T’au Empire 9th Edition

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

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Cadre FirebladeHQ45
Commander in XV8 CrisisHQ85
Commander in XV85 EnforcerHQ90
Commander in XV86 ColdstarHQ110
EtherealHQ55
Ethereal with Hover DroneHQ60
LongstrikeHQ185
Breacher TeamTroops9
DS8 Tactical support turretTroops0
Kroot CarnivoresTroops6
Strike TeamTroops9
DevilfishDedicated Transport75
Crisis BattlesuitsElites30
Crisis BodyguardsElites33
Firesight MarksmanElites30
GhostkeelElites110
Krootox RidersElites28
Kroot ShaperElites25
RiptideElites245
Stealth suitsElites18
Kroot HoundsFast Attack6
Pathfinder teamFast Attack11
PiranhasFast Attack35
Tactical DronesFast Attack10
Vespid StingwingsFast Attack14
Command-link droneDrones10
Grav-inhibitor droneDrones10
Guardian droneDrones10
Gun droneDrones10
Interceptor droneDrones15
Marker droneDrones10
Missile droneDrones20
Pulse accelerator droneDrones10
Recon DroneDrones15
MV4 Shield droneDrones15
MV52 Shield droneDrones15
Shielded missile droneDrones30
Sniper droneDrones20
Stealth dronesDrones10
Broadside battlesuitHeavy Support45
Hammerhead GunshipHeavy Support155
Sky Ray GunshipHeavy Support100
Razorshark Strike FighterFlyer100
Sun Shark BomberFlyer100
Tidewall DroneportFortification75
Tidewall GunrigFortification125
Tidewall ShieldlineFortification75
Tidewall Defense PlatformFortification75.0
The EightLords of War1250
StormsurgeLords of War280
KX139 Ta'unar Supremacy ArmourLords of War1040
Aun'ShiHQ55
Aun'VaHQ75
Ethereal GuardHQ5
Commander FarsightHQ130
Commander ShadowsunHQ135
DarkstriderHQ60
Airbursting fragmentation projectorRanged8
Burst cannonRanged8
Cluster rocket systemRanged15
Cyclic ion blasterRanged18
Cyclic ion rakerRanged0
Destroyer missileRanged0
FlamerRanged5
Fusion blasterRanged15
Fusion colliderRanged5
Heavy burst cannonRanged0
Heavy rail rifleRanged25
High-output burst cannonRanged15
High-yield missile podRanged25
Ion acceleratorRanged15
Ion cannonRanged5
Ion rifleRanged5
Kroot gunRanged0
Kroot rifleRanged0
Longshot pulse rifleRanged0
Markerlight (Sa'shui)Ranged5
Markerlight (other models)Ranged0
Missile podRanged15
Neutron blasterRanged0
Photon grenadesRanged0
Plasma rifleRanged8
Pulse blastcannonRanged0
Pulse blasterRanged0
Pulse bombRanged0
Pulse carbineRanged0
Pulse driver cannonRanged10
Pulse pistolRanged0
Pulse rifleRanged0
Quad ion turretRanged0
Rail rifleRanged10
RailgunRanged0
Seeker missileRanged5
Smart missile systemRanged15
Supremacy railgunRanged0
Tri-axis Ion CannonRanged25
Pulse Ordance Multi DriverRanged0
EqualizersMelee0
Honour bladeMelee0
Kroot rifleMelee0
Krootox fistsMelee0
Ripping fangsMelee0
Ritual bladeMelee0
Advance Targeting SystemWargear20/5
Counterfire Defense systemWargear10
Crisis Iridium battlesuitWargear10
Drone controllerWargear5
Early Warning OverrideWargear10/5
Homing beaconWargear20
Multi-trackerWargear5
Shield GeneratorWargear30/10
Target LockWargear10/5
Velocity TrackerWargear10/5
Shas'o R'alaiHQ115
Shas'o R'myrHQ130
XV107 R'varna BattlesuitElites430
XV109 Y'vahra BattlesuitElites395
XV9 Hazard Support TeamElites70
Tetra Scout SpeederFast Attack45
Barracuda AX 5-2Flyer200
Tiger Shark AX-1-0Flyer530
Tiger Shark Fighter-bomberFlyer340
Manta Super-heavy DropshipLords of War2000
Blacklight Marker DronesDrones10
DX4 Technical DronesDrones20
DX-6 Remora Stealth DroneDrones60
Double-barrelled burst cannonRanged4
Fusion cascadeRanged20
Fusion eradicatorRanged0
Heavy rail cannonRanged0
High intensity markerlightRanged0
High yield missile podRanged25
Ionic discharge cannonRanged0
Long-barrelled burst cannonRanged10/0
Long-barrelled ion cannonRanged0
Nexus meteor missile systemRanged30
Phased ion gunRanged0
Phased plasma-flamerRanged0
Pulse submunitions cannonRanged0
Pulse submunitions rifleRanged0
Pulse ordnance multi-driverRanged0
Skyspear missile rackRanged0
Swiftstrike burst cannonRanged25
Swiftstrike railgunRanged5
Tri-axis ion cannonRanged25
Twin swiftstrike burst cannonRanged40
Crushing feetRanged0
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

