Codex: Tau Empire The Fifth Edition Redux Tau Special Rules

For the Greater Good!
Tau forces believe that even in death they will have accomplished something for the master cause. All Tau units will have this, and it gives them the Stubborn USR.

Tau Weapon Special Rules
Overwatch: Automated technology is widespread in Tau forces. Guns with the
Overwatch special rule will fire in the enemy’s movement phase, and must fire at the first enemy unit within line of sight which chooses to move.

Heavy Fire: Weapons with this special rule reduce their target’s Cover Save by 1, to a minimum of 6+ (unless noted) Variable Fire: There are a number of guns in the Tau armoury which use different
rates of fire for procedures such as Rapid Fire. These will be noted in a specific ‘notes’ section of the weapon summary list.

Art of Mont’ka
Commanders of the Tau usually utilise the Mont’ka in order to sever the command structure of an opponent and then destroy their forces. If a Sergeant or higher level model (i.e. HQ units, upgrade characters, and so forth) defeats another Sergeant or higher level model in an opponent’s unit, that unit will immediately fall back unless it is Fearless or still has another Sergeant or Higher in the same squad. The Tau until may not attempt to cut them down as they run, but may then consolidate.

Tau Weapons and Art of Kauyon: Weapons with a variable rate of fire (see
above) do NOT get this when the Art of Kauyon is used. Units count as moving for Art of Kauyon, but may not Rapid Fire for this. The unit which has Art of Kauyon used on it may take a 5+ Cover Save against any shooting excluding that which ignores cover. Blast Weaponry may not be used in Art of Kauyon

Art of Kauyon
Sometimes Tau will believe that it is better to make a tactical retreat than to lose their lives for no reason. Units with this rule have the Hit and Run USR. However, whenever this is pulled off the unit which used Hit and Run may immediately conduct a turn’s worth of at the unit that they are running from – morale checks and such may be forced by such shooting. Only one unit may pull off the Art of Kauyon in a single combat at a time – so if multiple units used Hit and Run, only one can subsequently shoot at the unit they were previously in combat with.

Rail Guns: Do not count as Ordnance on Tau Battlesuits. New Tau Weaponry
The following weapons are new, of course:  Deathshroud Frag Projector  Defence Gatling Gun  Fusion Cannon  Knarloc Gun  Light Railgun  Overburst Cannon  Pulse Lancer A number of weapons have also had their profile changed, even before you factor in the weapon notes. All players should read through the weapon summary before advancing any further in this Redux.

Ta’lissera Bond
Certain members of Tau society undertake the Ta’lissera, and become even greater comrades than before. Units with this special rule gain Relentless if their squad is under 50% strength and Furious Charge if they are under 25% Strength.

Tau Armoury – Battlesuit Technology
Advanced Tracking System
This is a full suite of technology which gives the bearer an unparalleled perception of the field. Models with this double their line of sight during Night Fighting missions, and may also fire one more weapon than usually allowed each turn.

Tau Armoury –Infantry Technology
EMP Grenades
These are specially made to destroy enemy tanks. They are grenades which deal a single AP 1 Glancing Hit on a 4 or 5, or a single AP 1 Penetrating Hit on a 6 when determining damage against the tank.

Failsafe Systems
Certain more ‘cowardly’ members of the Fire Caste employ complex safety systems in order to escape bad situations. Models with this are replaced by a single Fire Warrior Shas’ui when they are killed either in close combat or shooting by a model which does not cause Instant Death. This model may then immediately make a ‘Hit and Run’ movement.

Photon Grenades
These are specially made to halt enemy infantry. They are defensive grenades, which mean that the opponent will never gain bonus attacks for charging. In addition to this, models with special close combat attacks will not be able to use them in the first turn of combat.

Markerlight Heavy Crisis Battlesuit
A more powerful version of the standard battlesuit, this experimental suit of armour is currently being tested by the Fire Caste. The bearer of this suit gains a 2+ Armour Save and a 4+ Invulnerable Save. In addition, it gains the Slow and Purposeful special rule. In addition, it gains a 5+ ‘Feel No Pain’ save, as described in the Warhammer 40k Rulebook. This is the pinnacle of Tau weaponry – allowing for vast amounts of co-ordinated firepower to be levelled at the foe. At the beginning of every friendly Shooting phase, the model controlling this Markerlight may immediately roll a single d6. On a 4+, a single Markerlight token may be placed on any unit within line of sight. On a 6, TWO tokens may be placed on the same unit within line of sight.

Drone Controller Tactical Hologram Generator
Included in this commander’s suit is a vast array of communication tech... Allowing the leader to control his army from upon the field. All Reserve rolls made by the controller of this wargear are made as if it were one turn further in the game (in Turn 2, this means a 3+, on Turn 3 a 2+ and so on). No Reserves may be brought onto the board by this effect in the First Turn. The technology within this allows for the control of drones – small robotic servants of the more powerful Tau figures. For each Drone Controller in a unit, up to 2 Battle Drones may be purchased for it for points costs defined in that unit’s area of the Army List. Drones do not count towards the maximum models transported in a transport vehicle, and are immediately removed when their controller(s) is as well.

Target Lock Networked Markerlight
Formed of multiple markerlights, this single powerful one allows for a vast amount of firepower to be levelled at the foe. At the beginning of every friendly Shooting Phase, the model controlling this Markerlight may immediately place d3+2 Markerlight tokens onto any units within line of sight. This small pendant is usually un-noted by opponents. A model with this may fire at a different unit to the remainder of its squad.

Honour Blade
Commonly deployed by high ranking members of the Fire Caste, these large staffs bear a strong blade at its height. A Honour Blade is a Power Weapon that gives the bearer +1 Strength, and a 5+ Invulnerable Save if they are an Ethereal.

