traits if she doesn’t match the army, and is a Supreme Commander. BOTH have RR1s to Hit for Core aura.
     
    Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight Tokens, add 1 to that attack’s hit roll.
     
    After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit. Remove all Markerlight tokens at the end of your shooting phase The action: You roll a die for every markerlight. On a 3+ you put a markerlight token on a unit that is an eligible shooting target. Start of movement to Start of Shooting. Pathfinders have an exception that allows them to start the action at the END of movement phase.
     
    Fire Markerlights (Action): One or more Markerlight units from your army can start to perform this action at the start of your movement phase. Aircraft Markerlight units can perform this action. The action is completed at the start of your next shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36″ of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token. While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.
     
    3 sniper drones attached to a Firesight Marksman. He buffs them in the Command Phase. You could use a stratagem to split them off into their own unit, if you like, but he has to be within 6″ to give them BS3+ and MWs on 6 to Wound
     
    RR1 support for non-Core is gone from the codex, so the Ion feels REAL dicey, as they still give 1 MW per 1 rolled, rather than a single MW IF a 1 is rolled at all. Same goes for Ghostkeels (I got a tingling down my spine and didn’t overcharge. 4 1’s on that hit roll. Felt pretty smug) Ion Hammerheads, CIBs, Razorsharks… Sunsharks have Ion Rifles, which cap at 1 MW per weapon. Their damage degradation is subtly worse than models with the same stats. A Hammerhead hits bottom profile at 3 wounds remaining, while a Riptide hits at 4. Both have T7 and W14. Everything but the Ghostkeel degrades ALL the way to BS 6+ now. I don’t know why the Keel does, but I’m wagering on GW forgetting to update it.
     
    Fireblade Volley Fire is an aura of 6s to hit give an additional hit for Core units with pulse weapons.
     
    Ethereals have Invocations, which are just Litanies. Command Phase, goes off on a 3+, know 2, cast one. Relic staff gives additional cast and +1 to cast roll (like Master of Sanctity) Aun’shi and Aun’va have this relic baked in and know a 3rd litany to boot. Aun’va doesn’t break sept traits if he doesn’t match and has 6 W3+ S5, Ap-1, D2 attacks from his bodyguards, which might be JUST enough to bully those last two intercessors off the point. Aun’shi has a 4++, an aura that lets Core Vior’la units Set to Defend or Hold Steady when charged. Also, does not break Sept traits. AP -2, scores a bonus hit on hit rolls of 6s, A5
     
    Storm of Fire – Choose a Core unit within 6″, they can shoot without failing actions Sense of Stone – Core unit within 6″, 5+++ Zephyr’s grace – Core unit within 6″, If they didn’t Remain Stationary, ranged attacks are -1 to hit against them. Power of the Tides – Aux unit within 6″, +1 to Wound rolls for all their attacks Unifying Mantra (aura) – Core units within 6″ get reroll Morale tests and +1 to combat attrition tests Wisdom of the Guides – Gain 1 CP. The big money, right here.

Stratagems 

  • Nova Reactor no longer has a risk of damaging the model. Instead, it burns out for the rest of the battle if you fail the test. Branched Nova Reactor turns a failed test into a success.

    There is a stratagem that allows a unit to hop out of a devilfish after the devilfish moves.

    no stratagems that modify Montka or Kauyon (which I thought would have been a gimme for the rules team) by advancing or rolling back the turn number for a specific unit or giving the OTHER one to a unit for a single phase or something.

    Saviour Protocols is a Stratagem. It works on ANY unit (that has the same Sept as the Drone), but the drone model must be within 3″ and dies as part of the strat. Drone controllers boost the range to within 6″… but SS and Riptides can’t have them. Shield drones do not have FNP.

    There is a Strat that allows you to shoot at things out of LoS with seeker missiles if they have a markerlight token (and you get +1 to Wound for the attack)

    Breachers have the Sweep and Clear Strat (Ignore cover, reroll wounds), Strikes have the Relentless Fusillade Strat (Ignore Rapid Fire rules, double shots, additional point of AP), BOTH can use Pulse Onslaught (unmodified 6 to Hit auto wounds the target). They can use Point Blank Volley (Pulse weapons are Pistol 2) if… like, somebody charged you as a joke or you want to waste a CP

    A strat gives a RR1 to hit aura to a devilfish that only works on Fire warriors.

    Strike and Fade is the mechanic to simulate the “charge onto a point and kill everybody to claim an objective” that every other codex can do with no effort.

    Fireblade Volley Fire is an aura of 6s to hit give an additional hit for Core units with pulse weapons.

Secondaries 

  • Tau Secondaries:
    Shadow Operations – Aerospace targeting relays Place a marker halfway along each battlefield edge. Units in your army can perform the following action Install Targeting Relay (Action): Infantry, start at end of movement phase, be within 6″ of a different Aerospace Designation Marker. Complete at beginning of your next command phase or end of battle, whichever comes first. If successful, relay is Installed. Points awarded for number of relays installed 1 – 2 VP, 2 – 6 VP, 3 – 9 VP, 4 – 15 VP
     
    Battlefield Supremacy – Decisive Action If Montka, +4 VP for Hold Half or More objectives at the end of your turn in Battle Round 1, 2, or 3. Nothing for 4 or 5. If Kauyon, +4 VP for Hold Half or More objectives at the end of your turn in Battle Round 3, 4, or 5. Nothing for 1 or 2.
     
