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FIRE WARRIOR SHAS’LA [25] [i] PATHFINDER HEAVY GUNNER [25] [i,r]

Bred for war, Fire Warriors are rigorously trained soldiers Some Pathfinders wield their kill team’s heavy weapons.
committed wholly to the Greater Good. In addition to bearing Their task is a relatively simple one - to kill or destroy what
powerful weapons systems and lightweight but durable body their Shas’ui orders them to or what they deem to be an
armor, their helmets contain sensors, target-tracking important target.
readouts and communication uplinks.
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3x2 2 1 3 4+ 7
Name A/BW/D Rules
Name A/BW/D Rules Ion Rifle
Pulse Blaster Standard 5/4+/4,5 [! P1]
*Close Range 4/4+/4,5 rng 6, AP1 Overcharge 5/4+/5,6 AP1, Hot
*Long Range 4/4+/3,4 - Rail Rifle 4/4+/4,4 AP1,lethal 5+,!MW2
Pulse Carbine 4/4+/4,5 - Gun Butt 3/5+/2,3 -
Pulse Rifle 4/4+/4,5 -
Gun Butt 3/5+/2,3 -
PATHFINDER SHAS’UI [25] [i,r]
FIRE WARRIOR SHAS’UI [25] [i] Shas’ui Pathfinders are veteran warriors who have fought in
These veteran Fire Warriors are driven to ensure their many campaigns. They have passed dangerous trials of fire
team’s cohesion and the following of textbook martial tenets. to reach the rank, and are dynamic and accomplished
Able combat commanders, they quickly react to changing tacticians more than capable of leading their team to victory.
battlefield situations and easily adapt their plans in
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accordance with new orders.

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Name A/BW/D Rules
3x2 2 1 3 4+ 8
Pulse Carbine 4/3+/4,5 -
Name A/BW/D Rules Gun Butt 3/5+/2,3 -
Pulse Blaster ABILITIES: MARKERLIGHT (1AP)
*Close Range 4/3+/4,5 rng 6, AP1
*Long Range 4/3+/3,4 - STEALTH BATTLESUIT SHAS’UI [32] [i,r]
Pulse Carbine 4/3+/4,5 - Expert in fighting as ‘lone wolves’, warriors in Stealth
Pulse Rifle 4/3+/4,5 - Battlesuits go behind enemy lines, seeking to destroy
Gun Butt 3/5+/2,3 - important targets. Their battlesuits are integrated with light-
bending disruption technology and cloaking fields that make
PATHFINDER SHAS’LA [25] [i,r] it all but impossible for foes to target them.
Even the rank-and-file of Pathfinder teams are selfless
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adherents to the Greater Good, eagerly volunteering
themselves for the most dangerous missions. They operate
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close to the enemy to learn all they can of them, as well as
engaging them when necessary. Name A/BW/D Rules
Burst Cannon 6/4+/3,4 -
M APL GA DF SV W Fusion Blaster 4/4+/6,3 rng 6, ap2, ! MW4
Fists 4/5+/2,3 -
3x2 2 1 3 5+ 7
Abilities: Camouflage Field - Each time an enemy operative
Name A/BW/D Rules makes a shooting attack, unless it is within 2 of this
Pulse Carbine 4/4+/4,5 - operative or it is a subsequent attack made as a result of the
Gun Butt 3/5+/2,3 - Blast special rule, this operative is always treated as being in
ABILITIES: MARKERLIGHT (1AP) Cover for that shooting attack. While this operative has a
Conceal order, it is always treated as having a Conceal
order, regardless of any other rules (e.g. Vantage Point}.
MV1 Gun Drone [32] [i,r] MV31 Pulse Accelerator Drone [32] [s,i]
Using anti-gravitic motors and jet-thrusters, Gun Drones Pulse Accelerator Drones boost the pulse weapons carried
hover over the landscape, moving quickly to engage the by Pathfinders, making the technology much more powerful
enemy and record battlefield data. On kill team missions, and giving them a vital edge.
they can distract enemies as well as partake in attacks
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alongside the T’au warriors they serve.

