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IMPERIAL XENOS CATALOG

T’au

Septs

T’AU SEPTS
IMPERIAL XENOS CATALOG

T’au Characters

Species: Kroot
Species Attribute: Toughness 2, Willpower 4
Skill: Scholar (2)
Kroot
Build Point Cost: 0 Benefits
Base Tier: 1 Keywords: Kroot, T’au, Champion
Speed: 6
Attribute Modifications: none Influence: +1
Size: Average
Wargear: Knife, Kroot Rifle.
T’au
Build Point Cost: 0 T’au Breacher
Base Tier: 1
Speed: 6 Build Point Cost: 10
Attribute Modifications: none
Size: Average Prerequisites
Caste Choice: (Choose one) Tier: 1
• Air Caste: Gain Agility +1 Species: T’au
• Earth Caste: Gain Toughness +1 Attribute: Toughness 3, Willpower 4
• Fire Cate: Gain Agility +1 Skill: Ballistic Skill (2)
• Water Caste: Gain Fellowship +1 Earth Caste

Benefits
Archetypes Keywords: T’au, <Sept>, Champion
Ethereal
Influence: +1
Build Point Cost: 20
Wargear: T’au Breacher Armour, Pulse Pistol, Pulse Blaster
Prerequisites
Tier: 2 T’au Diplomat
Species: T’au
Attribute: Intellect 2, Willpower 4
Build Point Cost: 10
Skill: Scholar (2)
Any Caste
Prerequisites
Tier: 1
Benefits Species: T’au
Keywords: T’au, <Sept>, Champion Attribute: Toughness 3, Willpower 4
Skill: Ballistic Skill (2)
Failure Is Not An Option: T’au Empire Water Caste
Invocation of the Elements
Benefits
Keywords: T’au, <Sept>, Champion
Influence: +2 Influence: +1
Wargear: T’au Ethereal Armour, Ceremonial Robes, 1 or 2 Wargear: T’au Breacher Armour, Pulse Pistol, Pulse Blaster
Equalizers, Honour Blade, Hover Drone

Kroot Warrior T’au Pathfinder

Build Point Cost: 10 Build Point Cost: 10

Prerequisites Prerequisites
Tier: 1 Tier: 1

T’AU SEPTS
IMPERIAL XENOS CATALOG
Species: T’au Keywords: T’au, <Sept>, Champion
Attribute: Toughness 2, Willpower 4
Skill: Stealth (2) Influence: +1
Earth or Fire Caste
Wargear: T’au Strike Armour, Pulse Pistol, Pulse Carbine,
Benefits Markerlight.
Keywords: T’au, <Sept>, Champion
T’au Warrior
Influence: +1
Build Point Cost: 10
Wargear: T’au Pathfinder Armour, Pulse Pistol, Pulse
Carbine or Ion Rifle, Photo Grenade, Markerlight Prerequisites
Tier: 1
T’au Pilot Species: T’au
Attribute: Toughness 2, Willpower 4
Build Point Cost: 10 Skill: Ballistic Skill (2)
Earth or Fire Caste
Prerequisites
Tier: 1 Benefits
Species: T’au Keywords: T’au, <Sept>, Champion
Attribute: Toughness 2, Willpower 4
Skill: Pilot (2) Influence: +1
Air Caste
Wargear: T’au Strike Armour, Pulse Pistol, Pulse Carbine or
Benefits Pulse Rifle, Photo Grenade.

Common Abilities
Aggressive Footing <Farsight Enclaves>: All <Farsight
Enclaves> units gain this ability. Attacks against threats within For the Greater Good: When a unit with this ability is the
24m are treated as having +1 Markerlight Hits. subject of a charge move, an ally within 12m may make an attack
as if they had the Counterstrike Talent but at an added -1DN
Bonding Knife Ritual: When taking a Resolve Test, if a Critical penalty.
Success is rolled, the test is passed regardless of the die total.
Manta Strike: Units with tis ability can be set up on the
Failure Is Not An Option: T’au Empire: T’au Empire allies battlefield at the end of any turn as long as there are set up no
within 12m of you may use this units Willpower for any closer than 18m to a threat. Any accompanying drones are set up
Willpower based tests. with 4m f this unit after it enters the battlefield.

Invocation of the Elements: When this unit activates, as an Master of War: Once per combat, at the beginning of a turn, a
action, they may use one of the following abilities. Ally T’au Champion may declare either Kauyon or Mon’ka.
Infantry and Battlesuits within 12m of this unit may benefit from • Kayoun: Allies within 12m gain a +1DN Bonus on
this ability until the beginning of this units next activation. They attacks for the turn, but these allies may not move.
may be subject to more than one ability at a time. • Mon’Ka: Allies within 12m gain +2 Speed and +1ED on
• Calm of the Tides: Selected units gain +1 Bonus Die for charge actions this turn.
Resolve Tests.
• Sense of Stone: Whenever a member of the selected unit Sworn Protector: A unit with this ability may become the subject
loses a wound, roll a d6. If an Exalted Icon is generated of a ranged attack that targets an ally Champion if they are within
the wound is not lost. 6m of that Champion.
• Storm of Fire: If affected units do not move on their
activation, they gain +2 Bonus Dice for ranged attacks. Wisest of their Kind: Kroot: Kroot allies within 12m of you
• Zephyr’s Grace: Affected units gain +d3x2m to their may use this units Willpower for any Willpower based tests.
Charge actions.

Sept Tenets

T’AU SEPTS
IMPERIAL XENOS CATALOG
Bork’An Sept Craftsmanship: A unit with this tenet using a
Rapid Fire or Heavy weapon gains +12m to the range of those Dedication to the Cause: Units with this tenet gain +2
weapons. Fellowship.

Dal’yth Sept Adaptive Camouflage: A unit with this tenet that Gifted Pilots: A unit wit this tenet that is piloting a Vehicle or
does not Manta Move, Charge, or move on its activation gains a Monster unit that moves no more than ½ Speed on its activation
+2DN Cover Bonus to attacks even if it is in the open. receives +2 Bonus Dice to their ranged attacks.

Farsight Enclaves Devastating Counter-Strike: A unit with this Hardened Warheads: When a unit with this tenet attacks with a
tenet gains +1 Bonus Dice for ranged attacks against threats Missile weapon, increase the AP of the weapon by -1.
within 12m.
Hybridised Weapons: A unit with this tenet adds 8m to the range
Sa’cea Sept Calm Discipline: A unit with this tenet gains +2 of Assault and Grenade type weapons it uses. Does not apply to
Willpower. In addition, this unit gains +2 Bonus Dice to any one Experimental Weapons Systems.
ranged attack during its activation.
Maneuvering Thrusters: A Battlesuit unit with this tenet gains
T’au Sept Coordinated Fire Arcs: When this unit uses there For +4 Speed.
the Greater Good ability or attacks from a held action while
within 12m of a <Sept> ally, they gain +1Bonus Dice to their Soldiers in Arms: Units with this tenet increase the range of the
attacks. For the Greater Good ability to 18m.

Vior’la Sept Strike Fast: A unit with this tenet performs a charge Sophisticated Command Net: A unit with this tenet gains +1
attacks, it treats Rapid Fire weapons as if they were also assault Bonus Duce to attacks when attacking a threat vehicle with 1 or
weapons. In addition, these units do not suffer the penalty to more Markerlight Hits on it.
attack when running with Assault weapons.
Stabilization Systems: A Battlesuit unit with this tenet gains +1
Creating a T’au Sept Bonus Dice when attacking with a Heavy weapon.

To create a T’au Sept you will choose any 2 of the following Sept Turbo-jets: Jet Pack equipped units gain +4 Speed.
Tenets to make your <Sept> unique!
Up-Gunned: Units with this tenet that are armed with Burst
Advanced Power Cells: Tactical Drones of this tenet have a Cannons have their AP increased by -1. F
Cruse Speed of 30.

T’AU SEPTS
IMPERIAL XENOS CATALOG

Stratagems
The use of Stratagems is optional in Wrath & Glory play. If using Stratagems, each character will begin with Tier+1 Wrath Points instead of
the normal 2 Wrath Points. Each Stratagem lists the number of Wrath Points that must be spent to use the Stratagem and each Stratagem may
only be used once per game session (unless noted otherwise). Wrath Points may be gained through normal game play.

Any NPC’s under a PC’s control may have Stratagems used for their benefit but these must be paid for with Glory. Stratagems can be used by
the GM for NPC Threats, but these are paid for by Ruin.