    No Mercy, No Respite – A Clean Victory If Montka, At the end of Battle Rounds 1, 2, & 3, you can score each of the following: +1 VP if an enemy unit was destroyed this round. +3 VP if 3 or more enemy units were destroyed this round If Kauyon, same as above, but for Battle Round 3, 4, & 5.

Sept Tactics:

  • Dal’yth is the only Sept that buffs Aux units. No build-a-sept traits modify them.

    Bork’an sept trait is “Ranged Attacks of S7 or less made against VEHICLES and BATTLESUITS are -1 strength” Like Ramshackle, but worse. Sleep in fear, Ork players.

    Tau – reroll 1 hit or 1 wound when a unit attacks, +3″ to Auras, Litanies, Targeted buffs

    Vior’la – +2″ mv when wholly in your deployment zone on your first turn. Reroll Advance and Charge rolls.

    Sa’cea – Ranged Attacks targeting VEHICLES get Dense Cover if attacker is more than 18″ away. Ranged Attacks targeting INFANTRY (and everything smaller than a Ghostkeel is INFANTRY) get Dense Cover if attacker is more than 12″ away. VEHICLES and BATTLESUITS do not suffer the penalty to firing Heavy weapons at targets within Engagement Range of them.

    Dal’yth – Ranged Attacks against Infantry have Light Cover unless they are within Engagement Range of the Attacker (so… fear the Dark Angels, I guess?). Aux units get your selected Montka or Kauyon.

    Bork’an – +4″ range to all guns. Ranged Attacks against Battlesuits and Vehicles of S7 or lower get -1S.

    Farsight Enclaves – Always have Markerlight if making attacks within 12″ Seems to be the only time to get marker benefits in the charge phase. Reroll 1 Wound when a unit is chosen to shoot or fight.

Updated Unit Rules

  • Markerlights 

    Fire Markerlights (Action): One or more Markerlight units from your army can start to perform this action at the start of your movement phase. Aircraft Markerlight units can perform this action. The action is completed at the start of your next shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36″ of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.

    While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.

    Each time a Tau Empire unit (not Aux) is selected to shoot:

    Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight Tokens, add 1 to that attack’s hit roll.

    After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit.

    Remove all Markerlight tokens at the end of your shooting phase.

    Pathfinders can move then apply MLs.

    Ethereals have Invocations, which are just Litanies. Command Phase, goes off on a 3+, know 2, cast one. Same deal.

    Relic staff gives additional cast and +1 to cast roll (like Master of Sanctity)

    Aun’shi and Aun’va have this relic baked in and know a 3rd litany to boot. Aun’va doesn’t break sept traits if he doesn’t match and has 6 W3+ S5, Ap-1, D2 attacks from his bodyguards, which might be JUST enough to bully those last two intercessors off the point.

    Aun’shi has a 4++, an aura that lets Core Vior’la units Set to Defend or Hold Steady when charged. Also, does not break Sept traits. AP -2, scores a bonus hit on hit rolls of 6s, A5

