Battleforged Abilities: Troops (except Drones)

  • Warriors of the Greater Good
    • If your army is Battle-forged, all Troops (except Drones) units in the Tau Empire Detachments gain this ability.
    • Such a unit within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker.
    • If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
  • Sept Tenet – Bork’an Sept
    • Models with this tenet may add 6″ to the maximum Rnage of any Rapid Fire and Heavy weapons they are armed with.

[500 pts] Detachment: Modified Patrol Detachment (Min: 1 HQ + 1 Troop)

HQ: 1/1

  • Commander in XV85 Enforcer Battlesuit – 76 [150]
    • | 8″ | WS: 3+ | BS: 2+ | S: 5 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • 4 Cyclic Ion Blaster – 54
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 1 MV4 Shield Drones – 10
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • 1 MV7 Marker Drone – 10
        • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
        • Markerlight – 3
          • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
        • For the Greater Good
          • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
          • A unit that does so cannot fire Overwatch again this turn.
        • Manta Strike
          • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
          • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
        • Saviour Protocols
          • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
          • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
        • Drone Support
          • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
          • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
          • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Master of War
      • Once per battle, at the beginning of your turn, a single Commander from your army can declare either Kauyon or Mont’ka:
        • Kauyon – Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the Commander, but these units cannot move for any reason.
        • Mont’ka – Friendly <SEPT> units within 6″ of the Commander can both Advance and shoot as if they hadn’t moved this turn.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
    • Warlord Trait: Seeker of Perfection
      • For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.

Troops: 1/4

  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Elites: 1/1

  • XV95 Ghostkeel Battlesuit – 70 [158]
    • | 12″ (6-10+) / 8″ (3-5) / 4″ (1-2) | WS: 5+ | BS: 4/5/5+ | S: 6 | T: 10 | A: 3/2/1 | LD: 8 | SV: 3+ |
    • Cyclic Ion Raker – 32
      • | 24″ | Heavy 6 | S: 7 | AP: -1 | D: 1 | – |
      • | 24″ | Heavy 6 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 2 MV5 Stealth Drones – 20
      • | 12″ | WS: 5+ | BS: 5+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • Stealth Field
        • Models shooting at a Stealth Drone or an XV95 Ghostkeel Battlesuit within 3″ of any friendly Stealth Drones subtract 1 from their hit rolls.
        • This is cumulative with the Ghostkeel Electrowarfare Suite ability.
    • Shield Generator – 8
      • A model with a shield generator has a 4+ invulnerable save.
    • Target Lock – 12
      • A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
      • The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Ghostkeel Electrowarfare Suite
      • Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6″ away.
    • Infiltrator
      • During deployment, this model and any accompanying Drones may be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12″ from any enemy unit.

Fast Attack: 1/1

  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Fortifications: 1/1

  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.

Total: 508


[750 pts] Detachment: Modified Patrol Detachment (Min: 1 HQ + 1 Troop)

HQ: 1/1

  • Commander in XV85 Enforcer Battlesuit – 76 [168]
    • | 8″ | WS: 3+ | BS: 2+ | S: 5 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • 4 Cyclic Ion Blaster – 72
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 1 MV4 Shield Drones – 10
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • 1 MV7 Marker Drone – 10
        • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
        • Markerlight – 3
          • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
        • For the Greater Good
          • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
          • A unit that does so cannot fire Overwatch again this turn.
        • Manta Strike
          • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
          • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
        • Saviour Protocols
          • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
          • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
        • Drone Support
          • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
          • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
          • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Master of War
      • Once per battle, at the beginning of your turn, a single Commander from your army can declare either Kauyon or Mont’ka:
        • Kauyon – Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the Commander, but these units cannot move for any reason.
        • Mont’ka – Friendly <SEPT> units within 6″ of the Commander can both Advance and shoot as if they hadn’t moved this turn.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
    • Warlord Trait: Seeker of Perfection
      • For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.

