Tau Empire: Special Rules

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1 Tau Empire Consolidated Codex Page 1 Page 2 Page Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 10 Page 11 Table of Contents Battlesuit: Commander Battlesuit: Shas'Vre Bodyguards Ethereal Honour Guard Battlesuit: XV-8 Crisis Team Battlesuit: XV-25 Stealth Team Battlesuit: XV- Sniper Team Battlesuit: XV-9 Hazard Team Fire Warriors: Patient Hunters Fire Warriors: Strikers Page 12 Page 1 Page 14 Page 15 Page 16 Page 17 Page 18 Page 19 Page 20 Page 21 Page 22 Devilfish Sawfish Whaleshark Barracuda Drones: Drone Squadron Pathfinders: Patient Hunters Pathfinders: Strikers Piranha Squadron Battlesuit: XV-88 Broadside Team Drones: Drone Harbinger Gunfish Platform Tau Empire: Dynamic Entry Rapid Retreat Whenever a Non-Auxiliary Tau Empire unit enters play from reserve, it gains Preferred Enemy until the end of your opponent's next turn. Friendly Non-Auxiliary Tau Empire units that are not locked in combat or charging may move up to toward your table edge in the Assault Phase, even if they Ran or fired Heavy, Rapid-Fire, or Salvo weapons in the preceeding Shooting Phase, or have arrived by Deepstrike that turn. Minimal Warp Signature Friendly Non-Auxiliary units pass Deny the Witch attempts on a 5+ instead of 6. This bonus stacks with Adamantium Tau Auxiliaries Will. Tau Empire Armies gain Demiurg, Gue'Vesa, Kroot, and Vespid as Battle Brothers, to be taken as Allies in any Patient Hunter, Killing Blow mission, even those which normally do not allow allies. You may choose between Patient Hunter and Killing Blow at the beginning of the game, in place of a Warlord Trait. In addition, if you have the manditory 1 HQ and 2 Troops from Codex: Tau Empire, then Demiurg, Gue'Vesa, Kroot, Patient Hunter: Your opponent suffers a -1 penalty to his and Vespid HQ choices may be purchased as part of your Reserves rolls, and turn 1 is automatically Night Fighting. Primary Detatchments; Units of their faction may be purchased as part of your Primary Detatchments as well. Killing Blow:You gain an additional Victory Point at the end of the game if you have destroyed more Units than In any case, all Allies units, and all Demiurg, Gue'Vesa, your opponent, and another if your Warlord's unit kills the Kroot, and Vespid units gain the Auxiliary special rule, last model in a unit during a Shooting or Assault Phase. which exempts them from certain Tau Empire special rules and wargear.

2 Battlesuit: Commander Though in recent times battles have been sparse, the defense of the Third Sphere is still a task of the highest importance; A.I. have been meticulously programmed to record and report the progress of potential Command candidates from battle reports, summaries, debriefings, and holo-vids. The results have been staggering for those observers interested in such details. These Fire-Caste are not fearsome fighters, like the Orks. They are not the masters of battle that the Space Marines are born to be. They have no Farseers to guide them, have neither the numbers of Imperial Guard nor the ferocity and mindless crushing weight of the Tyranids Instead, it seems that luck, adaptation, and unconventionality propels these individuals through the ranks, to become Commanders. Though only one in one hundred with the will and ability to become a Commander will survive the ordeals along the way, those that do exemplify these traits. They embrace the knowledge that their life is to be used for the Greater Good, and that there is no higher honour or glory than to further it There are no rules of battle, no treaties, no words unspoken or implications that will ever get in the way of a Commander and his objectives. Through many hard-won battles, a Shas'El might eventually ascend to the rank of Shas'O, gaining the liberties and responsibilities that come with such an honoured title. Encased in the powerful XV-8 Crisis Suit, these makers of destiny carve the face of battlefield with dazzling feints and unmatched firepower. Shas'El Shas'O WS BS S T W I A Ld Sv Hit and Run, Independent Character. Battlesuit: A Battlesuit may fire 2 of its weapons in the same shooting phase. It counts its Toughness as 1 less for the purpose of calculating Instant Death. Experienced Commander: This model grants one of your units the choice to Outflank from Reserves. Declare it is doing so during Deployment. If multiple copies of this rule exist, their effects stack. Lucky: You may re-roll a single D6 once per game this D6 may be part of a multiple dice roll, such as 2D6 or 5D6. Lucky can be used to reroll a Warlord Trait or Sieze Initiative roll, etc. The second result always applies. If multiple copies of this rule exist, their effects stack. Unconventional Tactician: You may re-roll a single reserves roll (pass or fail) once per turn. If multiple copies of this rule exist, their effects stack.

3 Battlesuit: Bodyguards Devoutly loyal to their commander, these Shas'Vre have served at his side since his installation, and in some cases, since his recognition as Command material. Their zealous defense of the Greater Good has time and time again pulled a battle through to its victorious conclusion for the Tau Empire. Having spent their lives being trained specifically for the purpose of defending a Commander, and spending much more of their time after being assigned to becoming an extension of his will, these brave soldiers are viewed in a light of utmost reverence by their Fire-Caste brethren. They are the best of the best, as it were, and the arrogant ease with which they wield their weaponized bodies reflects this. Shas'Vre WS BS S T W I A Ld Sv Battlesuit, Hit and Run Bodyguards: This unit is Stubborn as long as a Battlesuit Commander is part of it.