  • Stormsurge costs 330 pts. Blast cannon is the more expensive weapon. Driver cannon is Hvy 3d3, S10, AP-4, dmg 3, Blast. Cluster Rockets retain Blast ability. Built-in 4++.
    Plasma rifle is Assault 1, S8, AP-4, Dmg 3.
    Piranha assembly picture is incorrect. The burst cannon is AP 0 base. The fusion blaster is a heavier, vehicle-mounted specifically for the piranha. Crisis version remains d6 damage. Both types of FB get the new Melta treatment: +2 dmg at half range.
    Dal’yth is the only Sept that buffs Aux units. No build-a-sept traits modify them.
    Enforcer Commanders have DR -1 innately.
    Nova Reactor no longer has a risk of damaging the model. Instead, it burns out for the rest of the battle if you fail the test. Branched Nova Reactor turns a failed test into a success.
    There is a stratagem that allows a unit to hop out of a devilfish after the devilfish moves.
    A Bork’an sept trait is “Ranged Attacks of S7 or less made against VEHICLES and BATTLESUITS are -1 strength” Like Ramshackle, but worse. Sleep in fear, Ork players.
    Hammerhead Railgun is the only weapon that ignores Invuls innately.
    ML BS buffer only.
    Yes. Markerlights are an action to add tokens to eligible targets. This is the part you’re curious about, I believe
    “Each time a Tau Empire unit (not Aux) is selected to shoot:
    Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight Tokens, add 1 to that attack’s hit roll.
    After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit.
    Remove all Markerlight tokens at the end of your shooting phase”
    The action: You roll a die for every markerlight. On a 3+ you put a markerlight token on a unit that is an eligible shooting target.
    Start of movement to Start of Shooting.
    Pathfinders have an exception that allows them to start the action at the END of movement phase.
    You use an action. It starts at the beginning of the movement phase and ends at the beginning of the shooting phase.
    (man, there’s a lot of words in this action)
    Fire Markerlights (Action): One or more Markerlight units from your army can start to perform this action at the start of your movement phase. Aircraft Markerlight units can perform this action. The action is completed at the start of your next shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36″ of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.
    While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.
    I think FS can take Aux units. It’s written strangely in comparison to the Tau Empire detachment rules directly above it. They can’t take Ethereals and Ethereals are very carefully restricted from buffing them.
    They still have the count as 1 ML when within 12″ trait. They also get to reroll a single wound roll when a unit attacks.
    Shadowsun and Farsight don’t affect them. They have the exemplar warlord traits, which get better if you chose that Philosophy.
    there are no stratagems that modify Montka or Kauyon (which I thought would have been a gimme for the rules team) by advancing or rolling back the turn number for a specific unit or giving the OTHER one to a unit for a single phase or something.
    Farsight gives the same buff as a standard XV8 Crisis Commander: Tactical Acumen
    Choose a Crisis team in the Command Phase within 6″, they can Shoot and Charge after falling back. They Ignore and or all ranged Hit modifiers
    He also can choose a Farsight Enclaves Core unit at the beginning of the Fight phase and give them +1 to Hit in Melee for the phase.
    Shadowsun has Full Reroll Chapter Master Buff, does not break Sept Traits if she doesn’t match the army, and is a Supreme Commander.
    BOTH have RR1s to Hit for Core aura.
    Sniper drones –
    3 attached to a Firesight Marksman. He buffs them in the Command Phase. You could use a stratagem to split them off into their own unit, if you like, but he has to be within 6″ to give them BS3+ and MWs on 6 to Wound
    Saviour Protocols is a Stratagem. It works on ANY unit (that has the same Sept as the Drone), but the drone model must be within 3″ and dies as part of the strat.
    Drone controllers boost the range to within 6″… but SS and Riptides can’t have them.
    Shield drones do not have FNP. Drones part of squad.
    Shield drones 12 points.
    Secondaries:
    Shadow Operations – Aerospace targeting relays
    Place a marker halfway along each battlefield edge.
    Units in your army can perform the following action
    Install Targeting Relay (Action): Infantry, start at end of movement phase, be within 6″ of a different Aerospace Designation Marker.
    Complete at beginning of your next command phase or end of battle, whichever comes first. If successful, relay is Installed. Points awarded for number of relays installed
    1 – 2 VP, 2 – 6 VP, 3 – 9 VP, 4 – 15 VP
    Battlefield Supremacy – Decisive Action
    If Montka, +4 VP for Hold Half or More objectives at the end of your turn in Battle Round 1, 2, or 3. Nothing for 4 or 5.
    If Kauyon, +4 VP for Hold Half or More objectives at the end of your turn in Battle Round 3, 4, or 5. Nothing for 1 or 2.
    No Mercy, No Respite – A Clean Victory
    If Montka, At the end of Battle Rounds 1, 2, & 3, you can score each of the following:
    +1 VP if an enemy unit was destroyed this round. +3 VP if 3 or more enemy units were destroyed this round
    If Kauyon, same as above, but for Battle Round 3, 4, & 5.