T’au Empire Special Rules

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

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

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

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

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

Sept Tenets

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

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

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

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

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

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

Farsight Enclaves Devastating Counter-Strike & Aggressive Footing: Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6″ of the firing model. When resolving an attack made with a ranged weapon by a model in this unit against an enemy unit within 12″, treat that enemy unit as having one more markerlight counter than it actually has.

Sept Greater Good Tenets

Codex: T’au Empire describes how the <SEPT> keyword can be substituted with the name of your chosen sept, as well as describing the abilities that units in T’AU EMPIRE Detachments gain. One of these abilities is Sept Tenets. If your chosen sept does not have an associated Sept Tenet in Codex: T’au Empire, you can create its Sept Tenet by selecting two rules from the following list:

Turbo-jets: Add 1 to Advance rolls made for JET PACK units with this tenet. Add 2″ to the Move characteristic of JET PACK models with this tenet.

Dedication to the Cause: Add 1 to the Leadership characteristic of models with this tenet.

Soldiers of Arms: Increase the range of the For the Greater Good ability to 9″ for units with this tenet.

Hardened Warheads: When resolving an attack made with a high-yield missile pod, missile pod, seeker missile, or smart missile system by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Stabilization Systems: When resolving an attack made with a ranged weapon by a BATTLESUIT model with this tenet, that model does not suffer the penalty for moving and firing Heavy weapons.

Sophisticated Command Net: When resolving an attack made by a VEHICLE model with this tenet against a unit that has one or more markerlight counters, re-roll a wound roll of 1.

Hybridised Weaponry: Add 4″ to the Range characteristic of Assault and Grenade weapons models with this tenet are equipped with. This does not apply to Prototype Weapons Systems.

Gifted Pilots: If, in your Movement phase, a VEHICLE or MONSTER model with this tenet does not move or moves a distance less than half its Move characteristic, until the end of the turn, when resolving an attack made with a ranged weapon by that model, re-roll a wound roll of 1.

Advanced Power Cells: TACTICAL DRONES models with this tenet have a Move characteristic of 10″.

Maneuvering Thrusters: A BATTLESUIT unit with this tenet can Advance when it Falls Back

Up-gunned: Burst cannons models with this tenet are equipped with have an Armour Penetration characteristic of -1.

T’au Empire Stratagems

As of 07-25-2020 T’au Empire Stratagems groups are…

  • Core Stratagems
  • T’au Empire Stratagems
  • The Greater Good Stratagems
  • Farsight Enclaves 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 is Battle-forged and includes any T’au Empire Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the T’au Empire on the battlefield.