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Name A/BW/D Rules
3x2 2 1 3 4+ 7
Ram 3/5+/2,3 -
Name A/BW/D Rules ABILITIES: Artificial Intelligence, Savior Protocols
Twin Pulse Carbine 4/4+/4,5 Relentless Pulse Accelerator: While a friendly HUNTER CADRE
Ram 3/5+/2,3 - operative is within 3 of this operative, pulse weapons that
ABILITIES: Artificial Intelligence, Savior Protocols friendly operative is equipped with are accelerated. While a
pulse weapon is accelerated, each time a shooting attack is
MV4 Shield Drone [32] [s] made with it, in the Roll Attack Dice step of that shooting
Using anti-gravitic motors and jet-thrusters, Gun Drones attack, before rolling your attack dice, you can retain one as
hover over the landscape, moving quickly to engage the a successful normal hit without rolling it. A pulse weapon is a
enemy and record battlefield data. On kill team missions, ranged weapon that includes the word ‘pulse’ in its name,
they can distract enemies as well as partake in attacks e.g. pulse carbine.
alongside the T’au warriors they serve.
MV33 GRAV-INHIBITOR DRONE [32] [s,i]
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Grav-inhibitor Drones are capable of manipulating gravity
around, and significantly slowing the progress of, oncoming
3x2 2 1 3 4+ 7
enemy troops. On countless occasions have Pathfinder kill
Name A/BW/D Rules teams escaped almost certain death thanks to the
Ram 3/5+/2,3 - technology carried by these drones.
ABILITIES: Artificial Intelligence, Savior Protocols
Shield Generator: This operative has a 4+ invulnerable M APL GA DF SV W
save. Each time this operative would lose a wound that is
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not as a result of a mortal wound, roll one D6: on a 5+, that
wound is not lost. Name A/BW/D Rules
Ram 3/5+/2,3 -
MV36 Guardian Drone [32] [s] ABILITIES: Artificial Intelligence, Savior Protocols
Using anti-gravitic motors and jet-thrusters, Gun Drones Grav-inhibitor: Each time an enemy operative performs a
hover over the landscape, moving quickly to engage the Charge action, if it moves within 6 of this operative, only add
enemy and record battlefield data. On kill team missions, 1 to the additional distance it can move, instead of 2. Each
they can distract enemies as well as partake in attacks time an enemy operative performs a Dash action, if it moves
alongside the T’au warriors they serve. within 6 of this operative, it can only move up to 2, instead of
up to 3.
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Grav-wave (1AP): Place a grav-wave token within
6 of and Visible to this operative. Until the start of
3x2 2 1 3 4+ 7
this operative’s next activation, while a friendly
Name A/BW/D Rules HUNTER CADRE operative is within 2 of the
Ram 3/5+/2,3 - center of that token, it can perform Fall Back
ABILITIES: Artificial Intelligence, Savior Protocols actions for one less AP (to a minimum of 0AP).
Guardian Shield Generator: This operative has a 5+
invulnerable save. Each time this operative would lose a
wound that is not as a result of a mortal wound, roll one D6:
on a 5+, that wound is not lost.
Guardian Field (1AP): Until this operative is next
activated, while a friendly HUNTER CADRE
operative is within 3 of this operative, it has a 5+
invulnerable save
MV7 MARKER DRONE [32] [s,i] DS8 TACTICAL SUPPORT TURRET [32] [s,r,i]
The high-intensity marker lights used by Marker Drones are Tactical Support Turrets are automated defense batteries
vital for the synergy of T’au forces. They indicate priority that provide support for Fire Warriors and T’au kill teams.
targets both for the Pathfinders they are alongside as well as They are often deployed by Orca Dropships straight into
other powerful T’au assets. Whatever they pick out will soon fixed positions and add the considerable power of their
be obliterated. missiles to the fight.