4 Ethereal Though the appearance and potent, uncharted powers of the Ethereals are a tale from another time, their ability to see through to the heart of matters be it on the battlefield, or between two haggling Water Caste, is something to be examined here. These Tau are not trained tacticians, they are not hardened Commanders or tactical geniuses. Their martial and armed prowess is limited, though they devote considerable time to meditative arts resembling close-combat techniques used by ancient Terrans. Their power, instead, seems to be intuitive in nature a connection to the battlefield born of embracing it as a whole, rather than looking at any one part. Besides this, warriors bloom into their skills under the watchful eye of an Ethereal, their mere presence inspiring great works of art from the Earth Caste or daring feats of navigation from the Air Caste. Many explanations have been brought forth, but the simplest seems to be that these are great individuals, inspiring leaders, and their subjects truly love them. Ethereal WS BS S T W I A Ld Sv Adamantium Will, Fearless, Independent Character Price of Failure: If an Ethereal dies, each of your NonAuxiliary units suffers a Morale Test. Units that pass this test gain Preferred Enemy and +1 BS until the end of the game. Reverent: Friendly Non-Auxiliary units within 12 and Line of Sight of the Ethereal (or his transport) are Ld 10 and Stubborn. This includes the Ethereal. Something in the Air: Enemy Psykers or Brotherhoods of Psykers within 24 and Line of Sight of the Ethereal (or any vehicle he's embarked in) must match or beat the Ethereal in an Opposed Leadership Test each turn before they generate Warp Charge. If they fail this test, reduce their Psyker Mastery Level by 1 until the end of the turn. Additional Ethereals within 24 of a Psyker or Brotherhood of Psykers each inflict a -1 penalty to their Roll for this test. Regardless, only 1 test is taken per turn, per Psyker or Brotherhood of Psykers.

5 Honour Guard Similar to the Shas'Vre who guard - with their lives - a Commander on the battlefield, these Honour Guard have been bred and raised under the careful guidance of the Ethereal they serve. Inextricably linked to the Ethereal, they are capable of almost impossible feats of daring. Moving disturbingly fast to intercept projectiles and blows - sometimes before the assailant has even pulled the trigger, they ensure the Ethereal lives to retire apart from battle. Their fervent loyalty and skill at arms is matched only by their powerful wargear, granted from the huge license they receive from their station. Assembled themselves for the sole purpose of defending their Ethereal and deterring attackers, the Honour Guard accepts no less than the best for the assured survival of their leader. Honour Guard WS BS S T W I A Ld Sv Counter Attack, Furious Charge Our Lives are yours: Honour Guard autmoatically pass Look Out, Sir! Tests, and any unsaved wounds against an Ethereal are instead allocated to an Honour Guard in his unit.

6 Battlesuit: XV-8 Crisis Team Veterans and Dogs of War, these seasoned soldiers are the literal backbone of any large Tau Empire engagements. As more human reports begin to trickle in, we find that it's not simply the most experienced FireCaste that find themselves piloting these imposing systems for the most experienced are often found in logistics and supporting roles, as well - but the most bloodthirsty and aggressive, those able and willing to wreak carnage and havoc with whatever resources are at hand. Their short life expectancy is contributes to the Greater Good such individuals are universally unstable. These oft-maniacal Tau are the cultural equivalent of thrillseekers and adrenaline junkies. Some jockey for speed and impact dazzle during orbital insertions, pushing the bulks surrounding them to their limits both in training and on the battlefield. Still others silently brood, practicing and mastering their arts with homicidal obsession. Though no formal economic system is in place, Shas'Ui often barter amongst themselves, with their own gear, and with favours or glory, in order to modify their 'suits outside of standard issue. Most often, paints and dyes are the bulk of traded goods, but occasionally weapons systems and even extra thrusters are installed. Crisis Suit Shas'Vre WS BS S T W I A Ld Sv Battlesuit, Hit and Run, Very Bulky

7 Battlesuit: XV-25 Stealth Team The patient hunter lies in wait, invisible to its prey, until the perfect moment to strike presents itself. The battlefield itself is its weapon, the war taking place between precision and fear. Silent and enigmatic, stealth-suit pilots remain aloof toward both their fellow Fire-Caste, and the Gue'Vesa that have recently become more prevalent in their ranks. These stoic, stand-offish figures are specters in more ways than one. The Stealth Suit itself is a product of mystery amongst the engineers and scientists found in the ranks of the Gue'Vesa. Its field technology is much dissimilar to the Tau's masterful electromagnetic manipulation, and it resonates heavily with an aura of subtle psychic power. Many speculate the Eldar have tampered in the Tau's early development, while others take this as a sign that they tamper still. Stealth Suit Shas'Vre WS BS S T W I A Ld Sv Battlesuit, Hit and Run, Infiltrate Stealth Field Generator: This unit and any attached drones gain the Jink, Stealth, and Shrouded special rules when targeted by an enemy at least 12", 18", and 24" away, respectively. These bonuses stack. Units 0 + away cannot target or draw Line of Sight to this unit; they cannot see it at all. Units wishing to Assault this unit must roll D6 and drop the highest roll for their Charge distance even if they normally ignore Difficult Terrain! Note that this does not mean the Assaulter is treated as moving through difficult terrain.