Multi-Spectrum Sensor Suite: 1 CP

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

Emergency Dispensation: 1/ 3 CP

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

Fail-Safe Detonator: 1 CP

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

Automated Repair Systems: 2 CP

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

Neuroweb System Jammer: 2 CP

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

Repulsor Impact Field: 1 CP

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

Command-and-Control Node: 1 CP

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

EMP Grenade: 1 CP

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

Uplinked Markerlight: 1 CP

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

Branched Nova Charge: 1 CP

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

Support Turret Replacement: 1 CP

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

Point-Defense Targeting Relay: 1 CP

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

Tech-Adept: 1 CP

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

Orbital Ion Beam: 3 CP

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

Breach and Clear: 1 CP

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

Recon Sweep: 1 CP

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

Wall of Mirrors: 1 CP

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

Stimulant Injector: 1 CP

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

Positional Relay: 1 CP

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

Focused Fire: 3 CP

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

Strike and Fade: 1 CP

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

Experimental Weaponry: 1 CP

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

Hot-Blooded: 2 CP

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

Orbital Market Distribution Uplink: 2 CP

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

If your army is Battle-forged and includes any T’au Empire Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the T’au Empire on the battlefield.

Sworn Bodyguards: 1 CP

Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3″ of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll.

Aerial Targeting: 1 CP

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon by a model from your army against that unit, treat that unit as having one more markerlight counter than it actually has for that attack.

Deadly Aim: 2 CP

Use this Stratagem in your Shooting phase, when an MV71 SNIPER DRONES unit from your army is chosen to shoot with. Until the end of that phase, the Armour Penetration characteristic of longshot pulse rifles models in that unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1). In addition, until the end of that phase, when resolving an attack made with a longshot pulse rifle by a model in that unit against a unit that is within half range, the Armour Penetration characteristic of that weapon is improved by a further 1 for that attack.

Wisdom of the Many: 1 CP

Use this Stratagem in your Movement phase. Select one ETHEREAL unit from your army. Until the end of that phase, that unit can invoke one additional elemental power using its Invocation of the Elements ability, so long as that elemental power has not already been invoked by that unit in that phase.

Pulse Onslaught: 1 CP

Use this Stratagem in your Shooting phase, when a BREACHER TEAM unit from your army is chosen to shoot with. Until the end of that phase, the Range characteristics of the ‘Close range’ and ‘Medium range’ profiles for pulse blasters models in that unit are equipped with are increased to 15″.

Modulated Weaponry: 1 CP

Use this Stratagem in your Shooting phase, when a <SEPT> model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots).

Rain of Fire: 1 CP

Use this Stratagem in your Shooting phase, when a VESPID STINGWINGS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, if that unit was set up on the battlefield using the Plunge from the Sky ability that turn, you can re-roll the hit roll.

Coordinated Engagement: 2 CP

Use this Stratagem in your Shooting phase. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARD S unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit against that enemy unit, treat that enemy unit as having 5 markerlight counters.

Ambushing Predators 1 CP

Use this Stratagem in your opponent’s Charge phase. Select one KROOT unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, if that unit performs a Heroic Intervention in that phase it can do so if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Seasoned Sniper: 1 CP

Use this Stratagem in your Shooting phase. Select one FIRESIGHT MARKSMAN model from your army. Until the end of that phase, ranged weapons that model is equipped with can target a CHARACTER unit even if it is not the closest enemy unit.

Hidden Hunters: 1 CP

Use this Stratagem at the start of your opponent’s Shooting phase. Select one KROOT unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of cover, subtract 1 from the hit roll and add 1 to the saving throw.

Pack Alpha: 1 CP

Use this Stratagem before the battle. Select one KROOT SHAPER model from your army. Until the end of the battle, when making an Advance roll or charge roll for a friendly KROOT unit within 6″ of that model, roll one additional D6 and discard one of the dice.

Raging Beasts: 1 CP

Use this Stratagem when a KROOTOX RIDER unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP 0 becomes AP -2).

Point-Blank Volley: 1 CP

Use this Stratagem at the start of your Shooting phase. Select one <SEPT> unit from your army. Until the end of that phase, pulse blasters, pulse carbines and pulse rifles models in that unit are equipped with have the Type characteristic of Pistol 2. In addition, until the end of that phase, models in that unit cannot be affected by the Volley Fire ability.

Promising Pupil: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is 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).