Troops: 2/4

  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Elites: 1/1

  • XV95 Ghostkeel Battlesuit – 70 [158]
    • | 12″ (6-10+) / 8″ (3-5) / 4″ (1-2) | WS: 5+ | BS: 4/5/5+ | S: 6 | T: 10 | A: 3/2/1 | LD: 8 | SV: 3+ |
    • Cyclic Ion Raker – 32
      • | 24″ | Heavy 6 | S: 7 | AP: -1 | D: 1 | – |
      • | 24″ | Heavy 6 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 2 MV5 Stealth Drones – 20
      • | 12″ | WS: 5+ | BS: 5+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • Stealth Field
        • Models shooting at a Stealth Drone or an XV95 Ghostkeel Battlesuit within 3″ of any friendly Stealth Drones subtract 1 from their hit rolls.
        • This is cumulative with the Ghostkeel Electrowarfare Suite ability.
    • Shield Generator – 8
      • A model with a shield generator has a 4+ invulnerable save.
    • Target Lock – 12
      • A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
      • The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Ghostkeel Electrowarfare Suite
      • Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6″ away.
    • Infiltrator
      • During deployment, this model and any accompanying Drones may be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12″ from any enemy unit.

Fast Attack:1/1

  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Fortifications: 1/1

  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.
  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.

Total: 674


[1000 pts] Detachment: Modified Battalion Detachment (Min: 2 HQ + 2 Troops)

HQ: 2/3

  • Commander in XV85 Enforcer Battlesuit – 76 [168]
    • | 8″ | WS: 3+ | BS: 2+ | S: 5 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • 4 Cyclic Ion Blaster – 72
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 1 MV4 Shield Drones – 10
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • 1 MV7 Marker Drone – 10
        • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
        • Markerlight – 3
          • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
        • For the Greater Good
          • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
          • A unit that does so cannot fire Overwatch again this turn.
        • Manta Strike
          • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
          • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
        • Saviour Protocols
          • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
          • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
        • Drone Support
          • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
          • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
          • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Master of War
      • Once per battle, at the beginning of your turn, a single Commander from your army can declare either Kauyon or Mont’ka:
        • Kauyon – Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the Commander, but these units cannot move for any reason.
        • Mont’ka – Friendly <SEPT> units within 6″ of the Commander can both Advance and shoot as if they hadn’t moved this turn.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
    • Warlord Trait: Seeker of Perfection
      • For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.
  • Cadre Fireblade – 39 [42]
    • | 6″ | WS: 3+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 3 | LD: 8 | SV: 4+ |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Pulse Rifle
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Volley Fire
      • Models in Bork’an units withing 6″ of any friendly Bork’an Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines, and pulse rifles when shooting at a target within half the weapon’s range.

Troops: 3/4

  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Elites: 2/3

  • 3 XV8 Crisis Battlesuits – 81 [290]
    • | 8″ | WS: 5+ | BS: 4+ | S: 5 | T: 5 | W: 3 | A: 2 | LD: 7 | SV: 3+ |
    • 8 Cyclic Ion Blasters – 144
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 3 MV4 Shield Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • 3 MV7 Marker Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Drone Controller – 5
      • Bork’an Drone units within 6″ of any friendly modes equipped with a drone controller add one to their hit rolls.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
  • XV95 Ghostkeel Battlesuit – 70 [158]
    • | 12″ (6-10+) / 8″ (3-5) / 4″ (1-2) | WS: 5+ | BS: 4/5/5+ | S: 6 | T: 10 | A: 3/2/1 | LD: 8 | SV: 3+ |
    • Cyclic Ion Raker – 32
      • | 24″ | Heavy 6 | S: 7 | AP: -1 | D: 1 | – |
      • | 24″ | Heavy 6 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 2 MV5 Stealth Drones – 20
      • | 12″ | WS: 5+ | BS: 5+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • Stealth Field
        • Models shooting at a Stealth Drone or an XV95 Ghostkeel Battlesuit within 3″ of any friendly Stealth Drones subtract 1 from their hit rolls.
        • This is cumulative with the Ghostkeel Electrowarfare Suite ability.
    • Shield Generator – 8
      • A model with a shield generator has a 4+ invulnerable save.
    • Target Lock – 12
      • A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
      • The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Ghostkeel Electrowarfare Suite
      • Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6″ away.
    • Infiltrator
      • During deployment, this model and any accompanying Drones may be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12″ from any enemy unit.

Fast Attack:

  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Fortifications: 1/1

  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.
  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.