8 Battlesuit: XV- Sniper Team A more recent addition to the Tau battle forces, these lonesome warriors have been trained and tasked with high-priority target removal in skirmishes against the newer enemies of the Empire Humans, Dark Eldar, and to a lesser extent even the forces of Chaos. The Tau's long history of skirmishes against both Orkish and Tyranid threats has left their battlefield tactics duly lacking against foes with more rigid command structures. Sniper pilots require many days of meditation before they are psychologically ready to lie in wait for perfect ambush opportunities, the strain of being away from their social cliques ensuring minimal extended field use. Many integrate back into Fire Warrior positions after a single tour, while a few join the Stealth-Ops Teams. Those rare individuals that remain Snipers are lauded heavily for their sacrifice the short lifespan of the Tau is a reminder of the importance of community which many Gue'Vesa rebels have taken to heart. Sniper Suit Kauyon Monat WS BS S T W I A Ld Sv Battlesuit, Infiltrate, Night Vision, Scouts, Stealth Spotting Stand: The unit may use its Spotting Stand instead of taking any voluntary actions (shooting, running, etc.,) in your Shooting Phase. If it does, it may fire a single weapon in your opponent's Assault Phase, otherwise following normal Shooting rules. A unit using a Spotting Stand cannot use Rapid Retreat. Shi'mont'ka: A precision rail rifle, built to the demanding specifications of the Monats after years of fieldwork. Fires with the following profile: Range:60" S:10* AP:2 Special: Heavy 1, Rail 2 *Hits from this weapon are resolved against the target's Leadership, rather than its Toughness. This weapon is Strength 6 against Vehicles. At least 1 wound must be allocated against a model with the highest Leadership Value in the unit. If two or more models are tied, you may choose which one receives the wound. Successful Look Out, Sir! attempts must be rerolled against wounds from this weapon.

9 Fire Warriors: Patient Hunters The only test of mettle a that matters for a Fire-Caste recruit is the Trial by Fire, the first battlefield action they receive after training. Not only survival, but completion of the mission is required to succeed those who fail without contributing their life to the Greater Good voluntarily give themselves to other less glorious roles logistics and maintenance - the positions of the cowardly and weak. Those who succeed form the main body of the Tau's fighting force through Trial by Fire they become true soldiers Fire Warriors. Hunters are the rank-and-file Fire Warriors. Through advanced augmented-reality HUDs, they are able to easily coordinate withering and demoralizing salvos of fire with their Cadre's supporting artillery, causing even the most valiant of foes to think twice about advancing. Using a weak field to fire a plasmatic 'cartridge' is what keeps the Fire Warriors' Pulse Rifle - and the Tau's applied Pulse technology - so durable and stable in the battlefield. A Fire Warrior swears by this weapon, and must prove himself a master of it before granted leave to train with supporting armament. Fire Warrior Shas'Ui WS BS S T W I A Ld Sv Killing Floor: At the beginning of each Game Turn, before Reserves, choose between Interceptor or Strikedown. This unit's weapons gain the chosen Special Rule until the end of that Game Turn. Units that are falling back or that have just entered play from Reserves do not gain the benefits of this choice.

10 Fire Warriors: Strikers A new age leads to new advances, and necessary adjustments, on the battlefield. The adolescence of the Third Sphere has proven need for yet further mobility, as screeching Gargoyles and leaping hormagants continue to tear through the front lines of proven Fire Warriors. The simplest way to survive such foes is simply to evade them. A training program that would aid in early identification and training of daredevil Battlesuit Pilots was launched, headed and presided over by Shas'O Kais - after his successes in the Kaurava system and during the Ko'Vash incident. Though of monumental use in cleansing the remaining fragments of wild Tyranid infecting the Empire, they've yet to be tried in true battle. Fire Warrior Shas'Ui WS BS S T W I A Ld Sv Decisive Strike: Weapons in this unit gain Shred when: -It makes its first shooting attack of the game -It fires on a target that's at 25% unit strength or less -It fires on unit that's retreating, pinned, or has gone to ground

11 Dedicated Transport: Devilfish The Devilfish is a low-atmospheric deployment craft for use in any engagements where fast, powerful armour is needed at the fore. With a 5-inch nanocrystal hull, antigravity field generators, and two powerful jet engines, the Devilfish is immune to most small-arms fire, and can usually manage to evade larger incoming salvos. With room for a full 12-man Cadre, and additional storage for up to 4 drones, the Devilfish variant can move a lot of firepower around the field very quickly. Though not always employed by ground forces, the Pathfinders find particular use in the Devilfish as a reconnaissance vessel; relaying forward information via the powerful communications equipment available to it. Built on the same chassis as the Skyray, Hammerhead, and Harbinger variants, the Devilfish can be adapted for almost any transport needs. Devilfish BS Armour F S R HP Skimmer, Tank Transport Capacity: A Devilfish may transport up to 12 models from a unit able to purchase it, including room for 4 drones that do not count against this limit. A Devilfish has no fire ports. Deepstrike Drone-Assisted Small-Arms: This vehicle may fire Pulse Weapons at its full Ballistics Skill, regardless of how fast it moves, though it may not fire them while moving Flat Out.

12 Dedicated Transport: Sawfish Sawfish BS Armour F S R HP Flyer, Open-ped Drone-Assisted Small-Arms, Supersonic, Vector Dancer A Sawfish may transport up to 6 models from a unit able to purchase it, including room for 2 drones that do not count against this limit. The Sawfish ignores the Bulky special rule. Rapid Transport: During the Sawfish's movement in either the Movement or Shooting Phases, a unit that began its Movement Phase embarked on the Sawfish may disembark, Deepstriking anywhere along its path of travel. If a model Disembarks 24 or more away from its starting location, as measured from the base of the Sawfish at the beginning of the Turn, it may only fire Snap Shots this turn. Shielded Craft: For each Shield Drone the embarked unit is carrying, the Sawfish's AV on all sides increases by +1. All transported Shield Drones may be sacrificed, counting as Destroyed, in place of losing a Hull Point, or in place of a Weapon Destroyed result.