Each Stratagem will list any keyword restrictions after the cost that must be met in full for the Stratagem to apply. Unless noted otherwise,
Stratagem effects end at the end of that character or threats activation.

The following Stratagems are generic to any faction or race:


The following Stratagems are available to T’au only:
Command Reroll (Cost 1)
Use this Stratagem to reroll all 1s (except for Complications) on Aerial Targeting (Cost 1, T’au)
any Test. Use this Stratagem and select a threat. Until the end of the turn, all
ranged attacks against that threat are treated as if it had +1
Counter Offensive (Cost 2) Markerlight Hit.
Use this Stratagem after a threat has attacked, make an immediate
attack against that threat. Ambushing Predators (Cost 1, T’au)
Use this Stratagem when an ally is the subject to a ranged attack
Insane Bravery (Cost 2) and has an ally Kroot unit within 12m. The Kroot become the
Use this Stratagem in place of any Resolve or Conviction test, you target of the ranged attack.
pass that test.
Use this Stratagem when an ally makes a ranged attack to increase
Automated Repair System (Cost 2, T’au) the AP of the attack by -1.
Use this Stratagem to have an ally Battlesuit of vehicle gain 2d3
lost wounds. Defense in Numbers (Cost 2, T’au, <Firesight Enclaves>)
Use this Stratagem when an ally Battlesuit unit suffer wounds
Branched Nova Charge (Cost 1, T’au) from an attack. Roll a d6 for each wound, if an Exalted Icon is
Use this Stratagem when an ally XV104 Riptide Battlesuit uses generated, that wound is not lost.
its Nova Reactor ability. You may choose 2 effects instead of just
1. Drop Zone Clear (Cost 2, T’au, <Farsight Enclave>)
Use this Stratagem and select an ally Battlesuit that entered the
Breach and Clear! (Cost 1, T’au) battlefield via their Manta Strike ability. That unit gains +2 Bonus
Use this Stratagem when an ally shoots at a threat receiving a Dice to all attacks on their activation.
cover bonus, the ally gains +2ED on their attacks that hit the
threat. EMP Grenade (Cost 1, T’au)
Use this Stratagem and select a threat vehicle within 20m of an
Command-And-Control Node (Cost 1, T’au) ally. The threat vehicle suffers the effect of a Photon Grenade and
Use this Stratagem at the beginning of the turn and select a suffers d3-1 mortal wounds.
<Sept> Champion. That Champion may not activate this turn but
ally Battlesuits within 12m gain +1 Bonus Dice for all ranged Emergency Dispensation (Cost 1 or 3, T’au)
attacks they make this turn. Use this Stratagem before the game session. For 1 Wrath, your
character begins play with a weapon they are equipped with to
Coordinated Engagement (Cost 2, T’au) have the Master Crafted Trait added to it. For 2 Wrath, your
Use this Stratagem and select an ally Battlesuit and a threat. Unit character beings play with a weapon with the Master Crafted
the end of the turn, all Battlesuit attacks against the selected threat trait and may increase any one numerical value of the weapons
are made as if the threat had 5 Markerlight Hits on it. stat line by 1.

Danger Close (Cost 1, T’au, <Firesight Enclaves>) Experimental Weaponry (Cost 1, T’au, <Bork’en>)
Use this Stratagem when an ally troop makes a ranged attack Use this Stratagem when an ally uses a ranged weapon to have
against a threat within 24m of them. That ally gains +2ED on that weapon gain +2ED for their attack.
their attacks that activation.
Fail-Safe Detonator (Cost 1, T’au)
Deadly Aim: (Cost 2, T’au)

T’AU SEPTS
IMPERIAL XENOS CATALOG
Use this Stratagem when an ally Battlesuit is reduced to 0
wounds. Each unit within 6m of this vehicle suffers d3-1 mortal Orbital Marker Distribution Uplink (Cost 2, T’au, <Sa’cea>)
wounds. Use this Stratagem and select an ally Champion. All threats within
12m of this Champion are considered to have +1 Markerlight
Firestorm (Cost 1, T’au, <Firesight Enclaves>) hits than they have already.
Use this Stratagem and select up to 4 allies with FLY. This
Stratagem costs 1 extra point for each unit selected. Roll a d6 for Pack Alpha (Cost 1, Tau)
each threat within 6m of the selected units. If an Icon is generated, Use this Stratagem when a Kroot ally within 12m of a Kroot
that unit suffers d3+1 mortal wounds. Shaper makes a Charge action, they gain +2 Speed to the Charge.

Focused Fire (Cost 3, T’au, <T’au Sept>) Point-Blank Volley (Cost 1, T’au)
Use this Stratagem when an ally wounds a threat. All allies gain Use this Stratagem at the beginning of a turn. All Pulse weapon
+1ED for all ranged attacks against that threat for the rest of the attacks by allies are treated as having the Pistol trait.
turn.
Point-Defense Targeting Relay (Cost 1, T’au)
Focused Fury (Cost 1, T’au, <Firesight Enclaves>) Use this Stratagem with a threat performs a charge attack against
Use this Stratagem and select an ally Champion. On that an ally vehicle. The ally vehicle may perform a Counterstrike
Champions next activation, all ranged attacks gain +2ED. action as if they had the Talent.

Furious Assault (Cost 1, T’au, <Firesight Enclaves> Positional Relay (Cost 2, T’au)
Use this Stratagem and select an ally Jet Pack equipped unit. Use this Stratagem and elect an ally MB3 Recon Drone and have
When that unit finishes a charge action, all threats within 2m of an ally troops unit enter the battlefield anywhere within 12m of
this unit suffer d2-1 mortal wounds. this drone and no closer than 18m to a threat.

Hidden Hunters (Cost 1, T’au) Pulse Onslaught (Cost 1, T’au)


Use this Stratagem when an ally Kroot is the subject of a ranged Use this Stratagem when an ally attacks with a Pulse weapon. The
attack while it has the benefit of cover. Increase the cover range of all Pulse weapon attacks that activation are increased by
modifier by -1DN. 6m.

Hot-Blooded (Cost 2, T’au, <Vor’la>) Raging Beasts (Cost 1, T’au)


Use this Stratagem and select an Infantry unit to shoot twice on Use this Stratagem when an ally Beast unit activates. That ally
their activation without incurring a multi-action penalty. All gains +2 Strength for their attacks.
attacks must be against the closest threat.
Rain of Fire (Cost 1, T’au)
Hunting Grounds (Cost 1, T’au) Use this Stratagem when an ally troop activates. All ranged
Use this Stratagem when a Kroot ally finishes a charge attack, all attacks made by that ally this turn gain +2ED.
other Kroot allies within 12m gain +2 Speed to their charge
actions. Recon Sweep (Cost 1, T’au)
Use this Stratagem and select an ally to immediately move d3x2m
Modulated Weaponry (Cost 1, T’au) but cannot perform any further actions on its next activation this
Use this Stratagem when a non-Titanic ally activates. The ally turn.
gains +1 Bonus Dice for all Heavy weapons that unit attacks with.
Repulsor Impact Field (Cost 1, T’au)
Multi-Spectrum Sensor Suite (Cost 1, T’au) Use this Stratagem when a threat charges a Battlesuit ally, roll a
Use this Stratagem before a Battlesuit ally performs a ranged die for each member of the unit within 6m of the ally. That unit
attack. The target of the attack cannot claim a bonus from cover suffer 1 mortal wound for each Icon generated on the die rolls.
for the attack.
Seasoned Sniper (Cost 1; T’au)
Neuroweb Jammer (Cost 1, T’au) Use this Stratagem and select an ally to gain +2 Bonus Dice to
Use this Stratagem and select a threat that is within 36m of an ally their ranged attacks on their next activation.
Battlesuit champion. The selected threat suffers an added -1DN
penalty to all attacks this turn. Stimulant Injector (Cost 1, T’au)
Use this Stratagem and select an ally Battlesuit. That Battlesuit
Orbital Ion Beam (Cost 3, T’au) may ignore any wound modifiers for the rest of the turn.
Use this Stratagem and choose an ally Champion. That champion
cannot activate this turn. Instead, choose 2 points on the Strike And Fade (Cost 1, T’au, <Dal’yth>)
battlefield up to d6x2m apart. Roll a die for each unit between Use this Stratagem and select an ally to immediately make a
these points If an Icon is generated on the die roll, that unit suffers ranged attack and move up to 12m as if it were their activation.
d3+1 mortal wounds This does not count as their activation for the turn.

