2000 Tau (Warhammer 40,000 9th Edition) [108 PL, 9CP, 2,000pts]

  • Battalion Detachment -3CP (T'au Empire) [100 PL, 1,850pts, 6CP]

    Rules: Philosophies of War

    • Configuration [9CP]

      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Sept Choice

        Selections: T'au Sept

        Categories: Configuration

        Abilities: T'au Sept Tenet: Coordinated Fire Arcs


        Abilities Description
        T'au Sept Tenet: Coordinated Fire Arcs - Each time a unit with this tenet is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks.
        - Add 3" to the range of aura abilities of models with this tenet (to a maximum of 12").
        - Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3" to the range of that invocation or ability (to a maximum of 12").
    • Stratagems [-1CP]

      • Stratagem: Emergency Dispensation [-1CP]

        Selections: Additional Relics [-1CP]

        Categories: Stratagems, No Force Org Slot

        Abilities: Stratagem: Emergency Dispensation


        Abilities Description
        Stratagem: Emergency Dispensation Use this Stratagem before the battle, when you are mustering your army. If your WARLORD has the T'AU EMPIRE keyword, select one T'AU EMPIRE CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
    • HQ [14 PL, 275pts, -2CP]

      • Commander in Crisis Battlesuit [10 PL, 195pts, -1CP]

        Selections: 6. Exemplar of the Mont'ka, Fusion Blaster [15pts], Iridium battlesuit [10pts], Missile Pod [10pts], Multi-sensory Discouragement Array, Plasma Rifle [10pts], Resonator Warheads [2 PL, 30pts], Shield Generator [10pts], Stratagem: Promising Pupil [-1CP]

        Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, Commander, Crisis, Infantry

        Rules: Battlesuits, Manta Strike

        Abilities: 6. Exemplar of the Mont'ka, Iridium battlesuit, Master of War (Aura) (Crisis), Multi-sensory Discouragement Array, Resonator Warheads, Shield Generator, Stratagem: Promising Pupil, Tactical Acumen (Crisis), Unit: Commander in Crisis Battlesuit, Weapon: Fusion Blaster, Missile Pod, Plasma Rifle, Resonator Warheads

        • 2x Marker Drone [20pts]

          Selections: 2x Markerlight

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, Marker Drone, Markerlight

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Markerlights, Valued Sacrifice

          Abilities: Markerlight, Unit: Marker Drone


        Abilities Description
        6. Exemplar of the Mont'ka In your Command phase, select one friendly <SEPT> CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a CORE model in that unit makes a ranged attack that targets an enemy unit within 9", or 12" if you selected the Mont'ka Tactical Philosophy this battle (pg 92), you can re-roll the wound roll.
        Iridium battlesuit The bearer has a Save characteristic of 2+.
        Markerlight The bearer gains the MARKERLIGHT keyword.
        Master of War (Aura) (Crisis) While a friendly T'AU EMPIRE CORE unit is within 6" of this unit's CRISIS BATTLESUIT COMMANDER model, each time a CORE model in this unit makes an attack, re-roll a hit-roll of 1.
        Multi-sensory Discouragement Array At the end of your Movement phase, select one enemy unit within 12" of the bearer and roll 3D6, if the result is greater than the enemy unit's Leadership characteristic, select one of the results below to take effect until the start of your next Movement phase.

        - The selected unit loses the Objective Secured ability.
        - Halve the Move characteristic of models in that unit and halve charge rolls made for that unit.
        - Each time a model in that unit makes a ranged attack, it can only target the closest eligible target.
        Resonator Warheads COMMANDER or CRISIS model equipped with one or more missile pods only. This Prototype System replaces one missile pod.
        Shield Generator The bearer has a 4+ invulnerable save.
        Stratagem: Promising Pupil Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T'AU EMPIRE keyword. Select one T'AU EMPIRE CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); this model is regarded as your Warlord for the purposes of that Warlord Trait.

        Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
        Tactical Acumen (Crisis) In your Command Phase, you can select one firendly <SEPT> CRISIS CORE unit within 9" of this unit's CRISIS BATTLESUIT COMMANDER model. Until the end of the turn:

        - That unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.
        - Each time a CORE model in that unit makes a ranged attack, you can ignore any or all hit modifiers.
        Unit MWSBSSTWALdSave
        Commander in Crisis Battlesuit 10"3+2+5564103+
        Marker Drone 10"5+5+341164+
        Weapon RangeTypeSAPDAbilities
        Fusion Blaster 18"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Missile Pod 30"Assault 27-22-
        Plasma Rifle 30"Assault 18-43-
        Resonator Warheads 30"Assault 38-22Each time the bearer shoots with this weapon, if any hits are scored against an INFANTRY, BEAST or CAVALRY unit, until the start of your next Shooting phase, halve the Move characteristic of models in that unit (if models in that unit are affected by any other modifiers to their Move characteristic, this ability cannot reduce it to less than half).
      • Ethereal [4 PL, 80pts, -1CP]

        Selections: 2. Sense of Stone, 2. Through Unity, Devastation (Aura), 6. Wisdom of the Guides, Honour Blade, Stratagem: Promising Pupil [-1CP], The Humble Stave

        Categories: Faction: <Sept>, Character, HQ, Infantry, Faction: T'au Empire, Ethereal

        Rules: Inspired to Greatness

        Abilities: 2. Through Unity, Devastation (Aura), Embodiments of the Empire, Failure Is Not An Option (Aura), Serene Unifier (Ethereal), Stratagem: Promising Pupil, The Humble Stave, Invocations: 2. Sense of Stone, 6. Wisdom of the Guides, Unit: Ethereal, Weapon: Honour Blade

        • 2x Marker Drone [20pts]

          Selections: 2x Markerlight

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, Marker Drone, Markerlight

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Markerlights, Valued Sacrifice

          Abilities: Markerlight, Unit: Marker Drone


        Abilities Description
        2. Through Unity, Devastation (Aura) While a friendly <SEPT> CORE unit is within 6" of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
        Embodiments of the Empire This model cannot be drawn from the FARSIGHT ENCLAVES Sept.
        Failure Is Not An Option (Aura) While a friendly T'AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES and T'AU AUXILIARY units) is within 6" of this unit's ETHEREAL model, models in that unit can use this model's Leadership characteristic instead of their own.
        Markerlight The bearer gains the MARKERLIGHT keyword.
        Serene Unifier (Ethereal) This model knows two invocations from the Invocations of the Ethereals (pg 76). In your Command phase, if this model is on the battlefield, it can intone one Invocation it knows that has not already been inspired by a friendly model this turn. Roll one D6: on a 3+, the intoned invocation is inspiring and takes affect until the start of your next Command phase.
        Stratagem: Promising Pupil Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the T'AU EMPIRE keyword. Select one T'AU EMPIRE CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); this model is regarded as your Warlord for the purposes of that Warlord Trait.

        Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
        The Humble Stave - In your Command phase, if the bearer is on the battlefield, it can intone one additional invocation it knows from the Invocations of the Ethereals (pg 76) that has not already been intoned by a friendly model that turn.
        - Each time the bearer intones an Invocation, add 1 to the roll to see if it is inspiring.
        Invocations -
        2. Sense of Stone If this invocation is inspiring, select one friendly T'AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a CORE model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
        6. Wisdom of the Guides If this invocation is inspiring, you gain 1 Command point.
        Unit MWSBSSTWALdSave
        Ethereal 6"3+4+3343105+
        Marker Drone 10"5+5+341164+
        Weapon RangeTypeSAPDAbilities
        Honour Blade MeleeMelee+2-12Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
    • Troops [15 PL, 285pts]

      • Breacher Team [5 PL, 85pts]

        Categories: Troops, Infantry, Faction: <Sept>, Faction: T'au Empire, Breacher Team, Core, Photon Grenades, Fire Warrior Team

        Abilities: Set up Turret

        • 9x Breacher Fire Warrior

          Selections: 9x Pulse Blaster, 9x Pulse Pistol

          Unit: Fire Warrior, Weapon: Pulse Blaster (Close Range), Pulse Blaster (Long Range), Pulse Pistol

        • Breacher Fire Warrior Shas'ui

          Selections: Pulse Blaster, Pulse Pistol

          Unit: Fire Warrior Shas'ui, Weapon: Pulse Blaster (Close Range), Pulse Blaster (Long Range), Pulse Pistol


        Abilities Description
        Set up Turret If this unit contains a Support Turret, that model is not set up until the unit performs the following action:

        'Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. This action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.'
        Unit MWSBSSTWALdSave
        Fire Warrior 6"5+4+331174+
        Fire Warrior Shas'ui 6"5+4+331284+
        Weapon RangeTypeSAPDAbilities
        Pulse Blaster (Close Range) 8"Assault 26-21-
        Pulse Blaster (Long Range) 14"Assault 25-11-
        Pulse Pistol 12"Pistol 1501-
      • Kroot Carnivores [3 PL, 60pts]

        Categories: Troops, Infantry, Faction: T'au Empire, Kroot Carnivores, T'au Auxiliary, Faction: Kroot

        Rules: Ambushing Predators

        Abilities: Kroot Pack, Stealthy Hunters

        • 10x Kroot [60pts]

          Selections: 10x Kroot Rifle, 10x Quill Grenades

          Unit: Kroot, Weapon: Kroot Rifle (Melee), Kroot Rifle (Shooting), Quill Grenades


        Abilities Description
        Kroot Pack If you army is Battle-forged, then for each KROOT CARNIVORES unit includes in a Detachment, up to one KROOTOX RIDERS unit, up to one KROOT HOUNDS unit, and up to one KROOT SHAPER unit can be included in that Detachment without taking up Battlefield Role slots.
        Stealthy Hunters Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
        Unit MWSBSSTWALdSave
        Kroot 7"3+4+431266+
        Weapon RangeTypeSAPDAbilities
        Kroot Rifle (Melee) MeleeMeleeUser-11-
        Kroot Rifle (Shooting) 24"Rapid Fire 1401-
        Quill Grenades 6"Grenade D6401Blast
      • Kroot Carnivores [3 PL, 60pts]

        Categories: Troops, Infantry, Faction: T'au Empire, Kroot Carnivores, T'au Auxiliary, Faction: Kroot

        Rules: Ambushing Predators

        Abilities: Kroot Pack, Stealthy Hunters

        • 10x Kroot [60pts]

          Selections: 10x Kroot Rifle, 10x Quill Grenades

          Unit: Kroot, Weapon: Kroot Rifle (Melee), Kroot Rifle (Shooting), Quill Grenades


        Abilities Description
        Kroot Pack If you army is Battle-forged, then for each KROOT CARNIVORES unit includes in a Detachment, up to one KROOTOX RIDERS unit, up to one KROOT HOUNDS unit, and up to one KROOT SHAPER unit can be included in that Detachment without taking up Battlefield Role slots.
        Stealthy Hunters Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
        Unit MWSBSSTWALdSave
        Kroot 7"3+4+431266+
        Weapon RangeTypeSAPDAbilities
        Kroot Rifle (Melee) MeleeMeleeUser-11-
        Kroot Rifle (Shooting) 24"Rapid Fire 1401-
        Quill Grenades 6"Grenade D6401Blast
      • Strike Team [4 PL, 80pts]

        Categories: Infantry, Troops, Faction: <Sept>, Faction: T'au Empire, Strike Team, Photon Grenades, Fire Warrior Team, Core

        Abilities: Set up Turret

        • Fire Warrior Shas'ui

          Selections: Pulse Pistol, Pulse Rifle

          Unit: Fire Warrior Shas'ui, Weapon: Pulse Pistol, Pulse Rifle

        • 9x Fire Warrior w/ Pulse Rifle

          Selections: 9x Pulse Pistol, 9x Pulse Rifle

          Unit: Fire Warrior, Weapon: Pulse Pistol, Pulse Rifle


        Abilities Description
        Set up Turret If this unit contains a Support Turret, that model is not set up until the unit performs the following action:

        'Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. This action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.'
        Unit MWSBSSTWALdSave
        Fire Warrior 6"5+4+331174+
        Fire Warrior Shas'ui 6"5+4+331284+
        Weapon RangeTypeSAPDAbilities
        Pulse Pistol 12"Pistol 1501-
        Pulse Rifle 36"Rapid Fire 15-11-
    • Elites [42 PL, 730pts]

      • Crisis Battlesuits [21 PL, 365pts]

        Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, Infantry, Core, Crisis

        Rules: Battlesuits, Manta Strike

        • Crisis Shas'ui [65pts]

          Selections: Cyclic Ion Blaster [10pts], Iridium battlesuit [5pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Iridium battlesuit, Shield Generator, Unit: Crisis Shas'ui (Iridium battlesuit), Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'vre [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'vre, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • 5x Shield Drone [60pts]