13 Dedicated Transport: Whaleshark TENTATIVE, NEED MODEL AND PLAYTESTING Armour BS F S R HP Whaleshark Skimmer, Tank Assault Vehicle, Drone-Assisted Small-Arms A Whaleshark may transport up to 24 models from a unit able to purchase it, including room for 12 drones that do not count against this limit. Units may disembark entirely within 6 of either the front or rear ports, or anywhere entirely within of the Whaleshark's sides. Flechette Assault: Immediately before a unit disembarks from the Whaleshark, you make make an out-of-phase Shooting Attack with the following profile from its Flechette Assault Dischargers. This is the only time you may fire these weapons: Weapon Range S Flechette Assault 6 Discharger AP - Heavy 2, Blast, Shred Armoured Leviathan: This vehicle cannot move more than 6 in the movement phase, and may never move flat out. Close combat attacks always hit automatically, but Shaken and Stunned results are ignored.

14 Barracuda Barracuda Flyer Armour BS F S R HP Aerial Assault, Drone-Assisted Small-Arms, Supersonic Ion-Strike Missiles: Weapon Range S Ion-Strike 6 Missile AP - Assault 1, Large Blast, Ionic, One Shot Ionic: Units hit by an Ionic weapon must re-roll successful Armour Saves until the end of their next turn.

15 Drones: Drone Squadron It is rumoured that before the Dark Ages, robot intelligences such as the Tau Drone were responsible for most of the hazardous and mundane activities from maintaining the necessities of life, to controlling powerful war-forged hosts in battle. Though what we know of them indicates them safe from corruption as individuals, their collective cognition grows with each intelligence subsumed by the whole even the Gue'Vesa leaders are uneasy, for though the Tau know little of the roiling chaos of the warp, its power and corrupting influences are all too evident amongst humanity. Drone WS BS S T W I A Ld Sv * 4+ Auxiliaries, Hit and Run Drones: The Leadership value of a Drone Squadron is equal to the number of Drones in it. Drone Squadrons with more than 10 Drones are Fearless. Disengagement Protocol: At the end of any assault phase, before rolling Initiative for Hit and Run, a Drone Squadron may sacrifice half of its models in base contact with the enemy (rounding up) to automatically pass its Hit and Run Initiative Test.

16 Pathfinders: Patient Hunters Continuing a long and colourful tradition of Tau military history, the Pathfinders are forward scouts, infiltrators, and masters of tactical duplicity. They feed constant battlefield data to their Commander via special Markerlight tags left on the surrounding terrain Mines, snares, ambushes, natural disasters, and more are all carefully indicated and avoided by their diligent practice. A cadre rarely advances without relay to and from its Pathfinders There's a communal trust, a symbiosis between battleforce and scout, unrivaled by anything seen in Imperial ranks; the Pathfinder's role is crucial to the methodology of Tau warfare; although placing such import on mere foot soldiers is seen as a great weakness in the eyes of Imperial strategists, they've remained a powerful tool in the Tau Empire's arsenal. Pathfinder WS BS S T W I A Ld Sv Infiltrate, Killing Floor, Scouts, Stealth

17 Pathfinders: Strikers Continuing a long and colourful tradition of Tau military history, the Pathfinders are forward scouts, infiltrators, and masters of tactical duplicity. They feed constant battlefield data to their Commander via special Markerlight tags left on the surrounding terrain Mines, snares, ambushes, natural disasters, and more are all carefully indicated and avoided by their diligent practice. A cadre rarely advances without relay to and from its Pathfinders There's a communal trust, a symbiosis between battleforce and scout, unrivaled by anything seen in Imperial ranks; the Pathfinder's role is crucial to the methodology of Tau warfare; although placing such import on mere foot soldiers is seen as a great weakness in the eyes of Imperial strategists, they've remained a powerful tool in the Tau Empire's arsenal. Pathfinder WS BS S T W I A Ld Sv Decisive Strike, Infiltrate, Scouts, Stealth Marker Satchel: Once per turn, you may designate an enemy unit the Strikers have turbo-boosted over to be hit by a Marker Satchel; That unit immediately takes a Pinning Test, and gains D+1 Markerlight Tokens.

18 Piranha Squadron Piranha Skimmer, Fast, Open-ped BS Armour F S R HP Drone-Assisted Small-Arms, Scouts

19 Battlesuit: XV-88 Broadside Broadside Shas'Vre WS BS S T W I A Ld Sv Battlesuit, Slow and Purposeful Dig-In: During Deployment, or your Movement Phase, you may declare any number of models in this unit are Digging In. These models may not move voluntarily for the rest of the game, and may not shoot in the up-coming Shooting Phase (on your turn 1, if they Dig-In during deployment). If forced to move because of an opponent's ability, or because they fail morale, they immediately lose the benefits of Digging In. Models which Dig-In lose Slow and Purposeful, and gain the Skyfire and Interceptors special rules.

20 Drones: Harbinger Harbinger BS Armour F S R HP (Skimmer, Tank) Drone Harbinger: The Harbinger's systems are powered by the Drones inside of it. Ordinarily, it cannot fire, and may move only combat speed. If there is at least 1 Drone Squadron embarked, it may move and fire weapons as a normal vehicle of its type. If there are at least 2 Drone Squadrons embarked, it gains the Power of the Machine Spirit special rule. Transport Capacity: Up to Drone Squadrons of any size. When Drone Squadrons are embarked, it may attempt to repair Drone Squadrons. Roll a D6 immediately before moving the Harbinger: on a 2+, a single unit of Drones within 6 (including an embarked Drone Squadron) gains 1D6 Drones. This doesn't allow the unit to exceed its maximum size. On a 1, create the Drones as normal, but the Harbinger loses a Hull Point. Maintained Vehicle: In the Shooting Phase, instead of firing weapons, this vehicle may regain a single Hull Point on a roll All drones created each turn are added to the unit of +. It must not have repaired a Drone Squadron this turn. simultaneously, within the coherency of an already It may still fire a single weapon with the Power of the existing drone. They are created with no wargear options. Machine Spirit, if it is able to. Relay Station: Drones within 6 of the Harbinger are Ld 10 and Stubborn.