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3x2 2 1 3 4+ 7 3x2 2 1 3 4+ 7
Name A/BW/D Rules Name A/BW/D Rules
Ram 3/5+/2,3 - Missile Pod 4/4+/5,7 Hvy
ABILITIES:Artificial Intelligence,Savior Protocols,MarkerLight Smart Missile Sys 6/4+/3,4 Hvy
Smart Targeting
MB3 RECON DRONE [32] [s,r,i] ABILITIES: Artificial Intelligence, Savior Protocols
The high-intensity marker lights used by Marker Drones are Smart Targeting: Each time this operative makes a
vital for the synergy of T’au forces. They indicate priority shooting attack with this weapon, you can use this special
targets both for the Pathfinders they are alongside as well as rule. If you do so, for that shooting attack:
other powerful T’au assets. Whatever they pick out will soon ● Enemy operatives with an Engage order that are
be obliterated. not within Engagement Range of friendly
operatives are valid targets and cannot be in
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Cover.
● In the Roll Attack Dice step of that shooting attack,
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attack dice results of 6 are successful normal hits.
Name A/BW/D Rules All other attack dice results are failed hits.
Burst Cannon 6/4+/3,4 Hvy, Ceaseless, Support Turret: This operative cannot have a Conceal order
Fusillade and can only perform Shoot and Overwatch actions. It
Ram 3/5+/2,3 - cannot fight in combat (do not select a weapon or roll any
ABILITIES: Artificial Intelligence, Savior Protocols attack dice for it) and cannot provide combat support.
Analyze (1AP): Select one enemy operative Visible to this
operative, then select one other ready friendly HUNTER DRONES
CADRE operative that is not within Engagement Range of
enemy operatives. After this operative’s activation ends, you 1x Drone = 1shas'la fire warrior or pathfinder
can activate that other friendly operative, and during its next 1x Recon Drone= 2 Fire warriors or pathfinder
activation, each time it makes a shooting attack against that 2x drones = 1 Stealth Battle suits
enemy operative, in the Roll Attack Dice step of that 1x Recon drone = 1 Stealth Battle Suit
shooting attack, you can re-roll any or all of your attack dice. # of drones cannot exceed the number of other operatives in
This operative cannot perform this action while within the a fire team
Engagement Range of enemy operatives.
MV1 GUN DRONE
MV4 SHIELD DRONE
MV7 MARKER DRONE
MB3 RECON DRONE (counts as two selections)
MV31 PULSE ACCELERATOR DRONE
MV33 GRAV-INHIBITOR DRONE
MV36 GUARDIAN DRONE
DS8 TACTICAL SUPPORT TURRET
● equipped with a missile pod or smart missile
system. Your kill team can only include each
operative above once. MB3 RECON DRONE
MV31 PULSE ACCELERATOR DRONE, MV33 GRAV-
INHIBITOR DRONE
● operatives can only be selected for a
PATHFINDER fire team.
MV36 GUARDIAN DRONE, DS8 TACTICAL SUPPORT
TURRET
● operatives can only be selected for a FIRE
WARRIOR fire team.
UNIQUE ACTION STRATEGIC PLOYS
MARKERLIGHT. [1AP] If your faction is HUNTER CADRE, you can use the
Select one enemy operative Visible to this operative. That following Strategic Ploys during a game.
enemy operative gains one Markerlight token until the end of
the Turning Point. This operative cannot perform this action AIMED PULSE VOLLEY [1CP]
while within Engagement Range of enemy operatives. If an Strategic Ploy
operative would perform this action and a Shoot action in the ● Until the end of the Turning Point, each time a
same activation, only the target of that Shoot action’s friendly FIRE WARRIOR operative makes a
shooting attack can be selected for this action. shooting attack with a pulse rifle as a result of a
Shoot action, in the Roll Attack Dice step of that
Each time a shooting attack is made against an enemy shooting attack, if it has not moved during that
operative, in the Roll Attack Dice step of that shooting attack, activation, you can re-roll one of your attack dice.
if that enemy operative has one or more Markerlight tokens,
you can re-roll one of your attack dice. BREACH AND CLEAR [1CP]
Strategic Ploy
ARTIFICIAL INTELLIGENCE ● Until the end of the Turning Point, each time a
This operative cannot perform mission actions or the Pick friendly FIRE WARRIOR operative makes a
Up action. For the purposes of determining control of shooting attack with a pulse blaster as a result of a
objective markers, treat this operative’s APL as 1 lower. Shoot action:
Each time a shooting attack is made against this operative, ● For that shooting attack, enemy operatives within
in the Roll Defense Dice step of that shooting attack, if it has 3 of it are not in Cover.In the Roll Attack Dice step
an Engage order, defense dice cannot be automatically of that shooting attack, if the target is within 3 of it,
retained as a result of Cover.When drawing a Visibility line you can re-roll one of your attack dice.
from a DRONE operative, draw it from any part of the round
disc at the top of the miniature. CAMOUFLAGE FIELD ENGAGEMENT [1CP]
Strategic Ploy
SAVIOR PROTOCOLS Until the end of the Turning Point, friendly STEALTH
Each time a friendly HUNTER CADRE operative (excluding BATTLESUIT operatives can perform the following action:
DRONE operatives) is selected as the target of a shooting ● CAMOUFLAGE FIELD ENGAGEMENT [1AP]
attack, if there is a friendly DRONE operative with this ability Change this operative’s order.
Visible to and within 2" of it and not within Engagement
Range of an enemy operative, if that friendly DRONE RECON SWEEP [1CP]
operative is not protecting any other operatives, it can Strategic Ploy
protect that friendly HUNTER CADRE operative until the end ● Friendly PATHFINDER operatives that are wholly
of the Turning Point. If it does so, until the end of the Turning within 6 of any killzone edge can immediately
Point, each time a shooting attack is made against that perform a free Dash action, but only if they can
friendly HUNTER CADRE operative, make that shooting finish that move wholly within 6 of a killzone edge
attack against that friendly DRONE operative instead, even if that is not your own killzone edge.
it would not be a valid target. In the Roll Defence Dice step
of that shooting attack, defence dice cannot be automatically
retained as a result of Cover.