T’AU SEPTS
IMPERIAL XENOS CATALOG
Suet his Stratagem and select an ally Battlesuit unit, all members
Sworn Bodyguards (Cost 1, T’au) of that unit gain +1 Bonus Dice for all attacks this combat.
Use this Stratagem when an ally troop is making a melee attack
while within 6m of an ally Champion. The melee attack gains +2 Wall of Mirrors (Cost 1, T’au)
Bonus Dice. Use this Stratagem and select an ally XV25 Stealth Battlesuit
that is within 12m of an ally XV95 Ghostkeel Battlesuit.
Support Turret Replacement (Cost 1, T’au) Immediately remove the Stealth Battlesuit and set it up anywhere
Use this Stratagem when an ally unit has its Support Turret within 24m of the Ghostkeel Battlesuit that is no closer than 18m
destroyed to immediately replace it. from a threat. Both Battlesuits may activate as normal in the turn.

Uplinked Markerlight (Cost 1, T’au) Wisdom of the Many (Cost 1, T’au)


Use this Stratagem after a threat has been hit my a Markerlight Use this Stratagem when an ally Ethereal activates. That
to increase the number of Markerlight Hits by d3+1. Ethereal may use their Invoke the Elements one extra time but
must choose a different effect for each use.
Veteran Cadre (Cost 2, T’au, <Firesight Enclaves>)

T’AU SEPTS
IMPERIAL XENOS CATALOG
T’au Wargear:

Armour Pulse Blaster (11+1ED; AP -1; Range 24m; Salvo 2; Assault;


T’au Breacher Armour: Armour Rating 7, Sinistral Shoulder Brutal)
Pad +3 Shield Pulse Bomb (LBT, Damage is d3 mortal wounds. Choose a point
T’au Ethereal Armour: Armour Rating 5, Powered 1 on the battlefield to drop the bomb, roll for deviation and deviate
T’au Pathfinder Armour: Armour Rating 5 that point (d3+1)x2m)
T’au Strike Armour: Armour Rating 6, Sinistral Shoulder Pad Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
+3 Shield Brutal)
Pulse Driver Cannon (16+6ED; AP -3; Range 160m; Salvo 1;
Ranged Weapons Heavy 10, Brutal)
Airbursting Fragmentation Projector (10+1ED; AP 0; Range Pulse Pistol (11+1ED; AP 0; Range 30m; Salvo 2; Pistol, Brutal)
46m; Salvo 2; Assault, Indirect, SBT) Pulse Rifle (11+1ED; AP 0; Range 72m; Salvo 2; Rapid Fire 1,
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault) Brutal)
Cluster Rocket System (11+1ED; AP 0; Range 120m; Salvo 1; Quad Ion Turret (14+3ED; AP -2; Range 72m; Salvo 8; Assault,
Heavy 12, LBT) Supercharge)
Cyclic Ion Blaster (14+3ED; AP -1; Range 46m; Salvo 0; Rail Rifle (12+3ED; AP -4; Range 72m; Salvo 2; Rapid Fire 1,
Assault, Supercharge) Mortal 1)
Cyclic Ion Raker (14+3ED; AP -1; Range 46m; Salvo 0; Heavy Railgun (16+6ED; AP -4; Range 160m; Salvo 3; Heavy 4, Mortal
8, Supercharge) d3)
Destroyer Missile (Range 150m; Indirect, Limit 1, LBT, d6-1 Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Mortal Wounds to all in blast Radius) Limit 1, LBT, Ignores Cover, Indirect)
Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3;
Blaze, Spread) Indirect, Ignores Cover, MBT)
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault, Supremacy Rail Gun (16+6ED; AP -4; Range 160m; Salvo 3;
Brutal) Heavy 4, Mortal d3)
Fusion Collider (14+6ED; AP -4; Range 46m; Salvo 1; Heavy 6,
Brutal) Combi-Weapons
Heavy Burst Cannon (12+2ED; AP -1; Range 72m; Salvo 3; Kroot Rifle
Heavy 12, Spread) • Range (10+1ED; AP 0; Range 60m; Salvo 2; Rapid Fire
Heavy Rail Rifle (14+6ED; AP -4; Range 150m; Salvo 2; Heavy 1)
4, Brutal, Mortal 3) • Melee (5+1ED; AP 0; Range Melee 4m; Parry)
High-Intensity Plasma Rifle (12+2ED; AP -4; Range 72m;
Salvo 3; Rapid Fire 1) Melee Weapons
High-Output Burst Cannon (11+1ED; AP 0; Range 46m; Salvo Equalizers (4+1ED; AP -1; Range Melee; User gains +2
4; Assault) Initiative)
High-Yield Missile Pod (7+3ED; AP -1; Range 90m; Salvo 2; Honour Blade (6+1ED; AP 0; Range Melee; Parry)
Heavy 6; MBT) Ritual Blade (4+1ED; AP 0; Range Melee; Kroot allies within
Ion Accelerator (15+3ED; AP -3; Range 160m; Salvo 3; Heavy 12m gain +2Bonus Dice to Resolve Tests)
8, Supercharge)
Ion Cannon (14+3ED; AP -2; Range 150m; Salvo 2; Heavy 8, Battlesuit Support Systems
Supercharge) Advanced Targeting Systems: A unit with these systems gain -1
Ion Rifle (14+2ED; AP -1; Range 100m; Salvo 2; Rapid Fire 1, AP for all weapons it has.
Heavy 4, Supercharge)
Kroot Gun (13+3ED; AP -1; Range 120m; Salvo 1; Rapid Fire 1) Counterfire Defense System: This unit gains +2 Defense against
Longshot Pulse Rifle (11+1ED; AP 0; Range 120m; Salvo 1; held action attacks.
Rapid Fire 1, Mortal 1)
Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault, Drone Controller: <Sept> Drone units within 12m of this unit
SBT) gain +2 Bonus Dice when attacking.
Neuron Blaster (11+1ED; AP -2; Range 48m; Salvo 0; Assault,
Agonizing) Early Warning Override: When a threat enters the battlefield
Photon Grenade (Range Strx4m; Agility DN test or Blinded. after the first turn of combat withing 24m of this unit, this unit
Toughness or Medicae DN4 test to recover. SBT) may make an attack against that threat but suffers -2 Die penalty
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire to all attacks. This does not count as this units activation for the
1) turn.
Pulse Blast Cannon (18+4ED; AP -2; Range 50m; Salvo 3;
Heavy 6, Brutal)

T’AU SEPTS
IMPERIAL XENOS CATALOG
Multi-Tracker: When targeting a threat unit composed or five or may set up within 12m of a homing beacon. The beacon shorts
more members and firing all of it’s weapons at that unit, this unit out after use.
ignores up to 2DN of the multi-action penalty for the attacks.
Markerlights: Requires a Ballistic Skill (DN4 + range and cover
Shield Generator: This unit gains a +*3 Armour Bonus. This modifiers) Test to hit. Range 90m, Heavy 2. When a threat is hit
system cannot be used on a Riptide Battlesuit. by one or more Markerlights, allies gain a bonus to attacks against
them depending on the number of Markerlights a unit is hit with
Target Lock: A unit with this system ignores up to 2DN of a (shown below). Markerlight hits can be sustained on subsequent
multi-action penalty when attacking. activations but declaring such and taking no other actions except
movement. All effects are cumulative!
Velocity Tracker: This unit gains +2 Bonus Dice when attacking • 1 hit: -1DN to hit target
threats with the FLY keyword. • 2 hits: Destroyer and Seeker Missiles gain +1Bonus Dice
to hit this target.
XV8-02 Crisis Iridium Battlesuit: This unit gains a +5 Armour • 3 hits: Target cannot gain cover bonus to attacks made
Rating against them.
• 4 hits: Units attacking this threat gain +2ED to damage
Misc. Wargear rolls
• 5+ hits: Units gain +2 Bonus Dice for attacks against this
Homing Beacon: As an action, this Wargear may be placed on threat
the battlefield. It is Defense 2, Resilience 2, Wounds 4. A unit
performing a Manta Strike may perform a low-altitude drop and

T’AU SEPTS
IMPERIAL XENOS CATALOG
T’au Signature Systems
These Signature Systems act as relics can only be possessed by NPC Champions and should be treated as ultra-rare Wargear.