In addition to this. Skilled Pilot A vehicle upgraded with this counts as moving 6” less for the purposes of firing weaponry. but is not allowed to remove the Ballistic Skill of the firing tank from the total scatter roll. allowing for the controller to defend itself against enemy assaults. Finally. Sensor Array A vehicle upgraded with this ignores the effects of Dangerous Terrain.Tau Armoury –Vehicle Technology Disruption Launchers This is a complex set of illusionary based weaponry. For example. The user of this tech always bears a 4+ Cover Save. or directly after its effects are used.g. which may be fired once per game. By expending two tokens. as well as gaining an additional point of BS. rather than just your opponent’s. Twin Linked. for example)  By expending three tokens. Seeker Missile This is a single Defensive Weapon. AP 2. they may remove a token to use an effect from this list:  Count the unit’s BS as being +1 to the standard (3 -> 4. In addition to this. the vehicle may use its Landing Gear – on any turn that the pilot only moves up to 6”. if an effect would change the target of shooting to a unit without a Markerlight token then the original target retains the token. the target may be classed as NOT Stubborn for that turn’s shooting In addition. and Strength 7 AP 2) may be fired at the target unit using a BS of 3.  The target unit may have 1 Leadership deducted for a single leadership based test (e. Improved Skimmer Tech A vehicle equipped with this gains a 2+ Cover Save when Moving Fast as a Skimmer. the vehicle loses the Skimmer special rule and may fire its main weapon as Heavy 3. Advanced Recoil System A vehicle upgraded with this counts its gun as a Heavy 2 weapon for the purposes of scatter – not as Ordnance 1. and thus takes a key role in any battles involving the Tau Empire. Psychic Test. any enemy units which charge a Tau vehicle with these launchers each take a single Poisoned Attacks (3+) hit which counts as a Strength of 6 immediately before they make their attacks. rather than the standard template. The Markerlight Tokens The Markerlight token is a key part of the Tau arsenal. and so on)  Reduce the Cover Save of the target unit by 1. In addition to this. Morale Test). . Heavy 1 attack which ignores Cover Saves if fired at a unit carrying a Markerlight token. and also stop the unit from Going to Ground that turn  Decrease the AP of a single type of weapon fired at the target unit (a Pulse Rifle goes from 5 to 4. the target unit may be classed as NOT Fearless for that unit’s shooting. Markerlight Tokens are expended at the end of a unit’s shooting. but if an effect causes the shooting to end before an effect can begin to affect the target the token is still expended. the player may choose to roll only 1d6 for scatter. a Tau unit may use the tokens to level a number of additional effects against the target unit for that game turn:  A single Artillery Strike (Heavy 1. there is a reason why the Tau player may choose to allocate Markerlights to simply ‘a’ unit rather than an enemy unit – you may choose to fire at any units with a token allocated to them. Any saves against this are reduced by 1 (4+ to 5+ and so on). Each time a Tau unit conducts shooting against a unit which has a ‘Markerlight Token’ allocated against it. It counts as a single Strength 9. This section explains how it works. and may also count his vehicle as Fast.

Special Rules Stubborn. up to a single failed save per turn may instead be placed on a Bodyguard – this could be a heroic dive from the guide or mere poor luck! Learned Scholar: Any character which has a Tau’rie purchased for them may choose to either re-roll all failed rolls to hit or all failed rolls to wound during the shooting phase of their turn. or for a Twin Linked Burst Cannon for +10pts. This does not affect characters which join the Drone’s unit. Acute Senses Life Partner: A Bodyguard is attached to his master for life. All Psykers within 18” of a Tau’nul have a leadership of 6 and may not benefit from the Stubborn or Fearless special rules. Shield Drones also have a Shield Generator. making it difficult for the foe to see them. Wargear: All Bodyguards bear a Pulse Pistol and Close Combat Weapon. In addition. Drone Controller: When the model who purchased the Drone is killed. Army List Composition: Any HQ choice in the Tau army list. In addition. Marker Drones may exchange their Markerlight for a Networked Markerlight for +20pts per model.OPTIONS – Drones Type Pts WS BS S T W I A Ld 10 10 10 10 OPTIONS – Bodyguard Sv 5+ 4+ 5+ 5+ Type Pts WS BS S T W I A Ld Sv 4+ 4+ 4+ Gun 7 2 4 3 2 1 2 1 Shield 10 2 2 3 2 1 2 1 Stealth 15 2 3 3 2 1 2 1 Marker 15 2 3 3 2 1 2 1 Unit Type: Drones move as the same type as their attached unit Tau’al 20 4 4 3 3 1 3 2 10 Tau’rie 30 2 3 3 3 1 3 2 10 Tau’nul 30 2 2 2 3 1 2 1 7 Unit Type: Infantry (the Bodyguard moves at the same rate as the character they are attached to) Army List Composition: All Sergeants and HQs – except Prok. the Drone is also removed. as well as a 6+ Cover Save. as well as Photon Grenades and EMP Grenades. Psychic Null: Tau’nul bear the Pariah gene.this roll is increased by 1 for each Tau’nul purchased by that character. may take up to five Bodyguards. Stealth Drones also have a Stealth Projector. and also including any models specifically noted as such – may take 0-5 Drones each Wargear: All Drones carry a Twin Linked Pulse Rifle. . Marker Drones also have a Markerlight Special Rules Fearless. A Bodyguard is removed when the model he was purchased for is killed. Up to three Bodyguards of the same type may be taken by the same character. The whole unit gains the Stealth and Move through Cover special rules. and the effects do not stack. Intercept Attack: Tau’al must have wounds allocated to them before the character they are purchased for may themselves have wounds allocated. Options: Any Gun Drone may replace their Pulse Rifle with a Twin Linked Pulse Carbine for no additional cost. The selection is made at the beginning of that phase. or +1 to their existing Invulnerable Save. all Tau’nul within 6” must take an Armour Save. any psychic abilities tested for within 30” of a Tau’nul may be ‘dispelled’ on a successful roll on a d6 of 5+ . If a Tau’nul is killed in Close Combat. Acute Senses Shield Generator: Units which contain at least 1 Shield Drone have a 5+ Invulnerable Save. Stealth Projector: Sniper Drones are fitted with shadow generator. except Prok or non-Tau characters.

Acute Senses. Ta’lissera Bond. and also gain a 5+ Invulnerable Save against all attacks. Sergeant. They may also purchase options from the Crisis Battlesuit entry below. Perfect Shadow Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste. Art of Kauyon. They may Deep Strike. An army containing at least one may take a single squad of either Stealth Suits or Pathfinders as a Troops Choice. Art of Mont’ka. They may also purchase options from the Stealth Battlesuit entry below. Wargear: All Stealth Commanders begin with a Fusion Cannon – this is Twin Linked. They also have EMP Grenades and Photon Grenades. Independent Character Special Rules For the Greater Good. Options: Stealth Commanders may purchase Drones from the list further down. Nightshroud: Stealth Commanders are fitted with an even greater stealth field than standard suits. Art of Kauyon. Infiltrate. Ta’lissera Bond. Scouts. In addition they may take any of the following:  Marker Beacon (see Pathfinders) 40pts  Tactical Hologram Generator 25pts A Shas’o may choose to replace either their Fusion Cannon with one of the weapons below:  Airburst Frag Projector 10pts  Overburst Cannon 5pts  Cyclic Ion Blaster 5pts  Deathshroud Frag Projector 20pts  Honour Blade 5pts  Burst Cannon (with Assassins rule) FREE .HQ . In addition they may take any of the following:  Heavy Crisis Battlesuit 40pts  Tactical Hologram Generator 25pts A Shas’o may choose to replace either of their Burst Cannons with one of the weapons below:  Deathshroud Frag Projector 15pts  Honour Blade 10pts  Cyclic Ion Blaster 10pts  Pulse Lancer 15pts  Overburst Cannon 10pts  Fusion Cannon 10pts Unit Type: Jet Infantry.Crisis Commander Type Shas’o HQ – Stealth Commander Type Shas’o Pts 100 WS 5 BS 5(6) S 4(5) T 4 W 3(4) I 4 A 3(4) Ld 9 Sv 3+ Pts 100 WS 5 BS 5 S 4 T 4 W 3 I 4(5) A 3 Ld 9 Sv 3+ Unit Type: Jet Infantry. Wargear: All Crisis Commanders begin with a pair of Burst Cannons – these are not Twin Linked. Sergeant. They may purchase options from the list to the right. Fleet. Independent Character Special Rules For the Greater Good. Art of Mont’ka. An army containing at least one may take a single squad of either Crisis Suits or Broadside Suits as a Troops Choice. Force Field Generator: All Crisis Battlesuits are highly respected pieces of Tau technology. All Night Fighting rolls are made on 1d6 against a unit containing a Stealth Commander. Hit and Run (2 x Roll). Options: Crisis Commanders may purchase Drones from the list further down. Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste.