  • Pathfinders
    They get a Drone controller which is good if you want to take drones in the unit because it gives them a BS 4+ (up from 5+) , a grenade launcher (S6, Ap-1, 3 Dmg,
    or an EMP that makes vehicles play at 1/2 wounds for their degrading stats for the next turn),
    the Neuroweb system jammer that gives them a Keyword to be eligible to use a strat that no other unit could anyway…
    Riptides are Heavy Support now.
    They have a 4++. The Reactor gives choice of 5+++, 2d6 move in the charge phase (but no charging afterward), or extra shots with main gun. (4 for Heavy Burst, 2 for IA)
    RR1 support for non-Core is gone from the codex, so the Ion feels REAL dicey, as they still give 1 MW per 1 rolled, rather than a single MW IF a 1 is rolled at all.
    Same goes for Ghostkeels (I got a tingling down my spine and didn’t overcharge. 4 1’s on that hit roll. Felt pretty smug) Ion Hammerheads, CIBs, Razorsharks… Sunsharks have Ion Rifles, which cap at 1 MW per weapon.
    Their damage degradation is subtly worse than models with the same stats. A Hammerhead hits bottom profile at 3 wounds remaining, while a Riptide hits at 4. Both have T7 and W14.
    Everything but the Ghostkeel degrades ALL the way to BS 6+ now. I don’t know why the Keel does, but I’m wagering on GW forgetting to update it.
    For the greater good is gone
    CIBs are AP -2 now. I think all Ion weapons are.
    Airbursters are 24″ Assault d6, S4, AP -1, D1, Blast, Line of Sight not required
    Veteran Cadre is a FSE thing and there’s almost nothing FSE in the book. Maybe we’ll get it back in a Warzone book
    Broadside heavy rail
    Heavy 2 S9, AP -4, d3+3 damage, 1 auto MW on successful wound.
    Missile sides –
    AP -2, but otherwise the same. Still 8 shots split over two of the same gun.
    No vehicle systems. Closest you get is buying seeker missiles, I guess.
    Crisis systems are as follows:
    Counterfire Defense System – Get the keyword to use the strat. Mercifully, does not cost points
    EWO – 5+ Overwatch for this model. The Overwatch Stratagem costs 1 less CP when used for this unit. Also free. Probably need to have at least one of these per Crisis team.
    Iridium – 2+ save, 1 per 3 models, 10 points, does not take up a support slot!
    Multi-tracker – 6s to hit score an additional hit for ranged attacks targeting units containing 6 or more models. Free as a bird.
    Shield Generator – 4++, 5pts for Crisis, 10 pts for Commanders, built in to Stormsurges and Riptides! Ghostkeel cannot have.
    Target Lock – This model Ignores Light Cover
    Velocity Tracker – Ranged attacks gain +1 to hit when targeting units with the Fly keyword
    Crisis commanders – all three, yes. They each have a different buff they give to a unit of Crisis suits. 1 Commander Per Detachment. FSE get 2
    They have the RR1s to Hit aura for Core units, they give a benefit to a group of Crisis suits, and Exemplar of Montka is a great buff, so yeah, I guess Buffmander still remains in some form.
    Seeker Missile: 72″, Heavy 1, S9, AP -3, Dmg 2d3, one shot per seeker.
    Sky rays, before you ask, have a Seeker Missile Rack – 72″, Heavy d3+1, S9, AP-3, 2d3 dmg
    There is a Strat that allows you to shoot at things out of LoS with seekers if they have a markerlight token (and you get +1 to Wound for the attack)
    Skyrays don’t run out of shots.
    Kroot are stretching the limits of what you can give a model that costs 6 points. Hounds could be alright? Vespid are 12 ppm
    Sorry. I think Kroot might be good now. They get a lot of stuff bolted on to a cheap, obsec frame.
    No. they didn’t bother to give us generic Longstrike, Shadowsun, or Darkstrider that can be used with any sept (and aren’t as good). Why would they give us what amounts to Brood Brothers?
    Kroot all get a pre-game 7″ move and an additional +1 if they’re getting Light Cover. They’re S4, A2 WS3+, AP-1. There’s a relic for Shapers to give them +1 S & A (It’s a once-per game aura, like an SM banner)
    vespid are WS 4, BS 4, S4, T4, W1, A1, Ld8, 4+ sv
    Neutron Blasters are 18″ Assault 2, S5, AP-3, D2
    Kroot units stay discrete.
    However, taking one Kroot Squad allows for a Shaper, Hounds, and Krootox squad to be taken without using Force Org slots!
    Kroot got AP-1