Dynamic Mirror Field <Dal’yth> Threats within 12m of this unit suffer a -1DN penalty to an
Threats that target this threat suffer an added -1DN penalty to interaction tests.
their attacks.
Onager Gauntlet
Fusion Blades <Farsight Enclaves> Battlesuit only. (14+6ED; AP -4, Range Melee; Brutal) This unit
Unit with at least two Fusion Blaster. As a Master Crafted may only make a single attack during it’s activation if attacking
Fusion Blaster but is (14+6ED; AP -4; Range 46m; Salvo 1; with this weapon.
Assault, Pistol, Brutal)
Grav-Inhibitor Field <Sa’cea>
The Mirrorcodex <Firesight Enclaves> Threats that charge this unit do so at -2 Speed.
A Champion with is relic gains +1 Bonus Dice to attacks up to
36m away. Plasma Accelerator Rifle <Bork’an>
As a Master Crafted Plasma Rifle but is (13+ED; AP -3; Range
Multi-Sensory Discouragement Array 72m; Salvo 2; Rapid Fire 1, Brutal)

Puretide Endgram Neurochip When this unit is the subject of a charge attack, before the charge
Once per combat, all ally with 12m of this Champion may either is made, move this unit up to 6m.
gain +2 Bonus Dice to one action or gain +2ED to one attack. In
addition, whenever a Wrath or Ruin point is spent, roll a d6. If an Supernova Launcher
Exalted Icon is generated, you gain 1 Wrath or Ruin (as As a Master Crafted Airbursting Fragmentation Launcher but
appropriate). is (12+2ED; AP -2; Range 46m; Salvo 2; Assault, Indirect, SBT)

Seismic Destabiliser Talisman of Arthas Morloch <Firesight Enclaves>


At the start of the turn, choose either a threat claiming the benefit A Champion with relic has a +*2 Armour Bonus. In addition, this
of cover or a building within 24m of this unit. If a building is Champion may attempt to Deny The Witch as if a Psyker if more
chosen, that building suffers 2d3 mortal wounds. If a threat was than 48m away from the threat Psyker.
chosen, roll ad6 for each member of the unit. If an Icon is
generated, that unit suffers 1 mortal found for each Icon rolled. Thermoneutronic Projector <Vior’la>
As a Master Crafted Flamer but is (12+2ED, AP -1; Range
Seismic Fibrillator Node <Firesight Enclaves> 16m; Salvo 1; Assault, MBT, Blaze, Spread)
When a threat starts or ends a move within 12m of this Champion,
they must roll a d6. If an Exalted Icon is Generated, they suffer 1 Vectored Maneuvering Thrusters <T’au Sept>
mortal wound. Battlesuits only. This unit may immediately move up to 12m
after performing all of their ranged attacks on their activation.
Solid-Image Projection Unit

T’au Prototype Weapon Systems


These Prototype Weapon Systems can only be possessed by NPC Champions and should be treated as ultra-rare Wargear. These systems
replace existing systems on the unit indicated.

Accelerated-Photon Grenades: If the target of a Photon Annihilation Warhead: XV128 Stormsurge. As a Destroyer
Grenade attack fails their Agility Test, they are Staggered and Missile except the damage is 5 mortal wounds and not d6-1.
Blinded.
Cross-Linked Stabilizer Jets: XV8 Crisis. This unit gains +1
Advanced EM Scrambler: XV95 Ghostkeel. Threats that enter Bonus Dice and +2ED on ranged attacks.
the battlefield after the first turn of combat cannot be set up closer
than 24m to this unit. Fusion Obliterator: XV66 Ghostkeel. As a Fusion Collider but
is (15+6ED; AP -4; Range 60m; Salvo 1; Heavy 6, Brutal).
Amplified Ion Accelerator: XV104 Riptide. As an Ion
Accelerator but is (15+6ED; AP -4; Range 160m; Salvo 3; Heavy Gatling Burst Cannon: XV8 Crisis or XV95 Ghostkeel. As a
8, Supercharge) Burst Cannon but if a unit with this weapon scores a Critical Hit
then it may make an immediate second attack, this second attacks
cannot generate more attacks.
T’AU SEPTS
IMPERIAL XENOS CATALOG
Magna Rail Rifle: XV88 Broadside. As a Heavy Rail Rifle but
High Capacity Railgun: TX7 Hammerhead Gunship. As a is (15+6ED; AP -4; Range 150m; Salvo 2; Heavy 4, Brutal,
Railgun but is (16+6ED; AP -4; Range 160m; Salvo 5; Heavy 4, Mortal 3)
Mortal d3).
Networked Markerlights: Pathfinder Team. These are Assault
High Powered Incinerators: Battlesuit with Flamer. As a instead of Heavy.
Flamer but is (10+1ED, AP 0; Range 20m; Salvo 1; Assault,
Rapid Fire 1, MBT, Blaze, Spread) Reactive Countermeasures: Battlesuit with Airbursting
Fragmentation Projector. Threat ranged attacks with an AP of -
1 or -2 are treated as AP 0.

T’AU SEPTS
IMPERIAL XENOS CATALOG
Warlord Traits
Warlord Traits are usable by NPC Champions only. Typically, only 1 trait may be used by a Champion at a time.

The following Warlord Traits are available to Champions of any <Dynasty> unless noted otherwise.

A Ghost Walks Among Us


At the beginning of the turn, this Champion may move up to Hero of the Enclaves <Farsight Enclaves>
d3x2m. When this Champion is with 12m of a threat that performs a
charge action, this Champion may move up to 12m towards the
Academy Luminary <Vior’la> threat and become the subject of their attack from the charge.
If this Champion has the Master of War, Volley Fire, or Failure is
Not an Option abilities, the range of said ability is increased to Master of the Killing Blow <Firesight Enclaves>
18m. This Champion gins 1 extra Ruin at the start of the combat. This Champion gains +2 Bonus Dice when attacking a threat
Champion.
Aggressive Tactician <Firesight Enclaves>
When this Champion uses their Mont’ka ability, it effects allies Precision Hunter
within 24m instead of 12m. This Champion gains +2ED for all attacks against Vehicles and
Monsters.
Beacon of Honour <Sa’cea>
Allies within 12m of this Champion gain +2 Bonus Dice to Seeker of Perfection <Bork’an>
Resolve Tests. Each time this Champions scores a Critical Hit, their attack gains
+1ED.
Blooded Through War <Firesight Enclaves>
Allies with the Bonding Knife Ritual ability within 24m of this Strength of Belief <T’au Sept>
Champion gain +2 Bonus Dice for Resolve Tests. For each mortal wound this champion suffers, roll a d6. If an
Exalted Icon is generated, that would is ignored.
Exemplar of the Kauyon
If this Champion has not moved since their last activation, they Through Boldness, Victory
gain +1 Bonus Dice on all attack on their activation. If this Champion is within 24m of a threat when performing
arranged attack, they gain +2 Bonus Dice when attacking that
Exemplar of the Man’ka threat.
This Champion gains +1 Bonus Dice on attacks when they move
then attack on their activation. Through Unity, Devastation
When this Champion scores a critical hit against a threat, all allies
Gunship Diplomat <Dal’yth> within 12m that target that threat gain -1 AP to their attacks.
While within 24m of this Champion, ally Kroot and Vespid gain
the For the Greater Good ability.

T’AU SEPTS
IMPERIAL XENOS CATALOG

T’au Champions & Troop Threats

Champions are individuals that act as leaders of Troops. These individuals may use Ruin through the course of the game to influence the
troops under their control. Champions generally may not Mob. Troops encompass the infantry of the world. Troop squads are led by a
Sergeant. These squad leaders have the same profile as the troops they lead except as follows:
• Is considered a Champion and can use Ruin
• +2 Initiative and +2 Willpower