          Selections: 5x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Valued Sacrifice

          Abilities: Drone Shield Generator, Unit: Shield Drone


        Abilities Description
        Drone Shield Generator A model with a shield generator has a 4+ invulnerable save.
        Iridium battlesuit The bearer has a Save characteristic of 2+.
        Shield Generator The bearer has a 4+ invulnerable save.
        Unit MWSBSSTWALdSave
        Crisis Shas'ui 10"5+4+554383+
        Crisis Shas'ui (Iridium battlesuit) 10"5+4+554382+
        Crisis Shas'vre 10"5+4+554493+
        Shield Drone 10"55342164+
        Weapon RangeTypeSAPDAbilities
        Cyclic Ion Blaster (Overcharge) 18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.
        Cyclic Ion Blaster (Standard) 18"Assault 37-21-
        Missile Pod 30"Assault 27-22-
        Plasma Rifle 30"Assault 18-43-
      • Crisis Battlesuits [21 PL, 365pts]

        Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, Infantry, Core, Crisis

        Rules: Battlesuits, Manta Strike

        • Crisis Shas'ui [65pts]

          Selections: Cyclic Ion Blaster [10pts], Iridium battlesuit [5pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Iridium battlesuit, Shield Generator, Unit: Crisis Shas'ui (Iridium battlesuit), Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'ui [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • Crisis Shas'vre [60pts]

          Selections: Cyclic Ion Blaster [10pts], Missile Pod [10pts], Plasma Rifle [5pts], Shield Generator [5pts]

          Abilities: Shield Generator, Unit: Crisis Shas'vre, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • 5x Shield Drone [60pts]

          Selections: 5x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Valued Sacrifice

          Abilities: Drone Shield Generator, Unit: Shield Drone


        Abilities Description
        Drone Shield Generator A model with a shield generator has a 4+ invulnerable save.
        Iridium battlesuit The bearer has a Save characteristic of 2+.
        Shield Generator The bearer has a 4+ invulnerable save.
        Unit MWSBSSTWALdSave
        Crisis Shas'ui 10"5+4+554383+
        Crisis Shas'ui (Iridium battlesuit) 10"5+4+554382+
        Crisis Shas'vre 10"5+4+554493+
        Shield Drone 10"55342164+
        Weapon RangeTypeSAPDAbilities
        Cyclic Ion Blaster (Overcharge) 18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.
        Cyclic Ion Blaster (Standard) 18"Assault 37-21-
        Missile Pod 30"Assault 27-22-
        Plasma Rifle 30"Assault 18-43-
    • Fast Attack [6 PL, 134pts]

      • Kroot Hounds [1 PL, 24pts]

        Categories: Faction: T'au Empire, Kroot Hounds, Beasts, T'au Auxiliary, Faction: Kroot, Fast Attack

        Rules: Ambushing Predators

        Abilities: Stealthy Hunter, Voracious Predators, Unit: Kroot Hound

        • 4x Kroot Hound [24pts]

          Selections: 4x Ripping Fangs

          Weapon: Ripping Fangs


        Abilities Description
        Stealthy Hunter Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throws made against that attack.
        Voracious Predators You can re-roll Advance rolls and charge rolls made for this unit.
        Unit MWSBSSTWALdSave
        Kroot Hound 12"3+-331356+
        Weapon RangeTypeSAPDAbilities
        Ripping Fangs MeleeMeleeUser-11-
      • Tactical Drones [2 PL, 50pts]

        Categories: Fast Attack, Fly, Faction: <Sept>, Drone, Tactical Drones, Faction: T'au Empire

        Rules: Manta Strike

        • 5x Marker Drone [50pts]

          Selections: 5x Markerlight

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, Marker Drone, Markerlight

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Markerlights, Valued Sacrifice

          Abilities: Markerlight, Unit: Marker Drone


        Abilities Description
        Markerlight The bearer gains the MARKERLIGHT keyword.
        Unit MWSBSSTWALdSave
        Marker Drone 10"5+5+341164+
      • Vespid Stingwings [3 PL, 60pts]

        Categories: Fast Attack, Fly, Infantry, Faction: Vespid, Faction: T'au Empire, Vespid Stingwings, T'au Auxiliary