  • Tau – reroll 1 hit or 1 wound when a unit attacks, +3″ to Auras, Litanies, Targeted buffs
    Vior’la – +2″ mv when wholly in your deployment zone on your first turn. Reroll Advance and Charge rolls.
    Sa’cea – Ranged Attacks targeting VEHICLES get Dense Cover if attacker is more than 18″ away. Ranged Attacks targeting INFANTRY (and everything smaller than a Ghostkeel is INFANTRY) get Dense Cover if attacker is more than 12″ away. VEHICLES and BATTLESUITS do not suffer the penalty to firing Heavy weapons at targets within Engagement Range of them.
    Dal’yth – Ranged Attacks against Infantry have Light Cover unless they are within Engagement Range of the Attacker (so… fear the Dark Angels, I guess?). Aux units get your selected Montka or Kauyon.
    Bork’an – +4″ range to all guns. Ranged Attacks against Battlesuits and Vehicles of S7 or lower get -1S. It’s like Ramshackle but worse in almost every way.
    Farsight Enclaves – Always have Markerlight if making attacks within 12″ Seems to be the only time to get marker benefits in the charge phase. Reroll 1 Wound when a unit is chosen to shoot or fight.
    Breachers have the Sweep and Clear Strat (Ignore cover, reroll wounds), Strikes have the Relentless Fusillade Strat (Ignore Rapid Fire rules, double shots, additional point of AP),
    BOTH can use Pulse Onslaught (unmodified 6 to Hit auto wounds the target)
    They can use Point Blank Volley (Pulse weapons are Pistol 2) if… like, somebody charged you as a joke or you want to waste a CP
    A strat gives a RR1 to hit aura to a devilfish that only works on Fire warriors.
    Fireblade Volley Fire is an aura of 6s to hit give an additional hit for Core units with pulse weapons.
    Wide-Spectrum Scanners: +20pts
    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.
    Internal Grenade Racks: +15pts
    Once per turn, after this model has moved in your Movement phase, select a unit it moved over and roll a d6: on a 2+, SMITE THEM (d3 MW)
    Resonator Warheads: +30pts
    Commander or Crisis only. Replace a Missile Pod with the following:
    30″ Assault 3, S8, AP-2, D2. Any Infantry, Beast, or Cavalry unit hit by this weapon halves their Move characteristic until your next Shooting phase. (Cannot reduce Move to less than half, if combined with other similar effects. I don’t know where those effects are in this codex, I’ll have to dig for them)
    Sunshark is all damage output. 12 Ion Rifle shots that can overcharge.
    I think it’s the only model in that game that can murder itself stacking Overheat MWs now.
    Pulse bomb seems alright. 6d6 dice, 4+ is a MW. Can go to 10 dice against large squads.
    Ethereals have Invocations, which are just Litanies. Command Phase, goes off on a 3+, know 2, cast one. Same deal.
    Relic staff gives additional cast and +1 to cast roll (like Master of Sanctity)
    Aun’shi and Aun’va have this relic baked in and know a 3rd litany to boot. Aun’va doesn’t break sept traits if he doesn’t match and has 6 W3+ S5, Ap-1, D2 attacks from his bodyguards, which might be JUST enough to bully those last two intercessors off the point.
    Aun’shi has a 4++, an aura that lets Core Vior’la units Set to Defend or Hold Steady when charged. Also, does not break Sept traits. AP -2, scores a bonus hit on hit rolls of 6s, A5
    I guess you probably want to know what the litanies are…
    Storm of Fire – Choose a Core unit within 6″, they can shoot without failing actions
    Sense of Stone – Core unit within 6″, 5+++
    Zephyr’s grace – Core unit within 6″, If they didn’t Remain Stationary, ranged attacks are -1 to hit against them.
    Power of the Tides – Aux unit within 6″, +1 to Wound rolls for all their attacks
    Unifying Mantra (aura) – Core units within 6″ get reroll Morale tests and +1 to combat attrition tests
    Wisdom of the Guides – Gain 1 CP. The big money, right here.
    They work on Crisis teams or Broadsides, if you want to give 5+++, but activating in the command phase is a killer because suits just want to zip around everywhere (or Deep Strike)
    Stealth drones: Unit cannot be targeted if greater than 18″ away.
    Recon: Has a burst cannon. Gives Ignores Light Cover to its unit.
    Grav-Inhibitor: – 2 to Charge rolls against this unit
    Pulse Accelerator: All pulse weapons improve AP by 1 in this unit
    FSE is almost completely absent in the book. I want to say a few of the strats have “cross-pollenated” with the mainline book, but I can’t say for sure. The Eight are not here. FSE only has Drop Zone Clear for strats and their pile of relics are absent. No Fusion Blades
    Farsight has A5 and does that “Choose Double weak attacks or Single, 2x 3 dmg attacks” that all the real characters do now.
    Pathfinder rail – Heavy 1, S8, AP -4, 3 dmg, +1 MW if wound roll succeeds. 5 points
    Stealth suits are mostly the same.
    Okay, so maybe that’s reductive. Points may have changed and the burst cannons get 2 more shots, and the FB gets the melta rule.
    Stealth rule is -1 to hit ALWAYS and +1 to saves when in cover vs Ranged Attacks.
    Homing Beacon lets you pull Crisis Core units out of Manta Strike on turn one and deploy them within 3″. I suppose that’s pretty cool
    Free overwatch is DEAD for most units. Group overwatch is DEAD for all units.
    Suits take 3 guns –
    They increase for each successive duplicate weapon.
    For instance, Fusion blaster: +10/+15/+25
    A 3x FB Crisis Suit costs 80 Points.
    Further, 3×3 FB suits cost 240, 3×3 CIB costs 255, 3×3 PR costs 180: Total 675 for 3 squads.
    Or 9x FB/CIB/PR suits @ 55 ppm: 495 points.
    I’ll just leave you with that bit of cheer.
    Strike and Fade is the mechanic to simulate the “charge onto a point and kill everybody to claim an objective” that every other codex can do with no effort. Ergo, it is the best strat
    Hammerhead – 145. +10 for Ion Cannon (Heavy 3d3, S7(8), Ap -2, D1(2), Blast)
    Coldstar – M14, which you can boost with the Tau sept relic (+2″ mv, can reactively moved when charged, opponent can choose new targets) or the Vior’la sept trait on the first turn. Otherwise, you just advance d6″
    Devilfish – They also get a RR1s to hit aura for fire warriors for 1 CP
    Riptide nova – 4++ built in, Reactor can give them a 5+++
    Shapers are HQ but no slot if taking kroot squad.
  • Ghostkeel –
    They cost 160, cannot have an invulnerable save, and are patently terrible in melee. However, they are really quite obnoxious to shift. I think you’ll find a good use for them.
    Can’t be targeted if the attacker is more than 18″ away (unless it’s the closest eligible model.)
    Ranged attacks are always at -1 to Hit. Comes with a Drone Controller stock for that 6″ Saviour Protocols save.
    Flare Launcher gives 5+++ vs. Ranged attacks with S7 or more
    You can give the Prototype Early Warning Override that allows you to shoot out of phase at something that’s come out of Reserves within 12″ (choose between this and the Flare Launcher, unfortunately)
    They have M12 and Fly, so they can shift with Strike and Fade if you need to. I don’t think they’re really good at forward deploying anymore, honestly. Maybe against a specific enemy.
    Ghostkeel is M12, WS5″, BS 4+, S6, T7, W12, A 3, LD9, Sv 3+
    CIR is 36″ Heavy 6, S7, AP -2, D2. The overcharge version is +1 S and Dmg as normal. Every 1 to Hit causes a MW. Bless you if you can find a Reroll ability that works on them. (Yes, Shadowsun, her chapter master one does.)
    Fusion Collider is 24″ Heavy 3, S9, AP -4, D6, +2 dmg in half range
    Gunrig is 4+. W16, Sv 4+. Stats do NOT decay
    Supremacy Railgun is 72″ Heavy 2, S 12, AP -4, D3+3, successful wound rolls inflict +1d3 MWs
    I honestly have no idea whether it is or not. I believe if any component is, it would be the gunrig or the shield line
    Core units are Fire warriors of both types, Pathfinders, Crisis suit teams of both types, Broadsides, Stealths.
    PR seems to be about getting around the -1 Dmg abilities, but it doesn’t get the rate of fire for a CIB. It’s safe though. the CIB can still see a crisis team burn itself half to death. At least they can get rerolls
    Yes, Crisis can still take CIBs
    Stealth 25. Burst cannon is free. FB is +5 pts. Homing Beacon is +5.
    There’s a build-a-sept trait. Infantry suits are 3 models, Ghostkeel and larger count as 5.
    I thiiiink there’s something else that lets you count as double on Core units, which is Crisis, Stealth and Broadsides.
    Right, another build-a-sept trait. Blocking tactics. Infantry with this sept trait count as Obsec when they charge until your next charge phase. If they’re already Obsec, they count as 2 models. So you can combine that with the standard Crisis Commander’s Tactical Acumen and give a Crisis unit counts-as-two models Obsec
    Crisis bodyguard – They have the Bodyguard rule.
    Longstrike – Yes. BS 3+ now.
    He can let a Tau Sept Core or Tau Sept Hammerhead unit within 6″ of him count as having a Markerlight. (Says “other unit” can’t be himself.)
    SMS 30″, Heavy 4, S5 AP-1 D1, Out of LoS, Ignores Light Cover
    You can take prototypes that allow you to do MW in the move phase.
    The coldstar has one that lets it do MW to any unit around when it does The BIG Leap ability (remove from table at beginning of movement phase, redeploy anywhere outside 9″ or put into Strategic reserves). No restrictions about engagement range and it only hits enemy units within 3″, so you have to live through Ghaz hitting you.
    There’s another that you can put on any prototype eligible guy. If he jumps over an enemy in the movement phase, you can do d3 MW to them on a 2+ (one enemy unit per phase) So, like the biggest bird poop ever.
    No bonding knife – The Relic for Fireblades gives an aura of auto-pass Morale for fire warriors. It’s a reveal in your command phase, lasts until the next phase like a SM banner.
    Hounds – M12, S3, T3 W1 A3, AP -1
    7″ pregame move, +1 save when in cover. Reroll advance and charge rolls
    6 pts, 4-12 models in the squad