Breacher Teams Passive Awareness: 4


Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop Resilience: 10 (T’au Ethereal Armour: Armour Rating 5,
Powered 1)
Strength 4 Intellect 7 Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
Agility 4 Willpower 7 Size: Average
Toughness 4 Fellowship 7 Keywords: T’au, <Sept>, Champion
Initiative 4 Defense 3
Wargear
Speed 6 Wounds 4
Equipped with T’au Ethereal Armour, Ceremonial Robes, 1 or 2
Shock 6 Soak 4
Equalizers, Honour Blade, Hover Drone
Resolve 7 Conviction 7 Weapons
Passive Awareness: 3 Equalizers (9+1ED; AP -1; Range Melee; User gains +2
Resilience: 12/15 (T’au Breacher Armour: Armour Rating 7, Initiative)
Sinistral Shoulder Pad +3 Shield) Honour Blade (11+1ED; AP 0; Range Melee; Parry)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 7
Size: Average Special Abilities
Keywords: T’au, <Sept> Failure Is Not An Option: T’au Empire
Invocation of the Elements
Wargear (Ruin) Champion: This champion may take Ruin Actions
Equipped with T’au Breacher Armour, Pulse Pistol, Pulse
Blaster, Markerlights
Kroot Carnivores
Weapons Threat Classification: Tier 1: Adversary, Tier 2+: Troop
Photon Grenade (Range Strx4m; Agility DN test or Blinded.
Toughness or Medicae DN4 test to recover. SBT) Strength 4 Intellect 4
Pulse Blaster (11+1ED; AP -1; Range 24m; Salvo 2; Assault; Agility 4 Willpower 4
Brutal) Toughness 4 Fellowship 4
Pulse Pistol (11+1ED; AP 0; Range 30m; Salvo 2; Pistol, Brutal) Initiative 4 Defense 3
Speed 7 Wounds 4
Special Abilities Shock 3 Soak 4
Bending Knife Ritual Resolve 4 Conviction 4
For The Greater Good Passive Awareness: 4
DS8 Tactical Support Turret: Equipped with either a Missile Resilience: 5
Pod or a Smart Missile System Skills: Default 8; Weapon Skill 8; Ballistic Skill10
Accompanied by 2 Tactical Drone or 1 Tactical Drone and 1 Size: Average
MV36 Guardian Drone Keywords: T’au, Kroot
(Mob) Mob-Up: This troop may form a mob.
Wargear
Ethereal Equipped with Knife and Kroot Rifle
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Weapons
Strength 4 (5) Intellect 10 Knife (8+1ED, AP 0; Range Melee)
Agility 4 Willpower 10 Kroot Rifle
Toughness 4 Fellowship 10 • Range (10+1ED; AP 0; Range 60m; Salvo 2; Rapid Fire
Initiative 4 Defense 3 1)
Speed 6 Wounds 7 • Melee (9+1ED; AP 0; Range Melee 4m; Parry)
Shock 9 Soak 4
Special Abilities
Resolve 10 Conviction 10
T’AU SEPTS
IMPERIAL XENOS CATALOG
Stealthy Hunter: This unit gains +2 Bonus Dice to attacks on the Equipped with Knife and Kroot Gun. Rides a Krootox (See
first activation in combat that it attacks from cover or a hidden Bestiary Section)
position.
(Mob) Mob-Up: This troop may form a mob. Weapons
Knife (8+1ED, AP 0; Range Melee)
Kroot Gun (13+3ED; AP -1; Range 120m; Salvo 1; Rapid Fire 1)
Kroot Shaper
Threat Classification: Tier 1: Adversary, Tier 2+: Troop Special Abilities
(Mob) Mob-Up: This troop may form a mob.
Strength 4 Intellect 4
Agility 4 Willpower 4
Toughness 4 Fellowship 4 Pathfinder Teams
Initiative 4 Defense 3 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Speed 7 Wounds 4
Shock 3 Soak 4 Strength 4 Intellect 8
Resolve 4 Conviction 4 Agility 4 Willpower 8
Passive Awareness: 4 Toughness 4 Fellowship 8
Resilience: 5 Initiative 4 Defense 3
Skills: Default 8; Weapon Skill 8; Ballistic Skill10 Speed 6 Wounds 4
Size: Average Shock 7 Soak 4
Keywords: T’au, Kroot, Champion Resolve 8 Conviction 8
Passive Awareness: 4
Wargear Resilience: 10 (T’au Pathfinder Armour: Armour Rating 5)
Equipped with Honor Blade and Kroot Rifle or Pulse Rifle Skills: Default 6; Weapon Skill 7; Ballistic Skill 8
Size: Average
Weapons Keywords: T’au, <Sept>
Honour Blade (10+1ED; AP 0; Range Melee; Parry)
Kroot Rifle Wargear
• Range (10+1ED; AP 0; Range 60m; Salvo 2; Rapid Fire Equipped with T’au Pathfinder Armour, Pulse Pistol, either an
1) Ion Rifle, Pulse Carbine, or Rail Rifle, a Photo Grenade, and a
• Melee (9+1ED; AP 0; Range Melee 4m; Parry) Markerlight
Pulse Rifle (11+1ED; AP 0; Range 72m; Salvo 2; Rapid Fire 1,
Brutal) Weapons
Ion Rifle (14+2ED; AP -1; Range 100m; Salvo 2; Rapid Fire 1,
Special Abilities Heavy 4, Supercharge)
Wisest of their Kind: Kroot Photon Grenade (Range Strx4m; Agility DN test or Blinded.
The Shaper Commands: Kroot allies within 12m gain +1 Bonus Toughness or Medicae DN4 test to recover. SBT)
Dice for Soak Rolls. Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
(Ruin) Champion: This champion may take Ruin Actions Brutal)
Pulse Pistol (11+1ED; AP 0; Range 30m; Salvo 2; Pistol, Brutal)
Rail Rifle (12+3ED; AP -4; Range 72m; Salvo 2; Rapid Fire 1,
Krootox Riders Mortal 1)
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Special Abilities
Strength 4 Intellect 4 Bending Knife Ritual
Agility 4 Willpower 4 For The Greater Good
Toughness 4 Fellowship 4 Vanguard: This unit may be set up at the end of any turn no
Initiative 4 Defense 3 closer than 18m to a threat and in cover.
Speed 7 Wounds 4 Recon Suite: Threats do not gain any benefit of cover if a
Shock 3 Soak 4 Pathfinder Team is within 6m of an ally Recon Drone
Resolve 4 Conviction 4 This unit may be accompanied by up to 2 of the following drones:
Passive Awareness: 4 Tactical Drone, MB3 Recon Drone, MV31 Pulse Accelerator
Resilience: 5 Drone, and/or a MV33 Grav-Inhibitor Drone
Skills: Default 8; Weapon Skill 8; Ballistic Skill10 (Mob) Mob-Up: This troop may form a mob.
Size: Average
Keywords: T’au, Kroot
Strike Teams
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Wargear
Strength 4 Intellect 8
T’AU SEPTS
IMPERIAL XENOS CATALOG
Agility 4 Willpower 8 Size: Average
Toughness 4 Fellowship 8 Keywords: T’au, <Sept>, Champion
Initiative 4 Defense 3
Speed 6 Wounds 4 Wargear
Shock 7 Soak 4 May be equipped with either a XV8 Crisis Battlesuit, XV85
Resolve 8 Conviction 8 Enforcer Battlesuit, or a XV86 Coldstone Battlesuit. Otherwise
Passive Awareness: 4 is equipped with T’au Strike Armour, Pulse Pistol, Pulse
Resilience: 11/14 (T’au Strike Armour: Armour Rating 6, Carbine or Pulse Rifle, and a Photo Grenade.
Sinistral Shoulder Pad +3 Shield)
Skills: Default 6; Weapon Skill 7; Ballistic Skill 8 Weapons
Size: Average Photon Grenade (Range Strx4m; Agility DN test or Blinded.
Keywords: T’au, <Sept> Toughness or Medicae DN4 test to recover. SBT)
Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
Wargear Brutal)
Equipped with T’au Strike Armour, Pulse Pistol, Pulse Pulse Pistol (11+1ED; AP 0; Range 30m; Salvo 2; Pistol, Brutal)
Carbine or Pulse Rifle, Photo Grenade, Markerlight Pulse Rifle (11+1ED; AP 0; Range 72m; Salvo 2; Rapid Fire 1,
Brutal)
Weapons
Photon Grenade (Range Strx4m; Agility DN test or Blinded. Special Abilities
Toughness or Medicae DN4 test to recover. SBT) For the Greater Good
Pulse Blaster (11+1ED; AP -1; Range 24m; Salvo 2; Assault; Master of War
Brutal) (Ruin) Champion: This champion may take Ruin Actions
Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
Brutal) Vespid Stingwings
Pulse Pistol (11+1ED; AP 0; Range 30m; Salvo 2; Pistol, Brutal) Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

Special Abilities Strength 4 Intellect 5


Bending Knife Ritual Agility 4 Willpower 5
For The Greater Good Toughness 5 Fellowship 5
DS8 Tactical Support Turret: Equipped with either a Missile Initiative 4 Defense 4
Pod or a Smart Missile System Speed 14 Wounds 5
Accompanied by 2 Tactical Drone or 1 Tactical Drone and 1 Shock 4 Soak 5
MV36 Guardian Drone Resolve 5 Conviction 5
(Mob) Mob-Up: This troop may form a mob. Passive Awareness: 4
Resilience: 6
T’au Commander Skills: Default 8; Weapon Skill 8; Ballistic Skill 8
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop Size: Average
Keywords: T’au, Vespid
Strength 6 Intellect 10
Agility 6 Willpower 10 Wargear
Toughness 6 Fellowship 10 none
Initiative 6 Defense 5
Weapons
Speed 6 Wounds 10
Neuron Blaster (11+1ED; AP -2; Range 48m; Salvo 0; Assault,
Shock 9 Soak 5
Agonizing)
Resolve 10 Conviction 10
Passive Awareness: 4 Special Abilities
Resilience: 13/16 (T’au Strike Armour: Armour Rating 6, Plunge From The Sky: This unit ignores cover modifiers when
Sinistral Shoulder Pad +3 performing charge actions,
Skills: Default 8; Weapon Skill 8; Ballistic Skill 10 (Mob) Mob-Up: This troop may form a mob.

