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The document outlines an army roster for the T'au Empire in a tabletop game, detailing a configuration of units totaling 480 points. It includes various characters, battleline troops, infantry, and dedicated transport, along with their rules, abilities, and weapon specifications. Key rules such as 'For The Greater Good' and various weapon types are also explained, providing a comprehensive overview of the army's capabilities and strategies.

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0% found this document useful (0 votes)
7 views

M

The document outlines an army roster for the T'au Empire in a tabletop game, detailing a configuration of units totaling 480 points. It includes various characters, battleline troops, infantry, and dedicated transport, along with their rules, abilities, and weapon specifications. Key rules such as 'For The Greater Good' and various weapon types are also explained, providing a comprehensive overview of the army's capabilities and strategies.

Uploaded by

xawier65
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Xenos - T'au Empire - M - (480 pts)

Army Roster (Xenos - T'au Empire) (480 pts)


Rules: For The Greater Good

Configuration
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Character (145 pts)


Cadre Fireblade (1) Rules: For The Greater Good, Leader, Rapid Fire
(50 pts) Unit: Cadre Fireblade
Abilities: Volley Fire, Crack Shot
Melee Weapons: Close combat weapon
Ranged Weapons: Fireblade pulse rifle
Abilities: Leader[1]

Commander in Coldstar Battlesuit (1) Shield Drone, Marker Drone, Shield generator, 2x Fusion blaster, Cyclic ion blaster, Warlord
(95 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault, Hazardous, Melta
Unit: Commander in Coldstar Battlesuit (Shield Drone)
Melee Weapons: Battlesuit fists
Ranged Weapons: Cyclic ion blaster - standard, Cyclic ion blaster - overcharge, Fusion blaster (x2) (x2)
Abilities: Shield Generator, Marker Drone, Shield Drone
Abilities: Leader[2]
Abilities: Coldstar Commander

Battleline (100 pts)


Breacher Team (10) • 9x Breacher Fire Warriors
(100 pts) • Breacher Fire Warrior Shas'ui: Gun Drone, Guardian Drone

Rules: For The Greater Good, Assault, Pistol, Indirect Fire, Twin-linked
Abilities: Breach and Clear, DS8 Support Turret, Guardian Drone
Unit: Breacher Fire Warrior Shas'ui, Breacher Fire Warrior (x9) (x9)
Melee Weapons: Close combat weapon (x5) (x10)
Ranged Weapons: Pulse blaster (x2) (x4), Pulse pistol (x5) (x10), Support turret, Twin pulse carbine (x2)[1]
(x2)

Infantry (150 pts)


Pathfinder Team (10) • 6x Pathfinders w/ pulse carbine
(90 pts) • 3x Pathfinders w/ rail rifle
• Pathfinder Shas'ui: Recon drone, 2x Gun Drone

Rules: Scouts 7", For The Greater Good, Infiltrators, Pistol, Twin-linked, Assault, Heavy, Devastating Wounds
Abilities: Target Uploaded, Recon Drone
Unit: Pathfinder Shas'ui, Pathfinder Team (x9) (x18)
Melee Weapons: Close combat weapon (x5) (x15)
Ranged Weapons: Pulse carbine (x2) (x4), Pulse pistol (x5) (x15), Twin pulse carbine (x2)[1] (x2), Drone burst
cannon, Rail rifle

Stealth Battlesuits (3) • 2x Stealth Shas'ui w/ burst cannon


(60 pts) • Stealth Shas'vre: Shield Drone, Marker Drone, Fusion blaster

Rules: Infiltrators, Stealth, For The Greater Good, Melta


Abilities: Forward Observers, Homing Beacon, Marker Drone, Shield Drone
Unit: Stealth Shas'vre (Shield Drone), Stealth Shas'ui (x2) (x2)
Melee Weapons: Battlesuit fists (x2) (x4)
Ranged Weapons: Fusion blaster, Burst cannon

Dedicated Transport (85 pts)


Devilfish (1) 2 Twin pulse carbines, 2x Seeker missile
(85 pts)
Rules: Deadly Demise D3, For The Greater Good, One Shot, Twin-linked, Assault
Unit: Devilfish
Abilities: Rapid Deployment
Transport: Devilfish
Ranged Weapons: Accelerator burst cannon, Seeker missile (x2) (x2), Twin pulse carbine (x2)[2] (x2)
Melee Weapons: Armoured hull
Rules:

For The Greater Good If your Army Faction is T’AU EMPIRE, then in your Shooting phase units from your army can work in pairs to help each other
target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy
they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit
with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of
the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy
unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:

- Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of
the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
- Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill
characteristic of the attack by 1.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Scouts 7" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

One Shot The bearer can only shoot with this weapon once per battle.