        Abilities: Plunge from the Sky

        • 4x Vespid Stingwing [48pts]

          Selections: 4x Neutron Blaster, 4x Stingwing Claws

          Unit: Vespid Stingwing, Weapon: Neutron Blaster, Stingwing Claws

        • Vespid Strain Leader [12pts]

          Selections: Neutron Blaster, Stingwing Claws

          Unit: Vespid Strain Leader, Weapon: Neutron Blaster, Stingwing Claws


        Abilities Description
        Plunge from the Sky During deployment, you can set up this unit high in the sky instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        Unit MWSBSSTWALdSave
        Vespid Stingwing 14"4+4+441154+
        Vespid Strain Leader 14"4+4+441284+
        Weapon RangeTypeSAPDAbilities
        Neutron Blaster 18"Assault 25-32-
        Stingwing Claws MeleeMeleeUser-11-
    • Heavy Support [17 PL, 316pts]

      • Broadside Battlesuits [17 PL, 316pts]

        Categories: Faction: <Sept>, Battlesuit, Heavy Support, Faction: T'au Empire, Broadside Battlesuits, Infantry, Core

        Rules: Battlesuits

        • Broadside Shas'ui [5 PL, 90pts]

          Selections: Crushing Bulk, Heavy Rail Rifle, Stabilised Optics, Twin Smart Missile System [15pts]

          Abilities: Stabilised Optics, Unit: Broadside Shas'ui, Weapon: Crushing Bulk, Heavy Rail Rifle, Twin Smart Missile System

        • Broadside Shas'ui [5 PL, 90pts]

          Selections: Crushing Bulk, Heavy Rail Rifle, Stabilised Optics, Twin Smart Missile System [15pts]

          Abilities: Stabilised Optics, Unit: Broadside Shas'ui, Weapon: Crushing Bulk, Heavy Rail Rifle, Twin Smart Missile System

        • Broadside Shas'vre [5 PL, 90pts]

          Selections: Crushing Bulk, Early Warning Override, Heavy Rail Rifle, Twin Smart Missile System [15pts]

          Abilities: Early Warning Override, Unit: Broadside Shas'vre, Weapon: Crushing Bulk, Heavy Rail Rifle, Twin Smart Missile System

        • Marker Drone [10pts]

          Selections: Markerlight

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, Marker Drone, Markerlight

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Markerlights, Valued Sacrifice

          Abilities: Markerlight, Unit: Marker Drone

        • 3x Shield Drone [36pts]

          Selections: 3x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Rules: Artificial Helpers, Docked Drones, Limited Parameters, Manta Strike, Valued Sacrifice

          Abilities: Drone Shield Generator, Unit: Shield Drone


        Abilities Description
        Drone Shield Generator A model with a shield generator has a 4+ invulnerable save.
        Early Warning Override - Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
        - Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
        Markerlight The bearer gains the MARKERLIGHT keyword.
        Stabilised Optics The bearer does not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved, and does not suffer the penalty to hit rolls incurred to firing Heavy weapons at a target that is within Engagement Range of their unit.
        Unit MWSBSSTWALdSave
        Broadside Shas'ui 5"5+4+558382+
        Broadside Shas'vre 5"5+4+558492+
        Marker Drone 10"5+5+341164+
        Shield Drone 10"55342164+
        Weapon RangeTypeSAPDAbilities
        Crushing Bulk MeleeMelee+1-11-
        Heavy Rail Rifle 60"Heavy 29-4D3+3Each time a successful wound roll is made for an attack with this weapon, the target suffers 1 mortal wound in addition to any other damage.
        Twin Smart Missile System 30"Heavy 85-11This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target unit does not receive the benefits of Light Cover against that attack.
    • Dedicated Transport [6 PL, 110pts]

      • Devilfish [6 PL, 110pts]

        Selections: 2x Smart Missile System [10pts], Accelerator Burst Cannon, Seeker Missile [5pts]

        Categories: Faction: <Sept>, Faction: T'au Empire, Transport, Dedicated Transport, Vehicle, Fly, Devilfish

        Abilities: Armoured Aggression, Drone Dock (Devilfish), Explodes (Devilfish), Hover Tank (Devilfish), Tactical Disengagement, Transport: Devilfish (Transport), Unit: Devilfish [1] (7-13+ Wounds Remaining), Devilfish [2] (4-6 Wounds Remaining), Devilfish [3] (1-3 Wounds Remaining), Weapon: Accelerator Burst Cannon, Seeker Missile, Smart Missile Systems