T’AU SEPTS
IMPERIAL XENOS CATALOG
Battlesuits, Drones & Vehicles
Battlesuits are mobile armour suits with one or more weapon & support systems incorporated into them. These Battlesuits may, at times, be
transported by vehicles but are themselves not a vehicle.

Drones are semi-autonomous vehicles that can accompany other units or act on their own as individuals or a mob.

Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on keywords)
and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever reduced to half or
less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.

AX3 Razorshark Strike Piloting: 8


Ballistic Skill: 8
Fighter
Traits: Fly, Airborne, Crash and Burn, Supersonic, Gargantuan
Crew: 1 (+3D)
Passengers: 0
Key Words: T’au, <Sept>, Vehicle
Cruising Speed: 60-150
Defense: 2 Weapons: This unit may have 2 Missile Pods
Wounds: 18 Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault,
Resilience: 15 SBT)
Pulse Bomb (LBT, Damage is d3 mortal wounds. Choose a point
Default Skill: 6 on the battlefield to drop the bomb, roll for deviation and deviate
Piloting: 8 that point (d3+1)x2m)
Ballistic Skill: 8 Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Limit 1, LBT, Ignores Cover, Indirect)
Traits: Fly, Airborne, Crash and Burn, Supersonic, Gargantuan
(+3D) Special
Markerlight
Key Words: T’au, <Sept>, Vehicle Attached Drones: This unit may be accompanied by 2 MV17
Interceptor Drones. These drones may loiter within 4m of this
Weapons: Equipped with 2 Seeker Missiles, a Quad Ion Turret, unit or be attached and act as vehicle weapons systems.
and either a Burst Cannon or Missile Pod
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault,
KV128 Stormsurge
SBT)
Quad Ion Turret (14+3ED; AP -2; Range 72m; Salvo 8; Assault, Crew: 1
Supercharge) Passengers: 0
2 Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy
4, Limit 1, LBT, Ignores Cover, Indirect) Cruising Speed: 18
Defense: 3
Special Wounds: 30
Hard Kill: Threats attacking this unit suffer an added 1DN Resilience: 18
penalty.
Default Skill: 6
Piloting: 8
AX39 Sun Shark Bomber Ballistic Skill: 8

Crew: 1 Traits: Explodes, Gyrostabilized, Walker, Titanic (+5D)


Passengers: 0
Key Words: T’au, <Sept>, Vehicle
Cruising Speed: 60-150
Defense: 2 Weapons: Equipped with 4 Destroyer Missiles, 2 Smart Missile
Wounds: 18 System; 2 of either Airbursting Fragmentation Projector,
Resilience: 15 Burst Cannon, or Flamer; and a Pulse Blast Cannon or Pulse
Driver Cannon.
Default Skill: 6
T’AU SEPTS
IMPERIAL XENOS CATALOG
Airbursting Fragmentation Projector (10+1ED; AP 0; Range
46m; Salvo 2; Assault, Indirect, SBT) MB3 Recon Drone
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault) Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Cluster Rocket System (11+1ED; AP 0; Range 120m; Salvo 1; Drone Support: This unit must stay with 6m of the parent unit it
Heavy 12, LBT) is accompanying.
4 Destroyer Missile (Range 150m; Indirect, Limit 1, LBT, d6-1 Savior Protocols
Mortal Wounds to all in blast Radius)
2 Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, MV1 Gun Drone (Tactical)
Blaze, Spread) 2 Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
Pulse Blast Cannon (18+4ED; AP -2; Range 50m; Salvo 3; Brutal)
Heavy 6, Brutal) Drone Support: This unit must stay with 6m of the parent unit it
Pulse Driver Cannon (16+6ED; AP -3; Range 160m; Salvo 1; is accompanying.
Heavy 10, Brutal) Threat Identification Protocols: This unit can only target the
2 Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3; nearest threat when attacking.
Indirect, Ignores Cover, MBT) Detach: At the beginning of the turn, this unit can detach from its
parent unit.
Special
Support Systems: This unit may be equipped with up to 3 MV4 Shield Drone (Tactical)
Support Systems. Drone Support: This unit must stay with 6m of the parent unit it
Stabilizing Anchors: Thin unit can deploy anchors as a free is accompanying.
action at the beginning of its activation. If it does so, it may not Shield Generator: This unit gains a +*3 Armour Bonus. Each
move until its next activation. When deployed, this unit gains +2 time his unit loses a wound, roll a d6, if an Icon is generated, the
Bonus Dice to all ranged attacks. wound is not lost.
Walking Battleship: This unit ignores up to -4DN of a multi-
action penalty. MV5 Stealth Drone
Stealth Field: Threats targeting this unit or a XV95 Ghostkeel
within 6m suffer an added -2DN penalty t0 their attacks.
T’au Drones (Common Statistics) Drone Support: This unit must stay with 6m of the parent unit it
is accompanying.
Crew: 0 Savior Protocols
Passengers: 0
MV7 Marker Drone (Tactical)
Cruising Speed: 24 Markerlight
Defense: 3 Drone Support: This unit must stay with 6m of the parent unit it
Wounds: 8 is accompanying.
Resilience: 10 Stable Platform: Tau Drones ignore the Heavy trait for Wargear
they are equipped with.
Default Skill: 7
Piloting: 7 MV8 Missile Drone
Ballistic Skill: 7 Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault,
SBT)
Traits: Fly, Average Size Drone Support: This unit must stay with 6m of the parent unit it
is accompanying.
Key Words: T’au, <Sept>, Drone Savior Protocols

Weapons: MV17 Interceptor


None 2 Ion Rifle (14+2ED; AP -1; Range 100m; Salvo 2; Rapid Fire 1,
Heavy 4, Supercharge)
Special Savior Protocols
For the Greater Good Detach: At the beginning of the turn, this unit can detach from its
Manta Strike parent unit.

Variants MV31 Pulse Accelerator Drone


Pulse accelerator: Ally T’au Infantry within 6m of this unit
T’au Drone Variants. All T’au Drones are as above with the increase the range of their Pulse weapon by 12m
following added material: Drone Support: This unit must stay with 6m of the parent unit it
is accompanying.
Hover Platform Savior Protocols
Stable Platform for rider, Pilot (DN2) Test to control.

T’AU SEPTS
IMPERIAL XENOS CATALOG
MV33 Grav-Inhibitor Drone Ballistic Skill: 0
Gravity Wave Projector; Threats beginning a charge action
within 24m of this unit have their Speed reduced by d3x2m. Traits: Fortification, Transport Explodes, Open-Topped, Huge
Drone Support: This unit must stay with 6m of the parent unit it (+2D)
is accompanying.
Savior Protocols Key Words: T’au, <Sept>, Transport, Vehicle

MV36 Guardian Drone Weapons:


Guardian Field: This unit and any Breacher Team member None
within 6m has a +*2 Amour Save
Drone Support: This unit must stay with 6m of the parent unit it Special
is accompanying. Mobile Defense Platform: When this unit activates, it is moved
Savior Protocols up to its speed with all ally units within 2m moving with it.
Attached Drones: This unit may be accompanied by 4 Tactical
MV52 Shield Drone Drones. These drones may loiter within 4m of this unit or be
Shield Generator: This unit gains a +*3 Armour Bonus. Each attached and act as vehicle weapons systems.
time his unit loses a wound, roll a d6, if an Icon is generated, the Drone Control System: Embarked Infantry, on their activation,
wound is not lost. may activate one or more of the attached drones and command
Drone Support: This unit must stay with 6m of the parent unit it them. When doing so, these drones us their commanders Ballistic
is accompanying. Skill for attacks.
Savior Protocols