21 Gunfish Platform Gunfish BS Skimmer 4 Armour F S R HP Drone-Assisted Small-Arms, Armoured Leviathan Bombardment: Any Gunfish in the unit with a Missile FHU may forgo shooting this turn to aid firing the following profile: Range: 48" S:8 AP: Special: Heavy 2*, Blast, Barrage *This ability gains 2 shots for each aiding Gunfish. Hailfire: Any Gunfish with a Pulse Repeater may fire each of its weapons twice during your Shooting Phase. The 2nd shooting may target the same, or a different unit. This second firing is resolved as Snap Shots. Submunitions: Any Gunfish in the unit with a Rail Cannon may fire its Rail Cannon with either of the following profiles: Weapon Range S AP Incendiary Heavy 1, Large Blast, Round Ignores Cover Flechette Round Heavy 2, Blast, Fleshbane, Shred

22 Tau Empire Blacksun Filter: A unit with at least 1 Blacksun Filter EMP Grenades: EMP Grenades are Haywire ignores Night Fighting. Grenades that instead use the following modified chart for the Haywire Special Rule: D6 Result 1 or 2 No Effect -5 Glancing Hit 6 Penetrating Hit Burst Weapons: Weapon Burst Cannon Heavy Burst Cannon Range S AP 5 Assault 4, Shred 4 Assault 4, Shred Command Helm: A unit with at least 1 Command Helm Flamers: Tau have access to Flamers and Heavy Flamers. You may find the rules for these weapons in the may attempt to regroup regardless of unit strength. It may th split its fire between 2 Targets. Declare which models will fire 6 Edition Core Rulebook. at which units, and continue as normal. Fusion Weapons: Drone Controller: A model with a Drone Controller may purchase up to 2 of the following Drones for their listed cost. If the model that purchases Drones is removed as a casualty, so are its Drones. Do not count casualties from these Drones toward determining Unit Strength, or toward Combat Resolution. At the beginning of any assault, Drones grant the Hit and Run special rule to their unit for the rest of the turn. A model with a Drone Controller may sacrifice all of its Drones to pass the Hit and Run Initiatve Test automatically. Drones are the same unit type as the model Drone Controller. Name Drone WS BS S T W I A Ld Sv Gun Drone: Costs 10 Points, and is equipped with a TwinLinked Pulse Carbine. Marker Drone: Costs 20 Points, and is equipped with a Markerlight. Missile Drone: Costs 10 Points, and must purchase and equip 1 Seeker Missile. Shield Drone: Costs 20 Points, and is equipped with a Shield Generator. It has Toughness 5 and a + Armour Save. It may purchase Iridium Armour for 5 Points. Skyfire Drone: Costs 25 Points, and is equipped with a TwinLinked Missile Pod with the Skyfire special rule. Sniper Drone: Costs 20 Points and is equipped with a Rail Rifle. Has BS. Weapon Fusion Gun Multi-Fusor Range S AP Assault 1, Melta Assault, Melta Ion-Strike Missiles: Found Here. Iridium Armour: Models with Iridium Armour have their Armour Save increased to 2+. However, all Assault Moves are reduced by. Models with Iridium Armour do not suffer Instant Death from weapons with high Strength. Markerlight: At the beginning of your Shooting Phase, a model with a Markerlight may allocate a single Markerlight Token on any enemy unit within 48 and Line of Sight. Treat the Markerlight as a weapon, and treat using it as firing a weapon. It cannot be Snap Shot. A Markerlight may be used against a Flyer, but is 'fired' with a BS of, and cover saves may be taken against each hit. The above does not mean that the model using the Markerlight, or its unit, must fire at the Marker-Lit target; They are free to choose their own, separate target after Markerlight Tokens are allocated. Markerlight Tokens last until the beginning of your next turn. They can be spent by a Firing Unit. You must declare how many tokens the Firing Unit spends, and on which effects, before you roll to-hit. Effects are cumulative. Firing units gain all the benefits of each Markerlight Token they spend for their shooting. Effects apply only to that shooting, unless they state otherwise.