If your army is Battle-forged and includes any Farsight Enclaves Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. When one of these Stratagems refers to a unit from your army, that unit must also be from a Farsight Enclaves Detachment.

Veteran Cadra: 1/2 CP

Use this Stratagem before the battle. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit have a Weapon Skill characteristic of 4+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once per battle.

Furious Assault: 1 CP

Use this Stratagem in your Charge phase, when a JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound.

Danger Close: 1 CP

Use this Stratagem in your Shooting phase, when a BREACHER TEAM or STRIKE TEAM unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit against an enemy unit within 12″, you can re-roll the wound roll.

Defense In Numbers: 2 CP

Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

Focused Fury: 1 CP

Use this Stratagem in your Shooting phase, when a CHARACTER model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the wound roll.

Firestorm: 1 CP

Use this Stratagem at the end of your Movement phase. Select up to three T’AU EMPIRE units with the Flyer Battlefield Role from your army. This Stratagem costs 1 additional Command Point for each selected unit. Roll one D6 for each enemy unit within 3″ of any of those selected units. On a 4+ that enemy unit suffers D3 mortal wounds.

Drop Zone Clear: 2 CP

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

T’au Empire Unique Items

As of 07-25-2020 T’au Empire Unique Item groups are…

  • Signature Systems
  • Prototype Weapon Systems
  • Farsight Enclave Signature Systems

(See tabs for details)

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

Purtide Engram Neuochip

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

Onager Gauntlet

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

Solid-Image Projection Unit

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

Seismic Destabliser

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

Super Nova Launcher

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

Vectored Maneuvering Thrusters 

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

Thermoneutronic Projector

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

Dynamic Mirror Field

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

Grav-Inhibitor Field

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

Plasma Accelerator Rifle

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

If a T’au Empire CHARACTER is your Warlord, rather than giving one of your T’au Empire CHARACTER models a Signature System from Codex: T’au Empire, you can instead select a Prototype Weapons System for one T’au Empire unit from your army. To do so, before the battle begins select one T’au Empire unit from your army, and select a Prototype Weapons System from the list below. That Prototype Weapons System applies to the selected unit until the end of the battle. Named characters cannot be given any of the following Prototype Weapons Systems. Note that some Prototype Weapons Systems are weapons that replace one or more existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Reactive Countermeasures

BATTLESUIT model with airbursting fragmentation projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System.

Fusion Obliterator

XV95 GHOSTKEEL BATTLESUIT model only. This Weapon System replaces a fusion collider and has the following profile: Fusion obliterator 24″ Heavy 3 S9 AP -4 D6 Abilities: When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.

Advanced EM Scrambler

XV95 GHOSTKEEL BATTLESUIT model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12″ of this model.

High-Capacitance Railgun

TX7 HAMMERHEAD GUNSHIP model equipped with a railgun only. This Weapon System replaces a railgun and has the following profile: High-capacitance railgun When you choose this weapon to shoot with, select one of the profiles below. – Solid shot 60″ Heavy 2 S10 AP-4 D6 or Submunitions 60″ Heavy 4D3 S6 AP-1 D1 Abilities: When resolving an attack made with the solid shot profile, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage.

Gatling Burst Cannon

COMMANDER, XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS or XV95 GHOSTKEEL BATTLESUIT unit only. This Weapon System replaces each burst cannon that models in this unit are equipped with and has the following profile: Gatling burst cannon 18″ Assault 4 S5 AP 0 D1 Abilities: When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.

Networked Markerlights

PATHFINDER TEAM unit only. This Weapon System replaces each markerlight that models in this unit are equipped with and has the following profile: Networked markerlight 36″ Assault 1 Abilities: Markerlights

Annihilation Warheads

KV128 STORMSURGE model only. When resolving an attack made with a destroyer missile by this model, if it scores a hit do not roll to determine the number of mortal wounds suffered by the target unit; that unit suffers 3 mortal wounds.