MV62 Command-Link Drone


Tidewall Gunrig
Command-Link: If this drone is within 6m of a T’au Champion,
T’au allies with 24m gain +1 Bonus Dice to attacks. Crew: 0
Drone Support: This unit must stay with 6m of the parent unit it Passengers: 10 Infantry or Battlesuits no larger than Large Size.
is accompanying.
Savior Protocols Cruising Speed: 18
Defense: 2
MV71 Sniper Drone Wounds: 15
Longshot Pulse Rifle (11+1ED; AP 0; Range 120m; Salvo 1; Resilience: 18
Rapid Fire 1, Mortal 1)
Sniper Drone Stealth Field: Threats suffer an additional -2DN Default Skill: 6
penalty when shooting this unit at a range of 24m or greater. Piloting: 8
Ballistic Skill: 7
MV84 Shielded Missile Drone
Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault, Traits: Fortification, Explodes, Open-Topped, Huge (+2D)
SBT)
Shield Generator: This unit gains a +*3 Armour Bonus. Each Key Words: T’au, <Sept>, Transport, Vehicle
time his unit loses a wound, roll a d6, if an Icon is generated, the
wound is not lost. Weapons:
Drone Support: This unit must stay with 6m of the parent unit it Supremacy Rail Gun (16+6ED; AP -4; Range 160m; Salvo 3;
is accompanying. Heavy 4, Mortal d3)
Savior Protocols
Special
Mobile Defense Platform: When this unit activates, it is moved
Tidewall Doneport up to its speed with all ally units within 2m moving with it.
Automated Weapon System: Unless an ally is embarked on this
unit, this unit will target the closest threat for its attacks.
Crew: 0
Passengers: 4 Tactical Drones and 10 Infantry (no battlesuits).
Tidewall Shieldline
Cruising Speed: 18
Defense: 2 Crew: 0
Wounds: 15 Passengers: 10 Infantry or Battlesuits no larger than Large Size.
Resilience: 18
Cruising Speed: 18
Default Skill: 6 Defense: 2
Piloting: 8 Wounds: 15

T’AU SEPTS
IMPERIAL XENOS CATALOG
Resilience: 18 Defense: 4
Wounds: 20
Default Skill: 6 Resilience: 20
Piloting: 8
Ballistic Skill: 0 Default Skill: 4
Piloting: 6
Traits: Fortification, Explodes, Open-Topped, Huge (+2D) Ballistic Skill: 6

Key Words: T’au, <Sept>, Transport, Vehicle Traits: Fly, Explodes, Gargantuan (+3D)

Weapons: Key Words: T’au, <Sept>, Vehicle


None
Weapons: Any 2 of the following plus 2 up to Seeker Missiles;
Special or Any 4 plus up to 2 Seeker Missiles but no accompanying
Mobile Defense Platform: When this unit activates, it is moved drones.
up to its speed with all ally units within 2m moving with it. Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Tidewall Field: Attacks by threats that generate Complications Ion Cannon (14+3ED; AP -2; Range 150m; Salvo 2; Heavy 8,
deal 1 mortal wound to that threat. Supercharge)
Pulse Carbine (11+1ED; AP 0; Range 48m; Salvo 2; Assault,
Brutal)
TX4 Piranhas Railgun (16+6ED; AP -4; Range 160m; Salvo 3; Heavy 4, Mortal
d3)
Crew: 2 Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Passengers: 0 Limit 1, LBT, Ignores Cover, Indirect)
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3;
Cruising Speed: 48 Indirect, Ignores Cover, MBT)
Defense: 3
Wounds: 9 Special
Resilience: 13 Attached Drones: This unit may be accompanied by 2 MV1 Gun
Drones. These drones may loiter within 4m of this unit or be
Default Skill: 6 attached and act as vehicle weapons systems.
Piloting: 8 Hover Tank: This unit ignores intervening terrain when moving.
Ballistic Skill: 8
TX78 Sky Ray Gunship
Traits: Fly, Explodes, Large (+1D)

Key Words: T’au, <Sept>, Vehicle Crew: 1


Passengers: 0
Weapons: Equipped with either a Burst Cannon or Fusion
Blaster. May be equipped with up to 2 Seeker Missiles. Cruising Speed: 36
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault) Defense: 3
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault, Wounds: 20
Brutal) Resilience: 20
Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Limit 1, LBT, Ignores Cover, Indirect) Default Skill: 8
Piloting: 10
Special Ballistic Skill: 10
Attached Drones: This unit may be accompanied by 2 MV1 Gun
Drones. These drones may loiter within 4m of this unit or be Traits: Fly, Explodes, Gargantuan (+3D)
attached and act as vehicle weapons systems.
Key Words: T’au, <Sept>, Vehicle
TX7 Hammerhead Weapons: May be equipped with either 2 Burst Cannon or 2
Gunship Smart Missile System instead of 2 MV1 Gun Drones.
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Crew: (2 plus commander) 6 Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy
Passengers: 0 4, Limit 1, LBT, Ignores Cover, Indirect)
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3;
Cruising Speed: 36 Indirect, Ignores Cover, MBT)

T’AU SEPTS
IMPERIAL XENOS CATALOG
Piloting: 7
Special Ballistic Skill: 7
2 Markerlights
Velocity Tracker Traits: Jet Pack, Fly, Gyrostabilized, Walker, Large (+1D)
Attached Drones: This unit may be accompanied by 2 MV1 Gun
Drones. These drones may loiter within 4m of this unit or be Key Words: T’au, <Sept>, Battlesuit
attached and act as vehicle weapons systems.
Hover Tank: This unit ignores intervening terrain when moving. Weapons: Any 3 of the following and/or Support Systems
Airbursting Fragmentation Projector (10+1ED; AP 0; Range
TY7 Devilfish 46m; Salvo 2; Assault, Indirect, SBT)
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Cyclic Ion Blaster (14+3ED; AP -1; Range 46m; Salvo 0;
Crew: 1 Assault, Supercharge)
Passengers:1 M83 Recon Drone and up to 12 Infantry or Drones. Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT,
No Battlesuits. Blaze, Spread)
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault,
Cruising Speed: 36 Brutal)
Defense: 3 Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault,
Wounds: 18 SBT)
Resilience: 20 Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire
1)
Default Skill: 8
Piloting: 10 Special
Ballistic Skill: 10 Manta Strike
This battlesuit may be accompanied by up to 2 Tactical Drones.
Traits: Jet Pack, Fly, Explodes, Gyrostabilized, Walker, Size
(+XD) Variants
Key Words: T’au, <Sept>, Battlesuit, Vehicle XV8 Crisis Bodyguard Battlesuit Variant
As above but this unit gains the Sworn Protector Ability
Weapons: Instead of being accompanied by 2 MV1 Gun Drones,
this unit may be equipped with 2 Smart Missile System. This XV8-02 Crisis Iridium Battlesuit Variant
unit may have up to 2 Seeker Missiles. As above but this unit has a Defense of 5
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Limit 1, LBT, Ignores Cover, Indirect)
XV25 Stealth Battlesuit
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3;
Indirect, Ignores Cover, MBT) Crew: 1
Passengers: 0
Special
Attached Drones: This unit may be accompanied by 2 MV1 Gun Cruising Speed: 24
Drones. These drones may loiter within 4m of this unit or be Defense: 4
attached and act as vehicle weapons systems. Wounds: 13
Hover Tank: This unit ignores intervening terrain when moving. Resilience: 10
Target Mounting: Units attacked by this unit while it has an
MB83 Recon Drone embarked do not gain the benefit of boing in Default Skill: 6
cover, Piloting: 8
Ballistic Skill: 8
XV8 Crisis Battlesuit
Traits: Jet Pack, Fly, Gyrostabilized, Walker
Crew: 1 Key Words: T’au, <Sept>, Battlesuit
Passengers: 0
Weapons:
Cruising Speed: 24 Airbursting Fragmentation Projector (10+1ED; AP 0; Range
Defense: 4 46m; Salvo 2; Assault, Indirect, SBT)
Wounds: 15 Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Resilience: 13 Cyclic Ion Blaster (14+3ED; AP -1; Range 46m; Salvo 0;
Assault, Supercharge)
Default Skill: 5
T’AU SEPTS
IMPERIAL XENOS CATALOG
Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, Crew: 1
Blaze, Spread) Passengers: 0
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault,
Brutal) Cruising Speed: 60
Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault, Defense: 4
SBT) Wounds: 19
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire Resilience: 13
1)
Default Skill: 6
Special Piloting: 8
May be equipped with any of the following: Homing Beacon, Ballistic Skill: 8
Markerlight, Target Lock
Camouflage Field: All attacks against this unit have an added - Traits: Jet Pack, Fly, Gyrostabilized, Walker, Large (+1D)
1DN penalty.
Infiltrators: This unit may enter the battlefield at the end of a Key Words: T’au, < Sept>, Battlesuit
turn anywhere that is no closer than 24m to a threat and in cover
of some type. Weapons:
May be accompanied by up to 2 Tactical Drones Weapons: Any 3 of the following and/or Support Systems
Airbursting Fragmentation Projector (10+1ED; AP 0; Range
XV85 Enforcer Battlesuit 46m; Salvo 2; Assault, Indirect, SBT)
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT,
Crew: 1 Blaze, Spread)
Passengers: 0 Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault,
Brutal)
Cruising Speed: 24 High-Output Burst Cannon (11+1ED; AP 0; Range 46m; Salvo
Defense: 4 4; Assault)
Wounds: 15 Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault,
Resilience: 13 SBT)
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire
Default Skill: 6 1)
Piloting: 8
Ballistic Skill: 8 Special
Coldstar: When this unit charges, it does can do so from up to
Traits: Jet Pack, Fly, Gyrostabilized, Walker, Large (+1D) 80m away.
Manta Strike
Key Words: T’au, <Sept>, Battlesuit This battlesuit may be accompanied by up to 2 Tactical Drones.
Weapons: Any 3 of the following and/or Support Systems
Airbursting Fragmentation Projector (10+1ED; AP 0; Range
XV88 Broadside
46m; Salvo 2; Assault, Indirect, SBT) Battlesuit
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault)
Cyclic Ion Blaster (14+3ED; AP -1; Range 46m; Salvo 0; Crew: 1
Assault, Supercharge) Passengers: 0
Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT,
Blaze, Spread) Cruising Speed: 15
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault, Defense: 4
Brutal) Wounds: 19
Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault, Resilience: 12
SBT)
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire Default Skill: X
1) Piloting: X
Ballistic Skill: X
Special
Manta Strike Traits: Jet Pack, Fly, Gyrostabilized, Walker, Large (+1D)
This battlesuit may be accompanied by up to 2 Tactical Drones.
Key Words: T’au, <Sept>, Battlesuit
XV86 Coldstar Battlesuit

