T’au Empire 8th Edition

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

Unit points throughout Time

T'au Empire

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019
Breacher TeamTroops8-7-----7
DS8 Tactical Support TurretTroops20-0------
Kroot CarnivoresTroops6-5-----4
MV36 Guardian DroneTroops8-8-----0
Strike TeamTroops8-7------
KX139 Ta’unar Supremacy ArmourLord of War-745-1500-750---
Manta Super-heavy DropshipLord of War-1879-2000-2000---
KV128 StormsurgeLord of War180-180-----160
The EightLord of War-----1120---
Blacklight Marker DronesHQ-11-7-7---
Commander in XV81 Crisis BattlesuitHQ-76-------
Commander in XV84 Crisis BattlesuitHQ-80-------
Shas’o R’myrHQ-120-------
Shas’o R’alaiHQ-130------105
Aun’ShiHQ68-60-----50
Aun’VaHQ65-85-----70
Cadre FirebladeHQ39-39------
CommanderHQ76--------
Commander FarsightHQ151-151--125--110
Commander in XV8 Crisis BattlesuitHQ--72------
Commander in XV85 Enforcer BattlesuitHQ--76------
Commander in XV86 Coldstar BattlesuitHQ90-90------
Commander ShadowsunHQ167-167--110--110
DarkstriderHQ45-45------
EtherealHQ45-45------
Ethereal GuardHQ5-5------
Ethereal on Hover DroneHQ50-50------
LongstrikeHQ137-137------
MV62 Command-link DroneHQ6-6------
Heavy Gun DroneHeavy Support-18-------
TX7 Heavy Bombardment Hammerhead GunshipHeavy Support-161-117-100---
TX7 Fire Support Hammerhead GunshipHeavy Support-171-117-100---
XV107 R’varna BattlesuitHeavy Support-429-------
MV8 Missile DroneHeavy Support20-20------
MV71 Sniper DroneHeavy Support18-18-----16
TX7 Hammerhead GunshipHeavy Support117-100------
TX78 Sky Ray GunshipHeavy Support119-100--80---
XV88 Broadside BattlesuitsHeavy Support80-60--35---
Drone Sentry TurretFortification-20-------
Remote Sensor TowerFortification-33-------
Tidewall Defence PlatformFortification70-70------
Tidewall DroneportFortification70-70------
Tidewall GunrigFortification70-70------
Tidewall ShieldlineFortification70-70------
DX-6 Remora Stealth DroneFlyer-57---30---
Barracuda AX-5-2Flyer-160-------
Tiger Shark Fighter-bomberFlyer-245-------
Tiger Shark AX-1-0Flyer-255-------
Orca DropshipFlyer-325-------
AX3 Razorshark Strike FighterFlyer82-72-----60
AX39 Sun Shark BomberFlyer100-90-----70
MV17 Interceptor DroneFlyer15-15------
Tetra Scout SpeederFast Attack-46------35
Piranha TX-42 Light SkimmerFast Attack-70-------
XV109 Y’vahra BattlesuitFast Attack-395-------
Kroot HoundsFast Attack4-4------
MB3 Recon DroneFast Attack12-12------
MV1 Gun DroneFast Attack8-12--10---
MV4 Shield DroneFast Attack8-11-----10
MV7 Marker DroneFast Attack10-10------
MV31 Pulse Accelerator DroneFast Attack8-8------
MV33 Grav-inhibitor DroneFast Attack8-8------
Pathfinder TeamFast Attack5-5------
TX4 PiranhasFast Attack45-38--30--24
Vespid StingwingsFast Attack15-14-----11
DX4 Technical DronesElite-16-------
XV9 Hazard Support TeamElite-61---40---
Firesight MarksmanElite21-21------
Kroot ShaperElite31-31-----20
Krootox RidersElite34-34-----25
MV5 Stealth DroneElite10-10-----6
MV52 Shield DroneElite11-11-----11
MV84 Shielded Missile DroneElite25-25------
XV8 Crisis BattlesuitsElite42-45--27--24
XV8 Crisis BodyguardsElite45-42220-30--27
XV25 Stealth BattlesuitsElite20-20-----14
XV95 Ghostkeel BattlesuitElite82-82--70---
XV104 Riptide BattlesuitElite209-185------
Dahyak GrekhElite----20----
TY7 DevilfishDedicated Transport101-80550-70---
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019

 

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 02-16-2020 T’au Empire Stratagems groups are…

  • Universal Stratagems
  • T’au Empire Stratagems
  • The Greater Good Stratagems
  • Farsight Enclaves Stratagems

(See tabs for details)

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

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

Insane Bravery: 2 CP

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

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

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 02-16-2020 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 02-16-2020 T’au Empire Warlord Traits are…

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

(See tabs for details)

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

Legendary Fighter: 

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

Inspiring Leader: 

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

Tenacious Survivor:

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

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

Precision of the Hunter

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

Through Unity, Devastation

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

A Ghost Walks Among Us

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

Through Boldness, Victory

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

Exemplar of the Kauyon

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

Exemplar of the Mont’ka

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

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 8th edition

  1. 2017 T’au Empire Lists

    1. Paul McKelvey 2rd Overall Wet Coast GT 2017
    2. 3rd Overall Shawn Hollingsworth Eastcon 2017
    3. Feliks Bartkiewicz 1st Overall North West Open 2017