        Abilities Description
        Armoured Aggression At the start of the first battle round before the first turn begins, if you selected the Mont'ka Tactical Philosophy at the start of the battle, this unit can make a Normal Move of up to 9". It cannot end this move within 9" of any enemy models.
        Drone Dock (Devilfish) If this unit contains any DRONE models, those DRONE models begin the game docked with this unit's DEVILFISH model.
        Explodes (Devilfish) When this unit's DEVILFISH model is destroyed, roll one D6 before removing it from the play. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds.
        Hover Tank (Devilfish) Distances are always measured to and from the hull of this unit's DEVILFISH model.
        Tactical Disengagement At the end of your Movement phase, if you selected the Kauyon Tactical Philosophy, at the start of the battle and if the mission you are playing is using the Strategic Reserves rule, you can remove this unit from the battlefield if it is within 9" of any battlefield edges and place it in Strategic Reserves.
        Transport Capacity
        Devilfish (Transport) This model has a transport capacity of 12 <SEPT> INFANTRY or <SEPT> DRONE models and 1 <SEPT> RECON DRONE model. It cannot transport BATTLESUIT models.
        Unit MWSBSSTWALdSave
        Devilfish [1] (7-13+ Wounds Remaining) 12"6+4+6713383+
        Devilfish [2] (4-6 Wounds Remaining) 8"6+5+67N/AD383+
        Devilfish [3] (1-3 Wounds Remaining) 4"6+6+67N/A183+
        Weapon RangeTypeSAPDAbilities
        Accelerator Burst Cannon 18"Assault 86-11-
        Seeker Missile 72"Heavy 19-32D3The bearer can only shoot with each seeker missile it is equipped with once per battle.
        Smart Missile Systems 30"Heavy 45-11This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
  • Supreme Command Detachment +3CP (T'au Empire) [8 PL, 150pts, 3CP]

    Rules: Philosophies of War

    • Configuration [3CP]

      • Detachment Command Cost [3CP]

        Categories: Configuration

      • Sept Choice

        Selections: T'au Sept

        Categories: Configuration

        Abilities: T'au Sept Tenet: Coordinated Fire Arcs


        Abilities Description
        T'au Sept Tenet: Coordinated Fire Arcs - Each time a unit with this tenet is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks.
        - Add 3" to the range of aura abilities of models with this tenet (to a maximum of 12").
        - Each time a model with this tenet intones an invocation that is not an aura, or uses an ability in your Command phase that specifies a range, add 3" to the range of that invocation or ability (to a maximum of 12").
    • Primarch | Daemon Primarch | Supreme Commander [8 PL, 150pts]

      • Commander Shadowsun [8 PL, 150pts]

        Selections: Advanced Guardian Drone, Command-link Drone, Fletchette Launcher, 2x High-energy Fusion Blaster, Light Missile Pod, Pulse Pistol

        Categories: Battlesuit, Character, Jet Pack, Fly, Faction: T'au Sept, Faction: T'au Empire, Commander, Shadowsun, Supreme Commander, Infantry, Primarch | Daemon Primarch | Supreme Commander, Drone, Advanced Guardian Drone, Faction: <Sept>, Command-link Drone

        Rules: Artificial Helpers, Battlesuits, Docked Drones, Limited Parameters, Manta Strike, Valued Sacrifice

        Abilities: Advanced Guardian Shield Generator, Camouflage Fields (Shadowsun), Command-link, Defender of the Greater Good, Hero of the Empire (Shadowsun), Infiltrator, Master of War (Aura) (Shadowsun), XV22 Stalker Battlesuit, Unit: Advanced Guardian Drone, Command-link Drone, Commander Shadowsun, Weapon: Fletchette Launcher, High-energy Fusion Blaster, Light Missile Pod, Pulse Pistol

        • Warlord

          Selections: 5. Exemplar of the Kauyon

          Categories: Warlord, Warlord - Required, Warlord - T'au

          Abilities: 5. Exemplar of the Kauyon (Shadowsun)