23 (Markerlight Continued This Page) Missile Pod:The Missile Pod may fire with either of the The following are effects which any eligible unit may spend Markerlight Tokens upon while shooting; some units may have their own effects, which will be listed in their unit entry. following profiles: Weapon Range Missile Pod (AP) 6 Missile Pod (HE) 6 - For 1 Markerlight Token, a the Firing Unit may reduce the Cover Save of the Target Unit by 1 for each Markerlight Token spent on this effect. - For 1 Markerlight Token, a the Firing Unit may ignore Night Fighting against the Target Unit. S AP Assault 2 Assault 2, Blast Photon Grenades: Photon Grenades are Defensive Grenades, as listed in the Core Rulebook, Page 62. Plasma Weapons: Weapon Plasma Gun Plasma Pistol Range S AP 2 2 Assault 2 Pistol - For 1 Markerlight Token, a the Firing Unit may increase the Ballistics Skill of the Firing Unit by 1, for each Markerlight Plasma Blade: Plasma Blades are Lightning Claws, as Token spent on this effect, to a maximum of 5 (Note that as listed in the Core Rulebook, Page 60. Furthermore, this does not affect Snap Shots!) when attacking with a Twin-Linked Plasma Blade, models may re-roll failed to-hit rolls. - For 1 Markerlight Token, a Firing Unit may reduce the Leadership of the Target Unit by 1 for each Markerlight Token spent on this effect, to a minimum of 0. This reduction only applies to Pinning Tests. Plasma Knife: Weapon Plasma Knife Range - S User - For 1 Markerlight Token, the Firing Unit allows a Seeker Missile to fire on the Target Unit. Pulse Weapons: - For 2 Markerlight Tokens, a Firing Unit's weapons become Pinning. For an additional 2 Markerlight Tokens, the Target Unit takes a Pinning Test for each unsaved wound taken from this shooting. Weapon Range S Pulse Carbine 18 5 Pulse Repeater 0 5 Pulse Rifle 0 5 Pulse Sniper 48 X - For 2 Markerlight Tokens, a Seeker Missile may fire itself, unaided by another Firing Unit, at the Target Unit. AP Melee, Rending AP 5 Salvo 2/, Pinning 5 Salvo 20/12, Pinning 5 Salvo 1/2 5 Salvo 1/2, Sniper Rail Weapons: Rail weaponry rolls an additional - For Markerlight Tokens, a Firing Unit's shots become Precision Shots agains the Target Unit. number of to-wound dice equal to the proceeding number in the Rail type. For example, a Rail Rifle, with the Rail 1 type would roll 1 extra To-Wound roll for each hit. Rail weapons have Pinning and Strikedown. Weapon Range S AP Rail Cannon Heavy 2, Rail () Railgun Heavy 1, Rail (2) Rail Repeater 6 6 Heavy, Rail (1) Rail Rifle 6 6 Heavy 1, Rail (1) Rail Sniper Heavy 1, Rail (2) Modular Ion Weapon: The Modular Ion Weapon is Seeker Missiles: A Seeker Missile is an additional - For 2 Markerlight Tokens, a Firing Unit gains Preferred Enemy against the Target Unit. - For Markerlight Tokens, a Firing Unit's Snap Shots are resolved at BS against the Target Unit. Rending, and AP 2 against Vehicles. Ignore Glancing Hits from its profiles. A model with a Modular Ion Weapon may fire with any of the following profiles: Weapon Range S AP Ion Blaster 18 4 Assault 4 Ion Cannon 24 4 Assault 2, Blast Ion Wave Template 4 Assault 1 weapon, purchasable either as equipment, or for a special Seeker Missile Reserve. You may purchase up to 0 Missiles of any type for this Reserve, though you may only fire up to each Player Turn from it. Seeker Missiles fired from Reserve use any point along your table edges as their Origin point, whereas models use their Base, or the place the missile is modeled on their Hull, for the Seeker Missile's Origin.

24 (Seeker Missiles Continued This Page) Seeker Missiles ignore cover except from Area Terrain,, and they may hit and wound models they do not have Line of Sight to. However, a Seeker Missile may not be fired unless another effect, special rule, or piece of wargear specifically allows it to (such as Markerlight Effects or Smart Missile Systems). Fliers may fire Seeker Missiles they have equipped with their own Ballistics Skill, as if they were Missiles. The following are the types of Seeker Missiles, and their points costs for purchase. Weapon Airburst Inferno Melta** Standard Cost Range S Template AP 5 Assault 1, Large Blast 4 Assault 1, Torrent* 1 Assault 1, Melta Assault 1 *The Template for this attack may be placed anywhere within 6 of the Target Unit, with the large end no closer to the Origin than the narrow end. **Although this weapon has infinite range, treat only the first 18 from the Origin as melta range. Shield Generator: Confers a 4+ Invulnerable Save and the benefits of Defensive Grenades to the model possessing it. Smart Missile System (SMS): A model may use an SMS to allow a Seeker Missile to fire at a Target Unit within 6 and Line of Sight. Treat the SMS as a weapon, and using it as firing a weapon. It cannot be fired as a Snap Shot. Shi'mont'ka: Found Here Vehicle Armoury Decoy Pods: Vehicles may purchase a number of Decoy Pods up to the limit listed in their Armylist Entry. Each Decoy Pod allows the vehicle to re-roll a single cover save, after which the Decoy Pod is expended and removed from play. As well, as long as the Vehicle has at least as many Decoy Pods as it has Hull Points, it gains the Stealth special rule. Flechette Launcher: Any Unit charging a unit containing Flechette Launchers suffers 1D6 S hits during the Overwatch Step for each Flechette Launcher in the unit being charged. Models with Shield Generators may always purchase 1 Flechette Launcher for points. Heavy Ion Cannon: The Heavy Ion Cannon is Rending, and counts as AP 2 against Vehicles. Ignore Glancing Hits from this weapon. Weapon Range S AP Heavy Ion 48 7 Heavy 2, Blast Cannon Micro-Burst Rockets: Weapon Range S AP Micro-Burst Heavy, Barrage, Blast Rockets Missile FHU: A Missile FHU equips the Vehicle with 1 Seeker Missile of your choice at the beginning of each Player Turn. Treat the Missile FHU as the Origin for these Seeker Missiles when firing; the Missile FHU can be removed from play on a Weapon Destroyed result. Multi-Tracker: A Vehicle with a Multi-Tracker is Spotting Stand: Found Here treated as Fast for the purpose of firing its weapons. A Fast vehicle with a Multi-Tracker gains the Interceptors Special Rule. Stim Injector: Models with Stim Injectors have Feel No Positional Relay: Friendly units Deepstriking within Pain (4+). Against weapons with AP, this becomes Feel No Pain (5+). Against weapons with AP 2, this becomes Feel No Pain (6+). Stim Injectors do not work on weapons with AP 1. Targeting Array: A model with a Targeting Array increases its Ballistics Skill by 1. This increase applies to Snap Shots, and is added after all other modifiers. 12 of a model with a Positional Relay that did not arrive from Reserves this turn do not scatter. Models with Positional Relays never test for Dangerous Terrain. Target Lock: A model a with Target Lock may choose to split its fire between 2 separate units. It must declare which units it's firing at before rolling to hit.