T’AU SEPTS
IMPERIAL XENOS CATALOG
Weapons: Equipped with either a Heavy Rail Rifle or 2 High- Ghostkeel Electrowarfare Suite: Threats attacking this unit from
Yield Missile Pods, either 2 Smart Missile Systems or 2 Plasma 12m or more away suffer an added -2DN penalty.
Rifles, and may have a Seeker Missile. Infiltrators: This unit may enter the battlefield at the end of a
Heavy Rail Rifle (14+6ED; AP -4; Range 150m; Salvo 2; Heavy turn anywhere that is no closer than 24m to a threat and in cover
4, Brutal, Mortal 3) of some type.
High-Yield Missile Pod (7+3ED; AP -1; Range 90m; Salvo 2; May be accompanied by up to 2 MV5 Stealth Drones
Heavy 6; MBT)
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire XV104 Riptide Battlesuit
1)
Seeker Missile (14+6ED; AP -2; Range 160m; Salvo 0; Heavy 4,
Limit 1, LBT, Ignores Cover, Indirect) Crew: 1
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3; Passengers: 0
Indirect, Ignores Cover, MBT)
Cruising Speed: 36
Special Defense: 5/7
May be accompanied by up to 2 MV8 Missile Drones and/or Wounds: 31
Tactical Drones Resilience: 10

Default Skill: 6
XV95 Ghostkeel Piloting: 8
Battlesuit Ballistic Skill: 8

Traits: Jet Pack, Fly, Explodes, Gyrostabilized, Walker,


Crew: 1 Gargantuan (+3D)
Passengers: 0
Key Words: T’au, <Sept>, Battlesuit
Cruising Speed: 36
Defense: 3 Weapons: Is equipped with either a Heavy Burst Cannon or Ion
Wounds: 25 Accelerator and 2 of either Fusion Blaster, Plasma Rifle, or
Resilience: 9 Smart Missile System.
Heavy Burst Cannon (12+2ED; AP -1; Range 72m; Salvo 3;
Default Skill: 6 Heavy 12, Spread)
Piloting: 8 Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault,
Ballistic Skill: 8 Brutal)
Ion Accelerator (15+3ED; AP -3; Range 160m; Salvo 3; Heavy
Traits: Jet Pack, Fly, Explodes, Gyrostabilized, Walker, Monster, 8, Supercharge)
Gargantuan (+3D)
Plasma Rifle (12+1ED; AP -3; Range 60m; Salvo 2; Rapid Fire
1)
Key Words: T’au, <Sept>, Battlesuit
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3;
Indirect, Ignores Cover, MBT)
Weapons: May have up to 2 Support Systems. Is equipped with
with a Burst Cannon or Cyclic Ion Raker and 2 of either Special
Flamer, Fusion Blaster, or Fusion Collider. May be equipped with up to 2 Support Systems
Burst Cannon (11+1ED; AP 0; Range 46m; Salvo 2; Assault) Riptide Shield Generator: This unit has a +*2 Armour Bonus
Cyclic Ion Raker (14+3ED; AP -1; Range 46m; Salvo 0; Heavy Nova Reactor: At this beginning of this unit’s activation it can
8, Supercharge) use its Nova Reactor. If it does so it can do nothing else for the
Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, activation and suffers d3 mortal wounds. The affects of the Nova
Blaze, Spread) Reactor last until the beginning of this unit’s next activation:
Fusion Blaster (14+6ED; AP -4; Range 46m; Salvo 1; Assault,
• Boost: This unit can move d6x2m.
Brutal)
• Nova Shield: This unit’s Riptide Shield Generator
Fusion Collider (14+6ED; AP -4; Range 46m; Salvo 1; Heavy 6,
increases to +*4
Brutal)
• Nova Charge: Gain +6ED for either this units Heavy
Special Burst Cannon or the Ion Accelerator.
May be accompanied by up to 2 MV84 Shielded Missile Drones.

T’AU SEPTS
IMPERIAL XENOS CATALOG

T’AU SEPTS
IMPERIAL XENOS CATALOG
Emplacements
DS8 Tactical Support Turret

Crew: 0
Passengers: 0

Cruising Speed: 0
Defense: 2
Wounds: 7
Resilience: 8

Default Skill: 6
Ballistic Skill: 8

Traits: Immobile, Average

Key Words: T’au, <Sept>, Emplacement

Weapons: (Any 1 of the following)


Missile Pod (13+3ED; AP -1; Range 90m; Salvo 2; Assault, SBT)
Smart Missile System (11+1ED; AP 0; Range 72m; Salvo 3; Indirect, Ignores Cover, MBT)

Special
Self-Destruct: If this unit ends its activation or a combat with no allies within 6m of it, this unit shuts down and becomes inert.

T’AU SEPTS
IMPERIAL XENOS CATALOG
Bestiary
Kroot Hound Krootox
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop Threat Classification: Tier 1+: Troop

Strength 5 Intellect 5 Strength 7 Intellect 4


Agility 5 Willpower 5 Agility 7 Willpower 5
Toughness 5 Fellowship 5 Toughness 7 Fellowship 5
Initiative 5 Defense 4 Initiative 7 Defense 6
Speed 12 Wounds 5 Speed 9 Wounds 7
Shock 4 Soak 5 Shock 47 Soak 7
Resolve 5 Conviction 5 Resolve Conviction 5
Passive Awareness: 4 Passive Awareness: 4
Resilience: 6 Resilience: 8
Skills: Default 8; Weapon Skill 10 Skills: Default 8; Weapon Skill 10
Size: Average Size: Average
Keywords: T’au, Kroot, Beasts Keywords: T’au, Kroot, Beast

Wargear Wargear
None None

Weapons Weapons
Ripping Fangs: (9+1ED; AP -1; Range Melee, Brutal) Krootox Fists (4+2ED; AP 0; Range Melee, Brutal)

Special Abilities Special Abilities


Voracious Predators: This unit gains +2 Bonus Dice for attacks Agile Brute: This unit gains +6 Speed when performing a
against threats that have suffered any wounds previously this turn. Charge.
(Mob) Mob-Up: This troop may form a mob. (Mob) Mob-Up: This troop may form a mob.

T’AU SEPTS
IMPERIAL XENOS CATALOG
DOCUMENT CHANGE LOG
• 4/5/2020
o Conversion finished for all known product.
• 4/3/2020
o T’au Conversion Document Created

T’AU SEPTS

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