Total: 1006


[1250 pts] Detachment: Modified Battalion Detachment (Min: 2 HQ + 2 Troops)

HQ: 2/3

  • Commander in XV85 Enforcer Battlesuit – 76 [168]
    • | 8″ | WS: 3+ | BS: 2+ | S: 5 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • 4 Cyclic Ion Blaster – 72
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 1 MV4 Shield Drones – 10
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • 1 MV7 Marker Drone – 10
        • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
        • Markerlight – 3
          • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
        • For the Greater Good
          • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
          • A unit that does so cannot fire Overwatch again this turn.
        • Manta Strike
          • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
          • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
        • Saviour Protocols
          • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
          • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
        • Drone Support
          • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
          • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
          • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Master of War
      • Once per battle, at the beginning of your turn, a single Commander from your army can declare either Kauyon or Mont’ka:
        • Kauyon – Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the Commander, but these units cannot move for any reason.
        • Mont’ka – Friendly <SEPT> units within 6″ of the Commander can both Advance and shoot as if they hadn’t moved this turn.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
    • Warlord Trait: Seeker of Perfection
      • For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.
  • Cadre Fireblade – 39 [42]
    • | 6″ | WS: 3+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 3 | LD: 8 | SV: 4+ |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Pulse Rifle
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Volley Fire
      • Models in Bork’an units withing 6″ of any friendly Bork’an Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines, and pulse rifles when shooting at a target within half the weapon’s range.
  • Cadre Fireblade – 39 [42]
    • | 6″ | WS: 3+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 3 | LD: 8 | SV: 4+ |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Pulse Rifle
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Volley Fire
      • Models in Bork’an units withing 6″ of any friendly Bork’an Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines, and pulse rifles when shooting at a target within half the weapon’s range.

Troops: 2/4

  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Elites: 2/3

  • 3 XV8 Crisis Battlesuits – 81 [290]
    • | 8″ | WS: 5+ | BS: 4+ | S: 5 | T: 5 | W: 3 | A: 2 | LD: 7 | SV: 3+ |
    • 8 Cyclic Ion Blasters – 144
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 3 MV4 Shield Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • 3 MV7 Marker Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Drone Controller – 5
      • Bork’an Drone units within 6″ of any friendly modes equipped with a drone controller add one to their hit rolls.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
  • XV95 Ghostkeel Battlesuit – 70 [158]
    • | 12″ (6-10+) / 8″ (3-5) / 4″ (1-2) | WS: 5+ | BS: 4/5/5+ | S: 6 | T: 10 | A: 3/2/1 | LD: 8 | SV: 3+ |
    • Cyclic Ion Raker – 32
      • | 24″ | Heavy 6 | S: 7 | AP: -1 | D: 1 | – |
      • | 24″ | Heavy 6 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 2 MV5 Stealth Drones – 20
      • | 12″ | WS: 5+ | BS: 5+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • Stealth Field
        • Models shooting at a Stealth Drone or an XV95 Ghostkeel Battlesuit within 3″ of any friendly Stealth Drones subtract 1 from their hit rolls.
        • This is cumulative with the Ghostkeel Electrowarfare Suite ability.
    • Shield Generator – 8
      • A model with a shield generator has a 4+ invulnerable save.
    • Target Lock – 12
      • A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
      • The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Ghostkeel Electrowarfare Suite
      • Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6″ away.
    • Infiltrator
      • During deployment, this model and any accompanying Drones may be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12″ from any enemy unit.

Fast Attack:

  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Fortifications: 1/1

  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.
  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.

Total: 1100


[1500 pts] Detachment: Modified Battalion Detachment (Min: 2 HQ + 3 Troops)

HQ: 2/3

  • Commander in XV85 Enforcer Battlesuit – 76 [168]
    • | 8″ | WS: 3+ | BS: 2+ | S: 5 | T: 5 | W: 6 | A: 4 | LD: 9 | SV: 3+ |
    • 4 Cyclic Ion Blaster – 72
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 1 MV4 Shield Drones – 10
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • 1 MV7 Marker Drone – 10
        • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
        • Markerlight – 3
          • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
        • For the Greater Good
          • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
          • A unit that does so cannot fire Overwatch again this turn.
        • Manta Strike
          • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
          • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
        • Saviour Protocols
          • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
          • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
        • Drone Support
          • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
          • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
          • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Master of War
      • Once per battle, at the beginning of your turn, a single Commander from your army can declare either Kauyon or Mont’ka:
        • Kauyon – Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6″ of the Commander, but these units cannot move for any reason.
        • Mont’ka – Friendly <SEPT> units within 6″ of the Commander can both Advance and shoot as if they hadn’t moved this turn.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
    • Warlord Trait: Seeker of Perfection
      • For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack.
  • Cadre Fireblade – 39 [42]
    • | 6″ | WS: 3+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 3 | LD: 8 | SV: 4+ |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Pulse Rifle
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Volley Fire
      • Models in Bork’an units withing 6″ of any friendly Bork’an Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines, and pulse rifles when shooting at a target within half the weapon’s range.
  • Cadre Fireblade – 39 [42]
    • | 6″ | WS: 3+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 3 | LD: 8 | SV: 4+ |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Pulse Rifle
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Volley Fire
      • Models in Bork’an units withing 6″ of any friendly Bork’an Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines, and pulse rifles when shooting at a target within half the weapon’s range.