25 Force Organization for Standard Missions 1 Mandatory HQ, 2 Mandatory Troops, 0 Mandatory Elites, 0 Mandatory Fast Attack, 0 Mandatory Heavy Support, 1 Optional HQ, 4 Optional Troops, Optional Elites, Optional Fast Attack, Optional Heavy Support, 1 Optional Auxiliary HQ 2 Optional Auxiliary Troops 1 Optional Auxiliary Elites 1 Optional Auxiliary Fast Attack 1 Optional Auxiliary Heavy Support HQ Battlesuit: Commander Points Shas'El Shas'O WS BS S Shas'El T W I A Ld Sv Options: 9 + Replace any Pulse Carbine with: Flamer... Points - Burst Cannon... 5 Points Command Helm Drone Controller 2 Pulse Carbines - Plasma Blade... 8 Points - Plasma Pistol...8 Points - Fusion Gun Points - Heavy Flamer Points - Missile Pods Points - Heavy Burst Cannon Points - Modular Ion Weapon Points - Rail Rifle...12 Points - Multi-Fusor Points - Plasma Gun Points Upgrades: A Shas'El may become a Shas'O...15 Points You may Twin-Link any of the above weapons for 1/ their Points Cost, rounding down. A Shas'O may purchase any of the following: Experienced Commander...15 Points Lucky...15 Points Unconventional Tactics...15 Points You may purchase any of the following: - EMP Grenades... Points - Blacksun Filter... 5 Points - Iridium Armour Points - Stim Injector Points - Markerlight Points - Shield Generator Points - Smart Missile System Points - Targeting Array Points Unit Jump Infantry (Jetpack) Battlesuit Dynamic Entry Hit and Run Independent Character You may purchase 2 Shas'El as a single HQ choice. If you do, you must purchase an Ethereal.

26 HQ Bodyguards Points Per Model Shas'Vre WS BS S 4 5 T W I 5 2 A Ld Sv Unit of Bodyguards may be purchased for each Battlesuit Commander in your Army. The unit does not use up a FOC selection, but is otherwise an HQ unit. 1- Shas'Vre Acute Senses Battlesuit Bodyguards Deepstrike Dynamic Entry Hit and Run Unit Jump Infantry (Jetpack) Drone Controller 2 Pulse Carbines Options: Replace any Pulse Carbine with: - Flamer... Points - Burst Cannon... 5 Points - Plasma Blade...8 Points - Plasma Pistol... 8 Points - Fusion Gun Points - Heavy Flamer Points - Missile Pods Points - Heavy Burst Cannon Points - Modular Ion Weapon Points - Rail Rifle Points - Multi-Fusor Points - Plasma Gun Points You may Twin-Link any of the above weapons for 1/ their Points Cost, rounding down. Options: You may equip the entire unit with EMP grenades for Points per Model. You may also purchase any of the following for each Shas'Vre: - Blacksun Filter... 5 Points - Iridium Armour Points - Stim Injector Points - Markerlight Points - Shield Generator Points - Smart Missile System Points - Targeting Array Points Ethereal Points Transport Options: An Ethereal may purchase a Podium of War as a Dedicated Transport. See Page XX for Points Cost. Ethereal 1 (Unique) Unit Infantry WS BS S 4 4 T W I 2 A Ld Sv Plasma Blade Shield Generator Drone Controller Adamantium Will Fearless Independent Character Price of Failure Reverent Something in the Air

27 HQ Honour Guard Points A Ld Sv Transport: Guard An Honour Guard may purchase a Devilfish or a Sawfish as a Dedicated Transport. See Page XX for points cost An Honour Guard may be purchased for each Ethereal in your Army. The unit does not use up a FOC selection, but is otherwise an HQ unit. 5 Guard Counter Attack EMP Grenades Furious Charge Plasma Knife Unit Our Lives are Yours Plasma Pistol Infantry WS BS S 4 T W 1 I Elites Battlesuit: XV-8 Crisis Team... 5 Points per Model Crisis Suit Shas'Vre WS BS S Crisis Suits T W I 2 A Ld Sv Battlesuit Hit and Run Unit Jump Infantry (Jetpack) 2 Pulse Carbines Upgrades: A single Crisis Suit may be upgraded to a Shas'Vre with Command Helm for 15 Points. Options: You may purchase any 2 of the following for each Crisis Suit in the squad: - Blacksun Filter...5 Points - Iridium Armour...10 Points - Stim Injectors...10 Points - Markerlight...15 Points - Shield Generator...15 Points - Smart Missile System...15 Points - Targeting Array...15 Points Options: Replace any Pulse Carbine with: - Flamer... Points - Burst Cannon... 5 Points - Plasma Blade... 8 Points - Plasma Pistol... 8 Points - Fusion Gun Points - Heavy Flamer Points - Heavy Burst Cannon Points - Missile Pods Points - Modular Ion Weapon Points - Rail Rifle Points - Multi-Fusor Points - Plasma Gun Points You may Twin-Link any of the above weapons for 1/ their Points Cost, rounding down. Up to models in the unit may have a Drone Controller for free. You may equip the entire unit with EMP grenades for Points per Model.