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The T’au Empire is a beacon of innovation in the otherwise luddite 41st Millennium, constantly developing new and tremendously powerful weapons, evolving its tactics, and bringing new worlds under its sway. 

Though united by the Greater Good, each T’au sept world has a distinct cultural identity which influences all aspects of life – including its approach to war. The Empire’s many septs fight in markedly different ways, and the upcoming Codex: T’au Empire gives you a toolbox of options for how your army approaches the business of battle.

 

There are six major septs in codex T’au, from the ubiquitous T’au and Vior’la to the more specialised Dal’yth and Bork’an. Each gains a sept tenet, a Warlord Trait, a Signature System Relic, and an exclusive Stratagem, representing the character of the worlds they live on.

Dal’yth, for instance, is a bustling trade hub renowned for its Water Caste diplomats, given T’au are one of the few factions in Warhammer 40,000 to entertain the idea of diplomacy. This lends its armies a greater appreciation for the auxiliaries that supplement their ranks, and they excel in training Kroot and Vespid forces to use the Fire Caste’s powerful Tactical Philosophies. In turn, their Hunter Cadres pick up expert fieldcraft skills from alien comrades.

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Commanders from Sa’cea are meanwhile used to fighting hard-won campaigns in difficult conditions. They know better than any other the value of key strategic terrain and their commanders can delegate control of objectives to units that wouldn’t normally be expected to hold them.

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Your chosen sept also gives you a unique Relic. The T’au Sept is well known for its efficiency in battle, and its Vectored Manoeuvring Thrusters give your (already upgraded) battlesuits even more mobility. Should your enemy try to catch you on the charge, you can perform an elegant feint and leave them in prime position for punishment.

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Then there are the stratagems. Bork’an reminds its sister septs that time spent in the laboratory can bear bountiful fruit on the battlefield, and it live-tests powerful Experimental Weaponry on the battlefield.

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Of course, if your T’au don’t come from one of the six main septs, you’ll also have the option of playing a minor sept, such as the rustic and stubborn colony of D’yanoi, or creating your own. 

The different cultures and technological specialities within the T’au Empire can provide a huge variety of benefits to a custom sept – ranging from missile expertise and pinpoint marksmanship to die-hard loyalty and special defensive doctrines.