Accelerated-Photon Grenades

Unit with photon grenades only. This Weapon System replaces each photon grenade that models in this unit are equipped with and has the following profile: Acceleratedphoton grenade 12″ Grenade D6 Abilities: This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is shocked until the start of your next turn. When resolving an attack made with a melee weapon by a model from a shocked unit, subtract 1 from the hit roll. In addition, shocked units cannot Advance and any charge rolls made for shocked units are halved.

Cross-Linked Stabiliser Jets

COMMANDER, XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1.

Magna Rail Rifle

XV88 BROADSIDE BATTLESUITS unit only. This Weapon System replaces each heavy rail rifle models in this unit are equipped with and has the following profile: Magna rail rifle 60″ Heavy 2 D9 AP-4 D6 Abilities: When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.

Networked Markerlights

XV104 RIPTIDE BATTLESUIT model only. This Weapon System replaces an ion accelerator and has the following profile: Amplified ion accelerator When you choose this weapon to shoot with, select one of the profiles below. Standard 72″ Heavy 6 S8 AP-4 D3 Overcharge 72″ Heavy 6 S9 AP-4 3+D3 Abilities: For each hit roll of 1 made for attacks with this weapon’s overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon.

High-Powered Incinerators

BATTLESUIT unit only. This Weapon System replaces each flamer that models in this unit are equipped with and has the following profile: High-powered incinerator 8″ Assault D6 S4 AP0 D1 Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon against a unit that is within half range, add 1 to the Strength characteristic of this weapon for that attack.

If your army is led by a Farsight Enclaves Warlord, you can give one of the following Enclave Relics to a Farsight Enclaves CHARACTER model from your army instead of giving them a Signature System from Codex: T’au Empire. Named characters cannot be given any of the following Enclave Relics.

The Mirrorcodex

When resolving an attack made by a model with this Relic against a unit that is within 18″, you can re-roll the hit roll.

Talisman of Arthas Moloch

A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24″ of the enemy model manifesting that psychic power.

Seismic Fibrillator Mode

Once per battle, at the start of your opponent’s turn, you can choose to activate this Relic. If you do, until the end of that turn, when a model starts or ends a move within 6″ of a model with this Relic, roll one D6; on a 1 that model’s unit suffers 1 mortal wound.

Fusion Blades

FARSIGHT ENCLAVES model with at least two fusion blasters only. The Fusion Blades replace two of the model’s fusion blasters and have the following profile: Fusion Blades (Ranged) 18″ Assault 2 D8 AP-4 D6 Fusion Blades (Melee) Melee S8 AP-4 D6 Abilities (Ranged): If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result. Abilities (Melee): Each time the bearer fights, it can make two (and only two) attacks with this weapon.

T’au Empire Warlord Traits

 

As of 07-25-2020 T’au Empire Warlord Traits are…

  • T’au Empire Warlord Traits
  • Farsight Enclaves Warlord Traits

(See tabs for details)

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

Precision of the Hunter

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

Through Unity, Devastation

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

A Ghost Walks Among Us

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

Through Boldness, Victory

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

Exemplar of the Kauyon

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

Exemplar of the Mont’ka

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

T’au: Strength of Belief

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

Vior’la: Academy Luminary

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

Dal’yth: Gunship Diplomat

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

Sa’cea: Beacon of Honour

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

Bork’an: Seeker of Perfection

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

If a Farsight Enclaves CHARACTER model is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have instead of using the Warlord Traits table from Codex: T’au Empire.

Hero of the Enclaves

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

Blooded Through War

When a Morale test is taken for a friendly FARSIGHT ENCLAVES unit with the Bonding Knife Ritual ability whilst within 12″ of this Warlord, it is automatically passed on a roll of 4+, instead of 6.

Aggressive Tactician

COMMANDER model only. When this Warlord declares Mont’ka, it affects friendly FARSIGHT ENCLAVES units within 12″ of this Warlord, instead of within 6″.

Masters of the Killing Blow

When resolving an attack made by this Warlord against a CHARACTER unit, you can re-roll the hit roll.

T’au Empire Resources

FAQs

Winning T’au Empire Lists of 9th edition

2020 T’au Empire Lists

    1.