Troops: 3/6

  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Strike Team – 35 [38]
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
    • | 6″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 4+ |
    • 5 Pulse Rifles
      • | 30″ | Rapid Fire 1 | S: 5 | AP: 0 | D: 1 | – |
    • Markerlight – 3
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Elites: 2/3

  • 3 XV8 Crisis Battlesuits – 81 [290]
    • | 8″ | WS: 5+ | BS: 4+ | S: 5 | T: 5 | W: 3 | A: 2 | LD: 7 | SV: 3+ |
    • 8 Cyclic Ion Blasters – 144
      • | 18″ | Assault 3 | S: 7 | AP: -1 | D: 1 | – |
      • | 18″ | Assault 3 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 3 MV4 Shield Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Shield Generator
        • Shield Drones have a 4+ invulnerable save.
        • In addition, roll a d6 each time a Drone with this ability loses a wound; on a 5+ that Drone does not lose a wound.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • 3 MV7 Marker Drones – 30
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Drone Controller – 5
      • Bork’an Drone units within 6″ of any friendly modes equipped with a drone controller add one to their hit rolls.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
    • Manta Strike
      • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
      • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
  • XV95 Ghostkeel Battlesuit – 70 [158]
    • | 12″ (6-10+) / 8″ (3-5) / 4″ (1-2) | WS: 5+ | BS: 4/5/5+ | S: 6 | T: 10 | A: 3/2/1 | LD: 8 | SV: 3+ |
    • Cyclic Ion Raker – 32
      • | 24″ | Heavy 6 | S: 7 | AP: -1 | D: 1 | – |
      • | 24″ | Heavy 6 | S: 8 | AP: -1 | D: d3 | If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all this weapon’s shots have been resolved. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 2 MV5 Stealth Drones – 20
      • | 12″ | WS: 5+ | BS: 5+ | S: 4 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
      • Stealth Field
        • Models shooting at a Stealth Drone or an XV95 Ghostkeel Battlesuit within 3″ of any friendly Stealth Drones subtract 1 from their hit rolls.
        • This is cumulative with the Ghostkeel Electrowarfare Suite ability.
    • Shield Generator – 8
      • A model with a shield generator has a 4+ invulnerable save.
    • Target Lock – 12
      • A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
      • The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Ghostkeel Electrowarfare Suite
      • Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6″ away.
    • Infiltrator
      • During deployment, this model and any accompanying Drones may be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12″ from any enemy unit.

Fast Attack:

  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  • 5 Pathfinders – 25 [52]
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 6 | SV: 5+ |
    • | 7″ | WS: 5+ | BS: 4+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 7 | SV: 5+ |
    • 3 Ion Rifles – 21
      • | 30″ | Rapid Fire 1 | S: 7 | AP: -1 | D: 1 | – |
      • | 30″ | Heavy d3 | S: 8 | AP: -1 | D: 2 | – |
    • 2 Markerlights – 6
      • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
    • 5 Pulse Carbines
      • | 18″ | Assault 2 | S: 5 | AP: 0 | D: 1 | – |
    • Photon Grenades
      • | 12′ | Grenade d6 | S: – | AP: – | D: – | This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from photon grenades until the end of the turn.
    • For the Greater Good
      • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
      • A unit that does so cannot fire Overwatch again this turn.
    • Vanguard
      • At the start of the first battle round but before the first turn begins, you can move this unit and any accompanying Drones up to 6″. They cannot end this move within 9″ of any enemy models.
      • If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
    • Recond Suite
      • Units making saves against attacks made by a Pathfinder Team that is within 3″ of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover.
    • Bonding Knife Ritual
      • If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Lord of War:

  • KV128 Stormsurge – 180 [381]
    • | 6″ | WS: 5+ | BS: 4+ (11-20+) / 5+ (6-10) / 6+ (1-5) | S: 8/7/6 | T: 7 | W: 20 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • Cluster Rocket System – 25
      • | 48″ | Heavy 4d6 | S: 5 | AP: 0 | D: 1 | – |
    • Four Destroyer Missiles – 40
      • | 60″ | Heavy 1 | S: – | AP: – | D: – | A unit hit by this weapon suffers d3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of a 6, regardless of the firing model’s Ballistic Skill or any modifiers. |
    • 2 Burst Cannons – 16
      • | 18″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • Pulse Driver Cannon – 50
      • | 72″ | Heavy d6 | S: 10 | AP: -3 | D: d6 | – |
    • 2 Smart Missile Systems – 30
      • | 30″ | Heavy 4 | S: 5 | AP: 0 | D: 1 | This weapon can fire at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |
    • Shield Generator – 40
      • A model with a shield generator has a 4+ invulnerable save.
    • Stabilizing Anchors
      • A Stormsurge may deploy its anchors at the end of your Shooting phase.
      • While its anchors are deployed, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can add 1 to its hit rolls.
      • The Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot, and fight normally.
    • Walking Battleship
      • This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn.
      • When this model Falls Back, it can move over enemy Infantry models, though it must end its move more than 1″ from any enemy units.
      • In addition, this model can move and fire Heavy weapons without suffering a penalty to its hit rolls.
      • Finally, this model only gains a bonus to its cover save for being on or within cover if at least half of the model is obscured from the firer.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield.
      • On a 6 it explodes, and each unit within 6″ suffers d6 mortal wounds.

Fortifications: 1/1

  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.
  • Tidewall Droneport – 70 [110]
    •  | 6″ | WS: – | BS: – | S: – | T: 7 | W: 10 | A: – | LD: – | SV: 4+ |
    • 4 Marker Drones – 40
      • | M: 8″ | WS: 5+ | BS: 5+ | S: 3 | T: 4 | W: 1 | A: 1 | LD: 6 | SV: 4+ |
      • Markerlight – 3
        • | 36″ | Heavy 1 | S: – | AP: – | D: – | Markerlights |
      • For the Greater Good
        • When an enemy unit declares a charge, a unit with this ability that is within 6″ of one the charging unit’s targets may fire Overwatch as if they were also targeted.
        • A unit that does so cannot fire Overwatch again this turn.
      • Manta Strike
        • During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield.
        • At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9″ from any enemy models.
      • Saviour Protocols
        • If a Infantry or Battlesuit unit within 3″ of a friendly Drone unit is wounded by an enemy attack, roll a d6. On a 2+ you can allocate that wound to the Drones unit instead of the target.
        • If you do, that Drone unit suffers a mortal wound instead of the normal damage.
      • Drone Support
        • Tactical Drones often accompany other T’au Empire units. In such instances, a unit’s datasheet will instruct you if, and how many, Tactical Drones may accompany it.
        • Tactical Drones included in your army in this way have the Battlefield Role of the unit they accompany.
        • When a unit is set up on the battlefield, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
    • Fortification
      • A tidewall Droneport cannot mvoe independently, nor can they fight in the Fight phase.
      • Enemy models automatically hit these models in the Fight phase – do not make hit rolls.
      • However, friendly units can still target enemy units that are within 1″ of these models.
    • Mobile Defence Platform
      • If a friendly Tau Empire Infantry unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase.
      • A Tidewall Droneport can Advance or Charge.
    • Open-topped
      • Models embarked on a this model can attack in their Shooting Phase.
      • Measure the range and draw line of sight from any point on the model they are embarked on.
      • When they do so, any restrictions or modifiers that apply to this model also apply to its passangers; for example, the passengers canot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this mnodel is within 1″ of an enemy unit, and so on.
    • Drone Controls Systems
      • When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport.
      • These Drones begin the battel fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it.
      • If there is a friendly Infantry unit embarked on the Droneport at the beginnning of your Movement phase, you can take control of the Drones, which tehn detach from the Deonrport and act as a seperate unit.
      • In addition, when a friendly Infantry unit is embraked on a Droneport, the tactical Drones activated in this way can use that unit’s Balistic Skill instead of their own when making shooting attacks.
      • If the Droneport is destroyed before the Drones are activaated, they are destroyed as well.
    • Explodes
      • If a Tidewall Droneport is reduced to 0 wounds, roll a dice before removing the model from the battelfield and before any embarked units disembark; on a 6 it explodes, and each unit within 6″ suffers d3 mortal wounds.

Total: 1519