 

While the T’au are rightly infamous for the speed of their progress, the lack of warp travel – and the careful guidance of the Ethereals – often hampers the spread of new ideas to more remote corners of the Empire. 

When creating your own Sept Tenet, you must therefore pick two tenets from neighbouring sectors on the map below, representing the limited range of influence your army can draw from.

 

This in no way means your sept is bereft of choice. Each sector contains four different tenets to choose from, meaning there are a total of almost 100 different combinations on offer.

An army heavy with Crisis battlesuits can have them Play Their Part to bully lesser foes off critical objectives, using their speed and durability to employ Blocking Tactics and wrest control of the battlefield towards the side of reason and progress.*

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If the Kauyon Tactical Philosophy is your kind of style, Reinforced Armour will keep your big guns safe until you hit that vital late-game surge, while Fire Warriors can bait their targets into charging before beating a Rapid Retreat and gunning them down.

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If the hubbub caused by the latest T’au Empire railgun improvements is anything to go by, the 41st Millennium is going to love all their other big and scary guns. The lumbering Stormsurge carries one such weapon, which is so big and heavy that the Fire Caste were initially hesitant to send it into action. Say hello to the new Strength 16, Damage 12 pulse blastcannon, which packs an awesome punch in the upcoming Codex: T’au Empire.

Acting rather like a colossal shotgun, the pulse blastcannon can lob its payload over long ranges, but it really shines when concentrating its immense power into a close-range blast. Although it lacks the shield-busting power of the Hammerhead railgun’s hypersonic slugs,* with a whopping Strength 16, it will still wreak plenty of havoc on even the sturdiest targets – Knights or even Titans included.

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When you have enough firepower at your disposal to terrify Imperial Knights, you’ll want to make sure that your shots hit. The Earth Caste couldn’t agree more, and Stormsurges are thus equipped with retractable anchors to absorb the massive recoil. By deploying these in lieu of moving, pilots can significantly improve their accuracy.

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The pulse blastcannon isn’t the only option you have available. For annihilating elite infantry at extreme range, the pulse driver cannon is your go-to instrument of destruction, but you’ll need to wait for the arrival of Codex: T’au Empire to find out just how good it is.

 

Such a large war machine is naturally a big target on the battlefield, so no expense has been spared protecting it from enemy fire. Improvements to its Toughness, Wounds, and Save join a built-in shield generator, while a total redesign of the counterfire defence system now unlocks a powerful Stratagem that nullifies attacks before they even reach the armoured shell.

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For the T’au Empire, warfare means massed pulse rifle fire, hit-and-run battlesuits, and the whip-crack report of awesomely powerful railguns making mincemeat of enemy vehicles. We’ve looked at the first two already, so it’s time to tackle the railgun – the shining star of T’au engineering, and the dependable Hammerhead tank it’s often mounted on.

Popular with proponents of both the Mont’ka and Kauyon philosophies, rail weapons use magnetic fields to fire metal slugs at very high velocity, punching through armour like paper. And in the upcoming Codex: T’au Empire, they’ve had a considerable upgrade.

The Fire Caste use several varieties, from the Pathfinders‘ rail rifles to the heavy rail cannons of a Manta Missile Destroyer, but it’s the Hammerhead’s railgun that all others are compared to.

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There are a few things to break down here. With an AP of -6 and the ability to ignore invulnerable saves, your payload will be making it through almost any kind of energy field, daemonic protection, or battle plate that might stand in its way.

Once that shot hits home, it delivers eye-watering damage with the potential to knock out vehicles and large monsters in a single shot. With such a powerful single slug, connecting with each shot is crucial, so the Hammerhead has an advanced targeting array that pairs well with the new Markerlights rules.

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The Hammerhead is shockingly effective at turning single targets into smoking wrecks, but what if the enemy is coming in numbers? Faced with smaller foes, Hammerhead pilots can load short-ranged Submunitions.

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Battlesuits are the emblems of the T’au Empire. Each one is designed for a specific purpose, whether it’s sneaking behind enemy lines or assaulting vital links in their command chain, and they’re all potent force multipliers on the battlefield. Codex: T’au Empire is due to launch in early 2022, and it comes with some tasty upgrades for all your battlesuits.

 

They’re tough, which allows experienced pilots to keep a clear head, even when surrounded by baying hordes of knife-wielding nasties. Those who think they can make easy prey of a battlesuit in melee will quickly become the target of point-blank gunfire, crushed underfoot by these surprisingly sprightly suits.

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While all weapons carried by battlesuits are just as effective fired directly into someone’s face as they are over long distance, the closer-ranged armaments benefit from shooting into close quarters. Quite a few of these guns have been upgraded in the new codex, now firing more shots than before.

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Quite a lot of the support systems have also been tweaked by the Earth Caste engineers. Multi-trackers now assist their pilot’s aim when targeting large groups, while target locks highlight vulnerable areas in the enemy’s cover.