Assault Phase Techniques: Jumping Kick: The Ethereal gains +1 Initiative. but loses 1 Toughness Spiral Punch: The Ethereal gains +1 Strength.HQ– Ethereal Detachments Type Pts WS BS S T W I A Ld Sv Ethereal 150 4 4 4 4 3 4 3 10 5+ Guards 4 4 4 4 2 3 2 10 4+ Unit Type: Independent Character. Shooting Phase Techniques: Patient Hunter: The Ethereal’s unit Goes to Ground. but may not fire in the next game turn. For the purposes of combat. Feather of Phoenix: The Ethereal and his unit will automatically regroup when falling back. Tempered Step: The Ethereal’s unit gains Relentless for this turn. Up to ten techniques may be purchased. the Ethereal may not be targeted while any of his Guards also remain in the unit. Up to 1 technique of each type may be used each turn. Twirling Doom: The Ethereal has Poisoned Attacks (3+). but loses 1 Initiative Feinted Blow: The Ethereal gains +2 Attacks. The unit is composed of an Ethereal and four Guards. which altogether count as a single Independent Character. Many Blocks: The Ethereal gains a 4+ Invulnerable Save. Practiced Power: The Ethereal and his unit may choose to fire and then go to ground this turn. Wargear: All of the unit have Honour Blades (bonuses included in profiles) Special Rules For the Greater Good. but loses 2 Weapon Skill Glance of Death: The Ethereal has attacks equal to his opponents. 6+ Invulnerable Save Inspiring Presence: All friendly units with line of sight to an Ethereal may make any Leadership Tests on Ld9 unless their Ld is normally higher. Some ethereal choose to specialise in certain techniques. The Ethereal may be upgraded to one of the following:  Water Caste (Inspiring Presence = Stubborn)  Fire Caste (Inspiring Presence = Furious Charge)  Earth Caste (Inspiring Presence = +1 to Cover Sv)  Air Caste (Inspiring Presence = Relentless) 40pts 40pts 40pts 40pts . but may not have a Cover Save next turn. Fire’s Grasp: The Ethereal’s unit rolls d6x2 for running this turn. Dance of Rage: The Ethereal and his unit gain Fleet and Rage for this turn. The Price of Failure: If the Ethereal should fall. which may be used in all sorts of battle situation. but gains +3 to their Cover Save Killing Blow: The Ethereal’s unit adds +1 to all shots fired this turn. but loses 1 Toughness and 1 to his Sv. but loses 2 Attacks on his profile. but loses 1 Weapon Skill Meditative Blow: The Ethereal gains +1 Toughness. The Ethereal may choose to purchase any Blade Techniques from the list to the right for +10pts per technique. This is in addition to any Caste based abilities purchased below. Ethereal Blade Techniques A popular pastime of all Ethereals is that of the duel – which allows all sorts of disputes to be settled. all models in the army must take a Morale Check. Those who fail gain Rage and Fleet. Ethereal Detachment Options Up to five additional Guards may be purchased for +20pts per model. but has no Power Weapon. Acute Senses. regardless of modifiers or other special rules. Movement Phase Techniques: Double Passé: The Ethereal and his unit may move d6 further inches. Ta’lissera Bond. and Infantry.

Stealth Suits. Shas’o is a HQ. Pts 55 45 WS 4 4 BS 4(5) 4(5) S 4 4 T 4 4 W 3 2 I 3 3 A 3 2 Ld 8 8 Sv 3+ 3+ Unit Type: Jet Infantry. Art of Kauyon. They may Deep Strike. Force Field Generator: All Crisis Battlesuits are highly respected pieces of Tau technology. the whole weapon counts as a single twin linked weapon with otherwise the same statline. An army containing at least one may take a single squad of either Crisis Suits. If two of the same weapon option are taken. Art of Mont’ka. They may purchase options from the list to the right.Crisis Battlesuits Type Shas’el Shas’vre Crisis Battlesuit Options Any suit may choose to replace either of their Burst Cannons with one of the weapons below:  Twin Linked Burst Cannon 10pts  Fusion Blaster 5pts  Missile Pod 5pts  Twin Linked Plasma Rifle 7pts  Twin Linked Flamer 3pts Any suit may choose to replace both of their Burst Cannons with one of the following PAIRS of weapons below:  Fighting (Lightning) Claws 20pts  Missile Pods 30pts Any suit may choose to take any of the following options:  Advanced Tracking System 25pts  Failsafe System 30pts  Networked Markerlight 35pts  Markerlight 20pts Any Crisis Battlesuit may purchase a single Drone from the list further down below. Acute Senses. Shas’el and Shas’vre are Sergeant Level. and also gain a 5+ Invulnerable Save against all attacks. Fleet. . Tactical Co-ordination: Shas’o are high ranking members of the Fire Caste. Wargear: All Crisis Battlesuits begin with a pair of Burst Cannons – these are not Twin Linked. or Broadside Suits as a Troops Choice. Army List Selection:  Shas’el suits and Shas’vre suits form a ‘Crisis Team’.ELITES . Ta’lissera Bond. Special Rules For the Greater Good. Teams contain a single Shas’el and 1-5 Shas’vre suits.