        Abilities Description
        5. Exemplar of the Kauyon (Shadowsun) After both players have deployed their armies and determined who has the first turn, select up to one friendly T'AU SEPT unit, or up to three friendly T'AU SEPT units if you have selected the Kauyon Tactical Philosophy this battle (pg 92), and redeploy them. If the mission uses Strategic Reserves rules, any of these units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off, the winner chooses who deploys their units first.
        Advanced Guardian Shield Generator This model has a 4+ invulnerable save. This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
        Camouflage Fields (Shadowsun) While this unit's COMMANDER SHADOWSUN model has any wounds remaining, each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
        Command-link Add 3" to the range of this unit's aura abilities (to a maximum of 12"). Each time a model in this unit uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability.
        Defender of the Greater Good In your Command phase, select one friendly T'AU EMPIRE CORE or T'AU EMPIRE CHARACTER unit within 6" of this unit's COMMANDER SHADOWSUN model. Until the start of your next Command phase, each time a CORE or CHARACTER model in that unit makes an attack, you can re-roll the hit roll.
        Hero of the Empire (Shadowsun) If your army is Battle-forged, this units COMMANDER SHADOWSUN model must be your army's WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army's WARLORD.
        Infiltrator During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
        Master of War (Aura) (Shadowsun) While a friendly T'AU EMPIRE CORE unit is within 6" of this unit's COMMANDER SHADOWSUN model, each time a CORE model in this unit makes an attack, re-roll a hit-roll of 1.
        XV22 Stalker Battlesuit This unit's COMMANDER SHADOWSUN model has a 5+ invulnerable save.
        Unit MWSBSSTWALdSave
        Advanced Guardian Drone 10"5+5+341164+
        Command-link Drone 10"5+5+341164+
        Commander Shadowsun 10"3+2+5574103+
        Weapon RangeTypeSAPDAbilities
        Fletchette Launcher 18"Assault 5301-
        High-energy Fusion Blaster 24"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Light Missile Pod 24"Assault 27-12-
        Pulse Pistol 12"Pistol 1501-

Force Rules

Philosophies of War: Read here ->

Selection Rules

Ambushing Predators: At the start of the first battle round, models in this unit can make a Normal move of up to 7". They cannot end this move within 9" of any enemy models.

Artificial Helpers: DRONE models are ignored for the purposes of:

- The Look Out, Sir rule.
- Determining this unit's Starting Strength, and whether this unit is below Half strength.
- Determining this unit's toughness characteristic, if it also contains models without the DRONE keyword.

Battlesuits: BATTLESUIT models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of. In such circumstances, these models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

Note that if a BATTLESUIT model has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of its unit, but it will only be able to make the attacks with that weapon if all enemy units within Engagement Range of its unit have been destroyed when you come to resolve these attacks. In addition, when a BATTLESUIT model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon's attacks while any enemy units are within Engagement Range of that model's unit.

Docked Drones: If this model is docked with another:

- Any weapons this model is equipped with are considered to be equipped to the model it is docked with instead.
- Attacks cannot be allocated to this model and it does not count as a model on the battlefield for any rules purposes.
- If the model it is docked with is destroyed, this DRONE model is destroyed as well.

Inspired to Greatness: In your Command phase, select one friendly T'AU EMPIRE CORE or T'AU AUXILIARY unit within 6" of this unit's ETHEREAL model (excluding FARSIGHT ENCLAVES units). Until the start of your next Command phase, while that unit is performing an action, it can make ranged attacks without that action failing.

Limited Parameters: If this unit contains only DRONE models, this unit cannot perform actions (excluding the Fire Markerlights action, page 93) and loses the Objective Secured ability if it has it, and cannot gain it through any means.

Manta Strike: During deployment, you can set up this unit as a Manta hold instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Markerlights: Units in your army can perform the following action:

'Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.'

While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without the action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not having been equipped with markerlights for the purpose of the Fire Markerlights action.

Each time a T'AU EMPIRE unit (excluding T'AU AUXILIARY units) is selected to shoot:

- Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight tokens, add 1 to that attack's hit roll.
- After that unit has finished making attacks, for each enemy unit targeted by these attacks, remove one Markerlight token from that enemy unit.

At the end of your Shooting phase, remove all Markerlight tokens from enemy units.

Valued Sacrifice: Each time a DRONE model in this unit is destroyed, it is ignored for the purposes of Morale tests if this unit contains models without the DRONE keyword.


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