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Veteran T’au commanders may remember that moving after shooting was a hallmark of the battlesuits of old, and those days are here again with the Strike and Fade stratagem. When dodging back behind cover isn’t an option, battlesuits deploying from a low-flying Manta can use the Drop Threat Acquisition stratagem for extra accuracy.

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Called Tactical Philosophies, you’ll choose one of these at the start of the battle after the turn order has been decided. This means you’ll know exactly what you’re facing, so you can take advantage of the first turn with a powerful Mont’ka strike, or weather the enemy assault before springing a crafty Kauyon ambush.

 

Mont’ka, The Killing Blow

Favoured by aggressive, dynamic commanders, the tenets of Mont’ka emphasise a blisteringly powerful assault aimed directly at the enemy’s command structure, striking hard and fast to take out key targets before meaningful resistance can form.

Accordingly, the Mont’ka Tactical Philosophy rewards decisive action in the first three turns, allowing its warriors to rapidly advance into enemy lines and blaze away with powerful close-range firepower.

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This allows players to move even their foot-slogging Fire Warriors into a commanding position early in the game, getting their new, improved pulse rifles into that all-important Rapid Fire range from the get-go. Mont’ka is a particular favourite of Crisis Battlesuit cadres deploying via Manta Strike, who aim to scrub elite troops from the field by dropping down at close range.

 

Kauyon, The Patient Hunter

The more cautious approach, Kauyon teaches that the enemy should be lured into an exposed position before their weak points are smashed by a prepared assault. By offering some tasty bait, such as an important objective or seemingly vulnerable unit, commanders can position their units carefully before striking back with overwhelming force.

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Durable units get a lot of mileage out of the Kauyon Tactical Philosophy, as the army must be able to withstand several turns of enemy attacks before springing their trap. Stealth and Ghostkeel Battlesuits are well suited for the task, as their camouflage systems offer extra protection and their high rate of fire generates extra hits on the counter-attack.

Units held in Strategic Reserve adhere to Kauyon, as they can spring up right where the enemy doesn’t want them after several turns spent safely off the battlefield.

 

It’ll take a cunning commander to decide whether to surge ahead and strike hard with the diminishing range of Mont’ka, or to weather the storm until the full benefits of Kauyon come online. Flexibility and boldness will get the most out of your Tactical Philosophies, while a timid approach will only waste their powerful benefits.

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The new miniature sees Darkstrider carefully releasing one of his drone familiars, with his trusty pulse carbine, Shade, tucked under his right arm.

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Darkstrider’s optical scanner incorporates a highly advanced structural analyser, enabling him to direct the fire of his kin at the weak points of their targets with ruthless precision.

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But who exactly is this dashing hero of the T’au Empire? He’s something of a rebel among his kind, never afraid to question (even outright ignore) orders should he decide an improvised alternative is better in an unfolding situation. Darkstrider’s methods are effective, but his insubordination has cost him promotion more than once. He does have allies – Commander Shadowsun herself respects the battlefield instincts of the maverick sub-commander, and trusts his judgement without question – a ringing endorsement!

Darkstrider can usually be found fighting alongside elite cadres of Pathfinders, performing covert vanguard missions of sabotage and subterfuge.

The T’au Empire are making moves across the galaxy, and with Kill Team: Chalnath newly released and a re-invasion of the Vedik system on the cards, it’s a good time to be blue. It’s about to get even better with Codex: T’au Empire on the way early next year.

How early? We’ll get to that, but it’s close enough that we’ve been able to get some markerlights trained on the cover so you can see the beautiful art right now.

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Doesn’t it just make you want to throw down your lasgun and cast your lot in with the Greater Good? A Commander’s Enforcer Battlesuit is leading the way, and it looks like they’re getting into a furious fight with somebody just out of frame. Luckily, some Pathfinders were on hand to capture the rest of the scene, and it’s a truly remarkable work of art.

 

Being that close to an Ork mob might give veteran T’au players a bit of a cold sweat,* but it’s no surprise to see the aggressive Vior’la Sept getting stuck in. They know what they’re doing – with both pulse rifles and pulse carbines levelling up in the new codex, the Breacher Team’s pulse blasters also gain a little extra oomph.

 

We’ll be sneaking a few snippets from the codex onto Warhammer-Community.com in the coming weeks. In fact, later today you’ll finally see who that shadowy figure that’s been stalking us lately is.

Fire Warrior Strike Teams

 

The Fire Warriors of the T’au Empire prefer to engage their enemies from a safe distance, cutting them down from afar with withering salvoes of pulse weapon fire. Their weakness has always been getting caught in melee, so the further away they can be from their targets, the better off they’ll be. 

You’ll no doubt be pleased to learn, then, that the range of both of their primary weapons has been increased. The pulse carbine, for example, now has a very healthy reach of 24? (a handy boost for the Pathfinders you picked up in Kill Team: Chalnath, too!).

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With an enormous 36? range, Fire Warriors armed with pulse rifles will be able to outrange the Troops units of almost any other faction, giving them a crucial early advantage as well as the ability to Rapid Fire up to 18?. What’s more, they now come with a handy pip of AP for some added punch.

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That’s just a taster of what’s to come in the next three codexes. And just think – if that’s what’s changed with just the Troops, 

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