Art of Kauyon. If the battle is actually in Night Fighting anyway.Stealth Battlesuits Type Pts WS BS S T W I A Ld Sv 3+ 3+ Shas’el 60 5 4 4 3 2 4 3 9 Shas’vre 50 5 4 4 3 1 4 2 9 Unit Type: Jet Infantry. Art of Mont’ka. They may purchase options from the list to the right. Assassins: Stealth Suits are skilled in finishing off enemies for the Greater Good. Infiltrate. Shas’el and Shas’vre are Sergeant Level. Hit and Run (2 x Roll). and may re-roll any rolls-towound. Their Burst Cannons are Twin Linked. Special Rules For the Greater Good. Scouts. . Wargear: All Stealth Battlesuits begin with a Burst Cannon – this is Twin Linked. Ta’lissera Bond. All shooting conducted against Stealth Battlesuits uses the Night Fighting special rules. Stealth Battlesuit Options Any suit may choose to replace their Burst Cannons with one of the weapons below:  Twin Linked Cyclic Ion Blaster 25pts  Twin Linked Fusion Blaster 12pts  Twin Linked Plasma Rifle 15pts  Twin Linked Flamer 5pts  Two Twin Linked Pulse Rifles 5pts (fired at once) One suit may choose to replace their Burst Cannons with one of the following sets of weapons below:  Honour Blade and Pulse Pistol 10pts  Smart Missile System 20pts Any suit may choose to take any of the following options:  Advanced Tracking System 25pts  Markerlight 20pts Any Stealth Battlesuit may purchase a single Drone from the list further down below. Teams contain a single Shas’el and 1-8 Shas’vre suits. indicated in a second set of choices.ELITES . Perfect Shadow: Many an outpost has fallen due to not being able to see this enemy. all distances that are rolled against Stealth Suits are halved. Army List Selection:  Shas’el suits and Shas’vre suits form a ‘Crisis Team’. and may also select additional options to those listed to the right. Shas’el Battlesuits begin with a Drone Controller.

Relentless Flight Co-ordinators: All Vespid Stingwings within 6 inches of a member of the Fly Marshalls unit will gain +1 Leadership. the vehicle may remove one Immobilised or Weapon Destroyed result. Death Defying: Fly Marshalls have the Deep Strike special rule. Army List Selection:  Vespid Fly Marshalls contain a single Flight Master and 4-9 Strain Leaders. Slow and Purposeful. Roll a d6 – on a 6. as well as a Breaching Drill (Chain Fist and Melta Bombs) and a single Blast with Chain each. he and his squad can attempt to repair it instead of firing weaponry. In addition. Options: Demiurg Trenchers may man a Weapon Platform for +5pts. Fleet. Harmonic Spectrum:Fly Marshalls may choose to add or subtract one from the roll to see the statline of their Neutron Blaster. If a Stout One is in base contact with a damaged vehicle during the Shooting phase. Flight 37 4 4 Master Strain 24 4 3 Leader Unit Type: Jump Infantry. . Move Through Cover Gunner’s Pride: Demiurg which are manning a Weapon Platform gain +2 Leadership. Jobs a Good’un: Demiurg are often used by Tau due to their mechanical ability. they may charge on the turn they charge – the opponent counts as occupying cover. Berserk Charge.ELITES – Demiurg Trenchers Type Pts WS BS 3 3 ELITES – Vespid Fly Marshalls Type Pts WS BS S 4 3 S 4(8) 5 T 4 4 W 2 1 I 2 2 A 2 1 Ld 8 7 Sv 2+ 2+ T 4 4 W 2 2 I 6 5 A 3 2 Ld 8 8 Sv 5+ 5+ Stout 60 4 One Demiurg 30 4 Unit Type: Infantry. The Weapon Platform may be equipped with one of the following:  Bolt Cannon 15pts  Overburst Cannon 15pts  Pulse Lancer 15pts  Cyclic Ion Blaster 10pts  Defense Gatling Gun 30pts Special Rules For the Greater Good. Special Rules Stubborn. Wargear: Demiurg are equipped with Exo Armour. The Stout One also has a Thunder Hammer – note that this replaces his Breaching Drill Army List Selection: Demiurg Trenchers are composed of 1 Stout One and 4-9 Trenchers. Add +1 to this roll for each Trencher in the unit. Wargear: All Vespid Fly Marshalls bear a Neutron Blaster. changing their unit type to Artillery. You must have at least 1 unit of Vespid Stingwings in your army before you can purchase Fly Marhalls. Skilled ‘Rider’.

A Devilfish may take Disruption Launchers for +15pts. Tank. one unit may be upgraded to Hardened Veterans. If the two gun drones included in weaponry are detached. Enemy units lose 1 from their Cover Save against Fire Warriors. Access Points: As modelled on the vehicle. Vehicle Type: Skimmer. Options: The Gun Drones attached on the Devilfish may be replaced with a Smart Missile System for +15pts. and also gain no benefit from Going to Ground. A Devilfish may take Improved Skimmer Tech for +20pts. See right. and Photon Grenades. In addition. Weaponry: The Devilfish bears a single Twin Linked Burst Cannon. The unit may take a Devilfish transport if under 10 models. Ta’lissera Bond. They may fire at a separate target to the tank’s main gun while still attached to the vehicle. Army List Selection: Fire Warrior squads have 1 Shas’ui and 4-14 Shas’la each. They may be upgraded with the options below. Special Rules For the Greater Good. two special drones (such as Sniper Drones) may ‘embark’ on the Devilfish. Hardened Veterans: There are some favoured warriors in every cadre who have fought for many years under a single commander. Special Rules Flechette Dischargers: On the turn that a Fire Warrior squad disembarks from a Devilfish. These soldiers gain +1 BS and +1 I. as well as a pair of Gun Drones equipped with Twin Linked Pulse Rifles – these may be detached from the tank and in this respect count as 2 models in a separate transport. For each Shas’o in the army. Fire Points: 0 Capacity: The Devilfish may transport up to 12 models.TROOPS – Fire Warriors Type Pts WS BS S T W 1 1 TRANSPORT – Devilfish Troop Carrier Devilfish BS 4 Front 12 ARMOUR VALUES Side Rear 11 11 Points 93 I 3 3 A 2 1 Ld 8 7 Sv 4+ 4+ Shas’ui 15 2 3 3 3 Shas’la 11 2 3 3 3 Unit Type: Infantry. EMP Grenades. denying their foes any refuge from the firepower. A Devilfish may take a single Markerlight for +10pts. Wargear: All Fire Warriors begin with a Pulse Rifle. Art of Mont’ka. Note: models in the Devilfish may not make an emergency disembarkation. Shas’ui is Sergeant. Art of Kauyon. . they gain a 5+ Cover Save Target Lock: The Gun Drones on a Devil Fish have Target Locks. but cost +2pts per model. up to 1 Shas’la for each 5 in the squad may replace their Rifle with a different weapon from below:  Rail Rifle 15pts  Twin Linked Flamer 5pts  Twin Linked Pulse Rifle 5pts The Shas’ui may have an Honour Blade and Pulse Pistol for +10pts. A Devilfish may take a Sensor Array for +15pts. A Devilfish may take a Skilled Pilot for +15pts. Options: Any Shas’la may exchange their Pulse Rifle for a Pulse Carbine for no additional point cost. and may not transport Battlesuits or special Drones other than Gun Drones or Shield Drones. Fire Control: Fire Warriors are skilled at firing in concentrated volleys.