Unit M T SV W LD OC

Cadre Fireblade 6" 3 4+ 3 7+ 1

Commander in Coldstar Battlesuit (Shield Drone) 12" 5 3+ 7 7+ 2

Breacher Fire Warrior Shas'ui 6" 3 4+ 1 7+ 2

Breacher Fire Warrior (x9) (x9) 6" 3 4+ 1 7+ 2

Pathfinder Shas'ui 7" 3 4+ 1 7+ 1

Pathfinder Team (x9) (x9) 7" 3 4+ 1 7+ 1

Stealth Shas'vre (Shield Drone) 8" 4 3+ 3 7+ 1

Stealth Shas'ui (x2) (x2) 8" 4 3+ 2 7+ 1

Devilfish 12" 9 3+ 13 7+ 2
Abilities

Volley Fire

While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

Crack Shot

Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.

Shield Generator

The bearer has a 4+ invulnerable save.

Marker Drone

The bearer’s unit has the MARKERLIGHT keyword and can act as an Observer unit for another unit even if it Advanced this turn.

Shield Drone

Add 1 to the bearer’s Wounds characteristic.

Breach and Clear

Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

DS8 Support Turret

In your Movement phase, if this unit Remains Stationary, until the start of your next turn, its Shas’ui model is equipped with the support turret weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.

Guardian Drone

Each time a model makes a ranged attack that targets the bearer’s unit, subtract 1 from the Wound roll.

Target Uploaded

Once per turn, when using the For the Greater Good ability, you can select this unit to be an Observer unit for a second time. When doing so, you can change
which enemy unit is this unit’s Spotted unit.

Recon Drone

The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.

Forward Observers

Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted
unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Homing Beacon

Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and not within 9" of any enemy
units.
Designer’s Note: Place a Homing Beacon token next to this unit, removing it once this ability is used.

Rapid Deployment

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act normally in the remainder of the turn.

Melee Weapons Range A WS S AP D Keywords

Close combat weapon Melee 3 4+ 3 0 1 -

Battlesuit fists Melee 3 4+ 5 0 1 -

Close combat weapon (x5) (x5) Melee 1 5+ 3 0 1 -

Battlesuit fists (x2) (x2) Melee 2 5+ 4 0 1 -

Armoured hull Melee 3 5+ 6 0 1 -


Ranged Weapons Range A BS S AP D Keywords

Fireblade pulse rifle 30" 1 3+ 5 0 2 Rapid Fire 1

Cyclic ion blaster - standard 18" 3 3+ 7 -1 1 -

Cyclic ion blaster - overcharge 18" 3 3+ 8 -2 2 Hazardous

Fusion blaster (x2) (x2) 12" 1 3+ 9 -4 D6 Melta 2

Pulse blaster (x2) (x2) 10" 2 3+ 6 -1 1 Assault

Pulse pistol (x5) (x5) 12" 1 4+ 5 0 1 Pistol

Support turret 30" 2 5+ 5 0 1 Indirect Fire, Twin-linked

Twin pulse carbine (x2)[1] (x2) 20" 2 5+ 5 0 1 Assault, Twin-linked

Pulse carbine (x2) (x2) 20" 2 4+ 5 0 1 -

Drone burst cannon 18" 4 5+ 5 0 1 -

Rail rifle 30" 1 5+ 10 -4 3 Devastating Wounds, Heavy

Fusion blaster 12" 1 4+ 9 -4 D6 Melta 2

Burst cannon 18" 4 4+ 5 0 1 -

Accelerator burst cannon 18" 4 4+ 6 -1 1 -

Seeker missile (x2) (x2) 48" 1 4+ 14 -3 D6+1 One Shot

Twin pulse carbine (x2)[2] (x2) 20" 2 4+ 5 0 1 Assault, Twin-linked

Transport

Devilfish

This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.

Abilities

Leader[1]

This model can be attached to the following units:


- BREACHER TEAM
- STRIKE TEAM

Leader[2]

This model can be attached to the following units:


- CRISIS SUNFORGE BATTLESUITS
- CRISIS FIREKNIFE BATTLESUITS
- CRISIS STARSCYTHE BATTLESUITS

Abilities

Coldstar Commander

While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the
[ASSAULT] ability.

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