    2018 T’au Empire Lists

    1. Bradley Nichols 3rd Overall Hammer in the New Year GT 2018
    2. William Abilez 3rd Overall Scorched Earth Open 2018
    3. Nicholas Froese 2nd Overall Wetcoast GT 2018
    4. Ben Neal 3rd Overall Colorado Cutthroat’s Grand Tournament 2018
    5. Mike Whittington 1st Overall GrotsCon 2018
    6. Richard Windau 1st Overall Midwest Conquest GT 2018
    7. David Hodgetts 1st Overall Maelstrom XI 2018
    8. Christopher Talley 2nd Overall Salt Lake Gaming Con 2018
    9. Scott Paterson 1st Overall Fields of Blood 2018
    10. Sean Morgan 1st Overall Harvester of Souls 2018
    11. Gavin Heritage 2nd Overall Scottish Take Over 4 2018
    12. Bethany Taylor 3rd Overall Scottish Take Over 4 2018
    13. Todd Silber 1st Overall 4th Annual Portal GT 2018

    2019 T’au Empire Lists

    1. Mani Cheema 3rd Overall Caledonian Uprising 2019
    2. Devin Swann 3rd Overall 7th Annual Barrie Bash 2019
    3. Mani Cheema 1st Overall Warhammer 40k March Grand Slam GT 2019
    4. Kyle Grundy 3rd Overall The Spring Hull GT 2019
    5. Mani Cheema 1st Overall Into the Hellstorm 2 2019
    6. Brian Pullen 1st Overall Broadside Bash 2019
    7. Mani Cheema 1st Overall BIG Bristol 40K GT 2019
    8. Simon Priddis 3rd Overall BIG Bristol 40K GT 2019
    9. Devin Swann 3rd Overall The Stud or Scrub 40k Open GT 2019
    10. Dennis Weaver 2nd Overall Siege The Tower GT 2019
    11. Richard Siegler 3rd Overall Bay Area Open 2019
    12. Michael Costello 2nd Overall Fun and Fluff Tournament 2019
    13. Kriston Broxson 2nd Overall Storm of Silence 2019
    14. Ryan Christensen 2nd Overall Carnage of Summer 2019 Tau
    15. Michael Hamilton 2nd Overall Terracon 2019 Tau
    16. Simon Oerding 3rd Overall Slagcon 2019 Tau
    17. Richard Martin 2nd Overall Carolina Crusade 2019 Tau
    18. Richard Siegler 3rd Overall Carolina Crusade 2019 Tau
    19. Devin Swann 1st Overall Basement Open 2019 Tau
    20. Nicolas Weiss 2nd Overall Flying Monkey Con 2019 Tau
    21. Brian Pullen 1st Overall Stay in Your Lane 2019 Tau
    22. Richard Siegler 1st Overall Master’s City 2019 Tau
    23. Devin Swann 2nd Overall TGX – Tabletop Gaming Expo 2019 – T’au Empire
    24. Chris Stover 3rd Overall Battle in the Warp 2019 – T’au Empire
    25. Michael Aigner 1st Overall Battle in the Warp 2019 – T’au Empire
    26. Nick Nanavati 3rd Overall BWG Summer Slaughter 2019 – T’au Empire
    27. Brenton Weiss 1st Overall Capital City Clash 2019 – Tau Empire
    28. Max Schuchard 2nd Overall Warzone Gigabytes III 2019 – Tau Empire
    29. Richard Siegler 1st Overall Nova Open 2019 – Tau Empire
    30. Simon Priddis 3rd Overall The Hellstorm 3 2019 – Tau Empire
    31. Michael Romero 2nd Overall Monster Smash’up 2019 – T’au Empire
    32. Jeremy Stan 3rd Overall Monster Smash’up 2019 – T’au Empire
    33. Devin Swann 2nd Overall Sword and Brush GT 2019 – T’au Empire
    34. Beng Lim 2nd Overall Ardkore Open 2019 – T’au Empire
    35. Nico Petit 3rd Overall East China Open 2019 – T’au Empire
    36. Brian Pullen 1st Overall SoCal Open 2019 – T’au Empire
    37. William McKinstry 1st Overall Twisted Onslaught 2 2019 – Tau Empire
    38. Dean Sinnbeck 1st Overall Geelong Heresy 2019 – Tau Empire
    39. Simon Oerding 3rd Overall Alliance Open 2019 – Tau Empire
    40. Richard Siegler 1st Overall Warzone Atlanta 2019 – Tau Empire
    41. Leonardus McEachern 2nd Overall Geekfest 2019 – Tau Empire
    42. Joshua Herrera 2nd Overall Crozius GT 2019 – Tau Empire
    43. Evan Stump 1st Overall Red Rock Exterminatus 2019 – Tau Empire
    44. Richard Siegler 1st Overall Atlanta Open 2019 – Tau Empire
    45. Evan Stump 3rd Overall Rudder GT 2019 – Tau Empire