You may not have more Stingwing units than you have Fire Warriors. Infiltrate. Note that this increases if multiple different Stingwing units are within 6”.TROOPS – Kroot Carnivores Type Pts WS BS S T W 3 1 3 1 TROOPS – Vespid Stingwings Type Pts WS BS S 3 3 I 5 4 2 4 A 3 2 2 1 Ld 8 7 7 7 Sv 4+ 6+ 4+ 6+ T 4 4 W 2 1 I 5 5 A 2 1 Ld 8 7 Sv 5+ 5+ Shaper 46 5 4 3 4 Hound 13 5 0 4 4 Krootox 44 4 2 5 5 Kroot 7 4 3 4 3 Unit Type: Infantry. Army List Selection:  Vespid Stingwing squad have 1 Strain Leader and 4-14 Stingwings in them. Acute Senses. . roll 1d6. Special Rules Art of Kauyon. Scouts. Rending 6 18” 3 1 Assault 3. Fleet. Fleet. up to 1 Hound for each 2 Kroot. Krootox Charge: Krootox have Initiative 10 when they charge a target in cover. Hounds only have a single Close Combat Weapon. and Shapers have a Honour Blade and Pulse Pistol. up to 1 Krootox. This will determine the statline of the Blaster used from below: D6 Roll Range Str AP Additional Rules 1 24” 3 3 Assault 3. Pinning 5 12” 7 5 Assault 2. all Kroot Rifles give their bearers +1 Attack. Strain 23 4 3 Leader Vespid 18 4 3 Unit Type: Jump Infantry. Army List Selection: Kroot Carnivore squads have 5-20 Kroot. Krootox have a Twin Linked Kroot Gun. they suffer -1 leadership to their test. and up to 1 Shaper. Wargear: All Vespid Stingwings have a Neutron Blaster. Stealth (in woodland terrain). Wargear: All Kroot begin with a Kroot Rifle and their fierce demeanour. Relentless. In addition. Pinning 2 24” 4 3 Assault 3. Shaper is Sergeant. Options: Any unit of Kroot may take any of these upgrades (Vulturekin may not have Hounds or Krootox):  Vulturekin (become Jump Infantry) 50pts per unit  Cobrakin (gain +1 I and +1 S) 50pts per unit  Bearkin (gain Eternal Warrior and +1 Sv) 55pts per unit Units of Kroot containing a Shaper may buy a 5+ Sv for +2 pts per model Special Rules For the Greater Good. Neutron Blaster: At the beginning of every turn. Pinning 4 18” 6 4 Assault 2. Berserk Charge. Melta Harmonic Vibrations: If a Psyker attempts to use a Power within 6” of a Vespid Stingwing. Pinning 3 18” 5 4 Assault 2. Pinning. Skilled ‘Rider’. Rending (Shaper only) The Hunter’s Pride: Units of Kroot gain the Rage and Furious Charge special rules when they deal their first enemy casualty in close combat. Move Through Cover.

but may be as near to the opponent as they desire. In addition. With the Kais Mont’yr. Special Rules For the Greater Good. Art of Mont’ka. All members of a unit containing Truesight are Stubborn and have the Stealth special rule. Truesight has a Light Rail Gun that – upon passing a successful leadership check – can target individual models in an enemy unit. The Valkyries Mark: Over the course of many battles fought against Truesight. the enemy counts as if affected by 1 Markerlight for each 5 members of the unit firing at them. . The Kais Mont’yr: This large Rail Rifle has served this Shas’vre well over the years. as well as EMP Grenades and Photon Grenades.FAST ATTACK – Pathfinder Tactical Liaison Squads Type Pts WS BS S T W 1 1 NAMED CHARACTER– Path Shas’vre Truesight Type Pts WS BS S T W 2 I 3 2 A 2 1 Ld 8 7 Sv 4+ 4+ I 5 A 3 Ld 9 Sv 4+ Path 23 3 4 3 3 Shas’ui Path 15 3 4 3 3 Shas’la Unit Type: Infantry. Ta’lissera Bond. and has the Furious Charge and Counter Attack special rules. Shas’vre +50 4 5 4 3 Truesight Unit Type: Infantry (Upgrade Sergeant) Special Rules For the Greater Good. Silent Kill: Pathfinders set up for weeks before the battle begins in order to increase their final kill count. Each time Truesight’s unit shoots at the same target that he himself is shooting at. The Shas’ui also bears a Pulse Pistol and Close Combat Weapon. Shas’ui is Sergeant. Wargear: Path Shas’vre Truesight bears the Rail Rifle ‘Kais Mont’yr’. Art of Kauyon. Pathfinders deploy by Infiltrate. up to 1 Shas’la for each 4 in the squad may replace their Rifle with a different weapon from below:  Rail Rifle with Target Lock 10pts  Light Rail Gun 30pts  Stealth Rail Rifle (ignores Cover) 30pts A Pathfinder unit may take Shas’vre Truesight instead of a Shas’ui for +50pts. Army List Selection: Pathfinder squads have 1 Shas’ui and 1-11 Shas’la in them. and this is continued by his squad. Art of Kauyon. Ta’lissera Bond. Marker Beacon: Units which Deep Strike within 12” of a Pathfinder Shas’ui will only roll 1d6 for scatter. Wargear: All Pathfinders begin with a Rail Rifle Pulse Pistol. Truesight himself remains Fearless in the face of danger. Silent Kill. Art of Mont’ka. Photon Grenades. the Imperium has come to know the Markerlight as the sign of a ‘Valkyrie’. and EMP Grenades. They may choose to take a Devilfish (see Troops section) Options: Any Shas’la may exchange their Rail Rifle with a Pulse Rifle for no additional point cost. Marker Beacon The Stalking Death: Truesight is a stalking terror to his foes. and may re-roll the directional scatter dice.