Friendly HUNTER CADRE operatives cannot be protected


by Saviour Protocols from shooting attacks made against
each operative within range of a specified point (e.g. remote
mine, see Kill Team: Octarius). Note that this also means
they cannot be protected from the subsequent shooting
attacks made as a result of the Blast X or Torrent X special
rules.
TACTICAL PLOYS gains a Photon token. While an operative has any
SUPPORTING FIRE [1CP] photon tokens, subtract from its Movement
Tactical Ploy characteristic and it cannot perform Dash actions.
● Use this Tactical Ploy in the Firefight phase, when At the end of an operative’s activation, remove all
a Shoot action is declared for a friendly HUNTER Photon tokens it has. This operative cannot
CADRE operative. In the Select Valid Target step perform this action while within Engagement
of that shooting attack, you must select an enemy Range of enemy operatives.
operative that is within Engagement Range of one
or more other friendly operatives and within 6 of TARGET LOCK [3EP] STEALTH
the active operative, and that enemy operative BATTLESUIT
cannot be in Cover as a result of friendly The operative gains the following ability for the battle:
operatives’ bases. Note, however, that in the Roll ● Target Lock: Each time this operative makes a
Defence Dice step of that shooting attack, the shooting attack, in the Roll Attack Dice step of that
enemy operative can be in Cover as a result of shooting attack, the target is treated as having a
friendly operatives’ bases. Markerlight token.

STAND AND FIRE [1CP] HOLOGRAPHIC READOUT+ [2EP] LEADER


Tactical Ploy The operative gains the following ability for the battle:
Use this Tactical Ploy when a friendly HUNTER CADRE ● Holographic Readout: Once per battle, when a
operative (excluding a DRONE operative) is selected as the friendly HUNTER CADRE operative (excluding a
target for combat. For that combat: DRONE operative) is activated within 6 of this
● Select a ranged weapon to fight with. Treat that operative, this operative can use this ability. If it
weapon’s Ballistic Skill characteristic as a Weapon does so, until the end of the friendly HUNTER
Skill characteristic. Ignore any special rules that CADRE operative’s activation, it can perform one
weapon has. mission action for one less AP (to a minimum of
0AP).
EQUIPMENT
HUNTER CADRE operatives in your kill team can be STIMULANT INJECTOR+ [3EP]
equipped with equipment from this list, as specified in the The operative gains the following ability for the battle:
mission sequence. Any equipment marked with a + can be
selected a maximum of once, and each operative can be ● Stimulant Injector: Once per battle, when this
equipped with no more than one of each item. operative is activated or would lose a wound, it
can use this ability. If it does so, until the end of
MARKERLIGHT [2EP] the Turning Point:
The operative can perform the following action during the
battle: Each time this operative would lose a wound, roll
MARKERLIGHT [1AP] one D6: on a 5+, that wound is not lost.It cannot
● Select one enemy operative Visible to this be injured. You can ignore any or all modifiers to
operative. That enemy operative gains one its APL.
Markerlight token until the end of the Turning
Point. This operative cannot perform this action
while within the Engagement Range of enemy
operatives. If an operative would perform this
action and a Shoot action in the same activation,
only the target of that Shoot action’s shooting
attack can be selected for this action.
● Each time a shooting attack is made against an
enemy operative, in the Roll Attack Dice step of
that shooting attack, if that enemy operative has
one or more Markerlight tokens, you can re-roll
one of your attack dice.

PHOTON GRENADE [2EP]


The operative can perform the following action during the
battle:
PHOTON GRENADE [1AP]
Select one enemy operative Visible to this operative. Roll
one D6, subtracting 1 from the result as follows:
● If that enemy operative is not in this operative’s
Line of Sight.If that enemy operative is more than
from this operative.On a 2+, that enemy operative

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