Stupid Creatures: Great Knarloc packs use the following table to decide rolls to hit for or against them (Kharn still hits on a 2+ etc. as well as a Knarloc Gun. Counter Attack. Infiltrate. Special Rules Stubborn. Rage. This does not apply to when Counter Attack is also used – you need some momentum! Batter Down: Knarlocs ignore Initiative bonuses given by terrain. Army List Composition: A combination of any five Knarloc types from above Wargear: All Knarlocs have a single Poisoned Close Combat Weapon (3+). and may dodge any Ramming on a 3+.1 Piranha 4 11 10 mk. Scouts. Blood Fury: For each casualty that the Great Knarloc deals in the previous turn of combat. though) Knarloc’s WS Knarloc Roll to Hit Opponent Roll to Hit 3 or 4 5+ 3+ 5 5+ 4+ 6 or 7 4+ 4+ 8 4+ 5+ 9 or 10 2+ 5+ Special Rules Jink: When moving Fast. Piranhas gain +1 to any Cover Saves they may gain. Target Lock: The Gun Drones on a Piranha have Target Locks.2 Vehicle Type: Skimmer. as well as two Gun Drones with Twin Linked Pulse Rifles. Any Piranha may take a Networked Markerlight for +20pts. Fast. They gain +3 Strength for Furious Charge. Fleet. Unit Size: 1-5 Piranhas of any type above. Furious Charge. Piranhas may also replace their Burst Cannon with any of the following:  Smart Missile System 5pts  Twin Linked Fusion Blaster 10pts  Twin Linked Plasma Rifle 10pts  Fusion Cannon 15pts  Light Rail Gun 15pts . Berserk Charge Knarloc Charge: Greater Knarloc riders are feared for the devastating charge they can lead against an opponent. Any Piranha may take a Sensor Array for +10pts. and of course gain +2 Attacks for Berserk Charge as well.FAST ATTACK – Great Knarloc Pack Type Pts WS BS S 6 6 FAST ATTACK – Piranha Assisted Expansion Cadres Piranha mk. Acute Senses. they will gain +1 WS OR +1 A in the next turn of combat. Move Through Cover. They may fire at a separate target to the vehicle’s main gun while still attached to the vehicle. Any Piranha may take a Skilled Pilot for +10pts. Options: The Gun Drones attached on any Piranha may be replaced with a Smart Missile System for +15pts. Acute Senses. BS 3 Front 10 ARMOUR VALUES Side Rear 10 10 10 Points 55 60 T 6 6 W 4 4 I 2 2 A 4 3 Ld 7 6 Sv 4+ 4+ Knarloc 125 3 4 Shaper Knarloc 105 3 3 Rider Unit Type: Beasts/Cavalry. Open Topped. Weaponry: All Piranhas have a single Burst Cannon.

Army List Composition: Squads of Vespid Razorwings are composed of 515 Razorwings. Jobs a Good’un Gunner’s Pride: Demiurg which include a Glory Trike gain +2 Leadership Wargear: Glory Boys are all on Bikes – which have Breaching Drills (Melta Bombs). they count their weapons as Rending Power Weapons. Spinebanks force 1 armour save – on a roll of a 3+ . . these are harsh biological weapons. they will count as having a 6+ Armour Save.to any model which wounds a Razorwing in close combat. Reckless Charge: On any turn that Razorwings charge.FAST ATTACK – Demiurg Glory Boys Type Pts WS BS 3(4) 3(4) FAST ATTACK – Vespid Razorwings Type Pts WS BS S 4 S 4(8) 5 T 4(5) 4(5) W 2 1 I 2 2 A 2 1 Ld 8 7 Sv 3+ 3+ T 4 W 2 I 3 A 2 Ld 8 Sv 4+ Stout 45 4 One Demiurg 30 4 Unit Type: Bikers Razorwing 18 5 0 Unit Type: Jump Infantry. Wargear: Razorwings have a single Close Combat Weapon and Spinebanks. The Glory Trike must be equipped with one of the weapons listed below (this replaces the Pulse Rifle):  Bolt Cannon 25pts  Overburst Cannon 25pts  Pulse Lancer 25pts  Cyclic Ion Blaster 20pts  Fusion Cannon 20pts The Stout One may also upgrade his Bike to a Glory Trike. Each Glory Boy also has a single Blast with Chain Army List Selection: Demiurg Glory Boys are composed of 1 Stout One and 4-9 Glory Boys. The Stout One has a Thunder Hammer. Special Rules Stubborn. The same points costs above are used. Flight of Locusts: Any piece of woodland based terrain which a Razorwing unit of 10 or more models passes over is removed on a 2d3 roll of 6. However. Options: A single Glory Boy may upgrade their Bike to a Glory Trike – this gives him +1 W and +1 A. Fleet. Special Rules Stubborn. Hit and Run Spinebanks: Built into their armour plates.

Relentless Drone Swarm: True Line of Sight is not used when shooting through a squad of drones. This means that the whole unit gains the Stealth and Scouts special rules. as if there was a solid block there. Wargear: All Gun Drones bear a single Twin Linked Pulse Rifle. All Heavy Gun Drones may be upgraded to Heavy Stealth Drones for +4pts per model. You may have up to 1 Squadron for each squad of Fire Warriors in your army. Acute Senses.FAST ATTACK – Gun Drone Support Squadron Type Pts WS BS 3 FAST ATTACK – Heavy Gun Drone Defence Squadron Type Pts WS BS 4 S 3 T 2 W 1 I 2 A 1 Ld 10 Sv 5+ S 4 T 3 W 2 I 3 A 2 Ld 10 Sv 4+ Gun 7 2 Drone Unit Type: Jetbikes. place a single Small Blast Marker over where it was. the Cover Save given from shooting through Drones is a 5+. This represents their size and the durability of their metallic bodies. AP 4 hit for +5pts per model. Relentless. All models under this blast will take a single Strength 5. Explosive: When a Heavy Gun Drone is destroyed in combat. Defensive Programming: Drones must pass a leadership check to shoot at any unit which is not the closest to them – this is done at Ld 5. . Acute Senses. Options: Any Heavy Gun Drone may upgrade themselves to not be Explosive for +4pts per model. Drone Swarm. Special Rules Fearless. Options: All Gun Drones may be upgraded to Stealth Drones for +3pts per model. Special Rules Fearless. This means that the whole unit gains the Stealth and Scouts special rules. Army List Composition: Each squadron is composed of 3-12 Gun Drones. AP 6 hit. Army List Composition: Each squadron is composed of 1-5 Heavy Gun Drones. You may have up to 1 Squadron for each squad of Fire Warriors in your army. Any Heavy Gun Drone may upgrade their Explosives to a Strength 6. Wargear: All Heavy Gun Drones bear a single Twin Linked Burst Cannon and EMP Grenades. However. Count the base as part of the model. Heavy 25 2 Drone Unit Type: Jetbikes. Defensive Programming Brute Charge: Heavy Gun Drones gain +1 Strength in the first turn of any combat.

Each Sniper Team is modelled as a single spotter and 2 Sniper Drones upon a single base. making it difficult for the foe to see them. Ta’lissera Bond. Options: Broadside Battlesuits may replace their Heavy Rail Guns with either a Defence Gatling Gun or Overburst Cannon for no additional cost. Acute Senses. Special Rules For the Greater Good. Each Broadside Battlesuit may purchase Missile Pods for +10pts per model – these may be fired alongside their main gun. The third wound dealt will kill the spotter. Art of Mont’ka. Wargear: Each Sniper Team has 2 sniper Drones – each with a single Twin Linked Sniper Rifle. Art of Kauyon. Target Locks: The Broadside Team members have Target Locks. but must be fired at the same unit as the main gun. Ta’lissera Bond. The whole unit gains the Stealth and Move through Cover special rules. Wargear: All Broadside team members have a single Twin Linked Heavy Rail Gun – this may only fire solid rounds. The Teams may all be Entrenched for +10pts per team.HEAVY SUPPORT – Broadside Battlesuits Type Pts WS BS S T W 3 2 HEAVY SUPPORT – Sniper Drone Squadrons Type Pts WS BS 5 I 4 3 A 3 3 Ld 8 8 Sv 3+ 3+ S 3 T 4 W 3 I 3 A =W Ld 9 Sv 4+ Shas’el 85 4 6 4 4(5) Shas’vre 70 4 5 4 4(5) Unit Type: Jet Infantry. Slow and Purposeful. Force Field Generator: All Broadside Battlesuits are highly respected pieces of Tau technology. Art of Kauyon. . The spotter is armed with a Target Lock and Rail Rifle. This means that they always have a 6+ Cover Save. Special Rules For the Greater Good. and also gain a 5+ Invulnerable Save against all attacks. Army List Composition: Each team is composed of 1 Shas’el and 1-4 Shas’vre. in addition to Stealth bonuses or other terrain. The first and second wounds dealt to the model will each remove a single Sniper Drone. and also that all Line of Sights are measured from individual models. Infiltrate. Sergeant is Shas’el Sniper 85 3 Team Unit Type: Infantry. They may fire at a separate target to each other upon making a successful leadership check for each model which targets separately. Scouts Sniper Teams: Each Sniper Team is essentially 3 models on a single base. The Team gets a single attack for each wound remaining. as well as a 5+ Invulnerable Save. This means that the Spotter may be removed as the first casualty. Army List Composition: Each squadron is composed of 1-5 Sniper Teams. They may Deep Strike. Stealth Projector: Sniper Drones are fitted with shadow generator. unless there is a Master Control in the unit. Heavy Crisis Battlesuits: All members of a Broadside Battlesuit team have this upgrade. which has been included in their points cost. Spotter: All Line of Sights for the Sniper Teams are measured from the Spotter. Options: The Sniper Drones may be fitted with a Master Control for +5pts per team.

They also have two Gun Drones with Burst Cannons attached. Skimmer Unit Size: 1 Sky Ray tank BS 4 Front 13 Heavy Support . which may fire both Solid and Submunition Rounds. Weaponry: Sky Rays are equipped with a pair of Smart Missile Systems. They may fire at a separate target to the vehicle’s main gun while still attached to the vehicle. They also have two Gun Drones with Rail Rifles attached. Hammerheads do not benefit from Moving Fast as a Skimmer. The Sky Ray may take a Sensor Array for +10pts. The Gun Drones attached may be replaced with two Seeker Missiles for +15pts. Skimmer.Sky Ray ARMOUR VALUES Side Rear 12 11 Points 180 Special Rules Target Lock: The Gun Drones on a Hammerhead have Target Locks.HEAVY SUPPORT – Hammerhead Piranha mk. The Sky Ray may take Disruption Launchers for +20pts. Weaponry: Hammerheads are equipped with a single Twin Linked Heavy Rail Gun. The Hammerhead may take Disruption Launchers for +20pts.2 Vehicle Type: Tank. The Hammerhead may take a Advanced Recoil System for +10pts. The Hammerhead may take a Skilled Pilot for +20pts.1 Vehicle Type: Tank. The Sky Ray may take a Networked Markerlight for +20pts. Options: The Hammerhead’s Heavy Rail Gun may be replaced with a Twin Linked Ion Cannon for no additional cost. Unit Size: 1 Hammerhead tank BS 4 Front 13 ARMOUR VALUES Side Rear 11 10 Points 160 Piranha mk. Special Rules Target Lock: The Gun Drones on a Sky Ray have Target Locks. Options: The pair of Smart Missile Systems that a Sky Ray comes with normally may be replaced with a Twin Linked Ion Cannon for +10pts. The Hammerhead may take a Networked Markerlight for +20pts. The Gun Drones attached may be replaced with two Smart Missile Systems for +15pts. They may fire at a separate target to the vehicle’s main gun while still attached to the vehicle. Tactical Missiles: Sky Rays may choose to ignore the Indirect Fire rule when firing at units with Markerlight Tokens on them. The Sky Ray may take a Skilled Pilot for +10pts. Heavy Recoil: The size of a Hammerhead makes it fairly hard to move and fire their weapon. . They also have a pair of Seeker Missiles.

In addition to this. The First Expansion: An army which contains Puretide may have any number of EITHER Crisis Teams or Stealth Teams as Troop Choices. Breakaway Faction: No Ethereals or other named characters – aside from Path Shas’vre Truesight or Master Aun’shi – may be taken in an army led by Farsight. It is a Power Weapon which allows the bearer to either re-roll all failed rolls to hit or reroll all failed rolls to wound in the assault phase of each turn. but first you and your opponent must roll-off. Acute Senses. as well as an Experimental Warp Drive. and also rolls 2d6+5 for Armour Penetration. In addition. Force Field Generator The Dawn Blade: This is an ancient artefact which predates man. Once per friendly Movement Phase. and Jet Infantry (also moves as Jump Infantry in Movement Phase) Wargear: Puretide bears the Blade of Aspects. Puretide and the unit he is with may place themselves back into reserve – this may be done in close combat. if Farsight loses a wound all models in the force gain Furious Charge and Counter Attack. . and Networked Markerlight. and Jet Infantry (also moves as Jump Infantry in Movement Phase) Wargear: Farsight bears the Dawn Blade. Acute Senses. Art of Kauyon. Hit and Run. Art of Mont’ka. Farsight does not bear his Dawn Blade but does instead have a normal power weapon instead. In addition. He also has a Twin Linked Cyclic Ion Blaster. Art of Mont’ka. He also has a Tactical Hologram Generator and Networked Markerlight Special Rules For the Greater Good. Mentor: Any Tau model – other than unique characters – in the force may be Mentored by Puretide. Special Rules For the Greater Good. each model in the unit must personally take an armour save. Force Field Generator Blade of Aspects: This sword shimmers with a diabolic light. Tactical Mastery: An army which contains Farsight may be comprised entirely of Hardened Veteran Fire Warrior squads. Before your Time: An army with Puretide in may not take any other special characters other than Master Aun’va or Commander Farsight. HQ NAMED CHARACTER– Commander Farsight Pts WS BS S T W I A Ld Sv Farsight 220 6 5 5 5 4 5 4 10 3+ Unit Type: Independent Character. Fleet. Pathfinders count as Scoring Units.HQ NAMED CHARACTER– Commander Puretide Type Pts WS BS S T W I A Ld Sv Type Farsight 250 6 5 5 5 4 5 4 10 3+ Unit Type: Independent Character. Ta’lissera Bond. Tactical Hologram Generator. Experimental Warp Drive: This is a special unit within Puretide’s armour. The Dawn Blade is a Power Weapon which ignores all saves. The benefit of this is to give that model +1 WS and +1 Ld. If the opponent equals or beats your roll. Stealth Suits are moved to Fast Attack and Great Knarlocs become Heavy Support. Fleet. Bonded by Blood: All models in an army containing Farsight gain the Preferred Enemy (Orks) special rule. as well as a Twin Linked Plasma Rifle and Target Lock. Ta’lissera Bond.

. then a single Cannon is immediately destroyed. Acute Senses. Prok himself is a Scoring Unit. Infiltrate. or if the same one breaks down in two consecutive turns. Assassins. Farsight 180 7 Unit Type: Infantry Wargear: Shadowsun bears a pair of Twin Linked Fusion Cannons. Future of the Tau: Any unit which Shadowsun joins gain the Fleet and Scouts special rules. If both cannons break down in the same turn. Move Through Cover. She also has a Tactical Hologram Generator and an Advanced Tracking System. Prok benefits from any upgrades they purchase. Tactical Mastery: An army which contains Shadowsun may have 2 times the standard Hardened Veteran Fire Warrior squads. as well as the Stealth special rule. Stealth (in woodland terrain). XV22 Battlesuit: This advanced Stealth Battlesuit gives Shadowsun a 4+ Invulnerable Save. and units of Krootox as Heavy Support (at usual cost. all Tau units within 18” of Shadowsun may use her Leadership for the purposes of leadership based tests.HQ NAMED CHARACTER– Commander Shadowsun Type Pts WS BS S T W I A 4 HQ NAMED CHARACTER– Anghkor Prok Type Pts WS BS 4 Ld 10 Sv 3+ S 5 T 5 W 3 I 6 A 4 Ld 10 Sv 4+ Shadowsun 210 5 6 4 4 3 5 Unit Type: Independent Character. The unit counts as a SINGLE Kill Point. An army including Prok may take units of Kroot Hounds as Fast Attack (at their usual cost. If his unit does not have similar abilities. 520 models per unit). Fleet. Hit and Run (3 x Roll). Perfect Shadow. Prok will deal 3 additional attacks at Initiative 10 – these use Prok’s profile. but are also Poisoned Attacks (2+). Special Rules For the Greater Good. and Jet Infantry. the whole unit is Stubborn. as well as a Target Lock. Special Rules Art of Kauyon. In addition. In addition. 3-5 per unit). Great Knarloc Packs also become Elite choices. Crisis Battlesuits are moved to Fast Attack and Piranhas become Heavy Support. Fleet. Scouts. Art of Kauyon. He must be purchased with a unit of Kroot Carnivores – these form a Retinue with Prok. On any turn that he and his retinue charges. they will count as Initiative 2. Acute Senses. The Staff is also a Power Weapon for Prok’s standard attacks. Hyperactive Genome: Prok ignores benefits which the enemy gains from cover – he will always strike in Initiative. Experimental Weaponry: The Fusion Cannons that Shadowsun bears are experimental. The Hunter’s Pride The Great Uniter: Prok is a legend amongst the Kroot. First amongst Equals: Prok is at the pinnacle of Evolution. Rending. Infiltrate. Scouts. Command Link Drone: With this drone. Ta’lissera Bond. Wargear: Prok has a Kroot Rifle (attack included in profile) and his Split Stave. and prone to breakdown. Split Stave: Prok’s staff is twinned with an incredible volatile poisonous dart mechanism.

but gains +2 Initiative for this turn. Ultimate Price of Failure: If Aun’va should fall. . all models in the army must take a Morale Check. Swiftness of the Dead: Aun’shi loses 1 T and 1 I. 4+ Armour Save Hardened Brawler: Aun’shi is known and feared as a deadly Ethereal. Blade Techniques: Strike Uncalled: Aun’shi loses an attack. Inspiring Presence: All friendly units with line of sight to Aun’shi gain the Stubborn special rule and Ld 9. The unit which killed Aun’va is also worth d3 extra Kill Points. then the enemy unit must immediately make a Morale Check against Ld2 or fall back. Berserk Charge. as is Aun’va himself if that unit is not killed by the end of that game. Ta’lissera Bond. Furious Charge. His guards each bear a single Honour Blade – these give them +2 Strength instead of +1. Special Rules For the Greater Good. Assault Phase Blade Techniques: At the beginning of each turn of combat. and Fleet. all models in the army must take a Morale Check. and Fleet. HQ NAMED ETHEREAL– Master Aun’shi WS BS S T W I A Ld Inv Aun’shi 210 4 4 4 4 3 5 3 10 4+ Guards 4 4 4 4 2 4 2 10 4+ Unit Type: Independent Character. If the Tau win a combat involving Aun’shi. Guards of the Undying Spirit: Each of the Master’s Guards must be killed before any attacks may be allocated to Aun’va. Those that pass gain Rage. and Furious Charge special rules. but gains +2 A this turn. Duellist Stance: Aun’shi loses his Invulnerable Save. which altogether count as a single Independent Character. It also gives the whole unit which Aun’va is joined to a 4+ Cover Save which may always be taken. The unit is composed of Aun’shi and four Guards. not increase them. Split Stave: Aun’shi loses his Honour Blade. In addition. Ta’lissera Bond. Furious Charge. His opponent also loses any Special Close Combat Weapons for this turn. which altogether count as a single Independent Character. Acute Senses. but his opponent loses their Invulnerable Save too. each Guard has the Counter Attack.HQ NAMED ETHEREAL– Master Aun’va Type Pts WS BS S T W I A Ld Inv Type Pts Aun’va 220 2 4 3(9) 5 4 1 1 10 3+ Honoured 4 4 6 5 2 4 3 10 3+ Guards Unit Type: Independent Character. Wargear: Aun’shi and his Guards each bear an Honour Blade – this bonus is included in their profiles. Mirror the Foe: Aun’shi and the opponent each only have 3 attacks this turn – this may only decrease the foe’s attacks. Masterful Inspiring Presence: All friendly units with line of sight to Aun’va gain the Stubborn special rule and Ld 10. Acute Senses. The Price of Failure: If Aun’shi should fall. and Infantry (also moves as Jump Infantry in Movement Phase). but gains +1 A and 1 S. Those that fail gain Rage. The unit is composed of Aun’va and four Guards. and Infantry. The unit which killed Aun’va is also worth 1 extra Kill Point. Special Rules For the Greater Good. Wargear: Aun’va bears the Paradox of Duality (stat increases included in profile). All enemy units with line of sight to Aun’va lose the Stubborn special rule and downgrade their Fearless rule to Stubborn. 3+ Armour Save The Paradox of Duality: As well as altering the stats of the Master and his guards. this is a Witchblade – as described in the 40. Berserk Charge. Aun’shi may choose a different Blade Technique from the list below.000 rulebook.

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