28 Elites Battlesuit: XV-25 Stealth Team... WS BS S Stealth Suit 2 4 Shas'Vre Stealth Suits Unit Jump Infantry (Jetpack) T W 1 1 I 2 A Ld Sv Battlesuit Hit and run Infiltrate Burst Cannon Stealth-Field Generator Upgrades One Stealth Suit may be upgraded to a Shas'Vre with Command Helm for 15 Points. 0 Points per Model Options: Up to Models in the unit may exchange their Burst Cannons for: - Fusion Gun Points - Heavy Burst Cannon Points You may also purchase 2 of the following for each model in the squad: - Blacksun Filter... 5 Points - Iridium Armour Points - Stim Injectors Points - Markerlight Points - Shield Generator Points - Smart Missile System Points - Targeting Array Points Up to Models in the unit may have a Drone Controller for free. You may equip the entire unit with EMP Grenades at Points per Model. Battlesuit: XV- Sniper Team... Sniper Suit Kauyon Monat WS BS S Sniper Suits Unit Infantry T W 1 1 I 2 A Ld Sv Battlesuit Infiltrate Night Vision Scouts Stealth 0 Points per Model Unit Options: Each model in a Sniper Team is deployed as its own separate unit, and must purchase at least 1 Marker Drone. These Drones gain the Stealth USR. Drone Controller Rail Sniper Shi'mont'ka (Kauyon Monat Only) Spotting Stand Upgrades: A Sniper Suit may be upgraded to a Kauyon Monat for 15 Points.

29 Troops 12 Points per Model Fire Warriors: Patient Hunters... WS BS S Fire Warrior 2 Shas'Ui T W 1 1 I 2 A Ld Sv Options: 1 Fire Warrior for every 4 models in the unit may exchange its weapon for a Pulse Sniper... 5 Points 6-24 Fire Warriors Killing Floor 1 Fire Warrior for every 6 models in the unit may exchange its weapon for a Markerlight Points Unit Infantry Photon Grenades Pulse Rifle Upgrades: 1 Fire Warrior in 6 may be upgraded to a Shas'Ui with Command Helm for 10 Points. Any Shas'Ui may purchase 1 of the following: - Drone Controller... - Pulse Sniper... - Blacksun Filter... - Smart Missile System... - Markerlight... Points Points 5 Points 10 Points 15 Points Any model in the unit may replace its Pulse Rifle with a Pulse Carbine for free. The entire unit may be equipped with EMP Grenades for 2 points per model. 2 Units of Fire Warriors: Patient Hunters may be purchased as a single Troops Choice. Dedicated Transport Options: Units of Fire Warriors: Patient Hunters may purchase a Devilfish or Sawfish as a Dedicated Transport. Fire Warriors: Strikers Points per Model WS BS S Fire Warrior 2 Shas'Ui 4-12 Fire Warriors T W I A Ld Sv Decisive Strike Unit Jump Infantry (Jetpack) Photon Grenades Pulse Rifle Upgrades 1 Fire Warrior in 6 may be upgraded to a Shas'Ui with a Command Helm for 10 Points. Any model in the unit may replace its Pulse Rifle with a Pulse Carbine for free. 2 Units of Fire Warriors: Strikers may be purchased as a single Troops Choice. Options: 1 Fire Warrior for every 4 models in the unit may exchange its weapon for a Markerlight Points Any Shas'Ui may purchase 1 of the following: - Drone Controller... - Blacksun Filter... - Smart Missile System... - Markerlight... - The unit may be equipped with EMP Grenades for 2 points per model. Dedicated Transport Options: Units of Fire Warriors: Strikers may purchase a Devilfish or Sawfish as a Dedicated Transport. Points 5 Points 10 Points 15 Points

30 Dedicated Transports Dedicated Transport: Devilfish Points Devilfish 1 Devilfish Unit Vehicle (Skimmer, Tank) Armour BS F S R HP Deepstrike Drone-Assisted Small-Arms Armament: A Devilfish may exchange its Burst Cannon for: - Heavy Burst Cannon Points - Fusion Gun Points - Micro Burst-Rockets Points May exchange its Twin-Linked Pulse Carbine for: - Turret-Mounted Markerlight Points Options: Purchase any of the following: Twin-Linked Turret-Mounted Pulse Carbine - Up to 5 Decoy Pods (Cost is Each)... Pts EA. 1 Front-Mounted Burst Cannon - Blacksun Filter... 5 Points - Flechette Launchers Points Transport Options - Multitracker Points Devilfish may transport up to 12 models from units able - Positional Relay Points to purchase it, and up to 4 Drones attached to those units, - Smart Missile System Points which do not count against this limit. - Target Lock Points - Up to 2 Seeker Missiles... See P.XX Dedicated Transport: Sawfish... Sawfish 1 Sawfish Unit Vehicle (Flyer, Open-ped) Armour BS F S R HP Drone-Assisted Small-Arms Rapid Transport Shielded Craft Supersonic Vector Dancer Front-Mounted Twin-Linked Pulse Carbine Transport Options A Sawfish may transport up to 6 models from any unit able to purchase it, and up to 2 Drones attached to that unit which do not count against this limit. 5 Points Armament: A Sawfish may exchange its Twin-Linked Pulse Carbine for: - Burst Cannon... 5 Points - Modular Ion Weapon Points - Plasma Pistol Points - Markerlight Points Options: Purchase any of the following: - 1 Flechette Launcher... Points - Up to Decoy Pods (Cost Is Each)... Points - Blacksun Filter... 5 Points - Positional Relay Points - Smart Missile System Points - 1 Seeker Missile... See P.XX

31 Fast Attack Barracuda Points BS Barracuda 1 Barracuda Armour F S R HP Aerial Assault Drone-Assisted Small-Arms Supersonic Unit Vehicle (Flyer) Options: May purchase any of the following: - Up to Decoy Pods (Cost is Each)... Points - Blacksun Filter... 5 Points - Targeting Array Points - Smart Missile System Points - Up to 4 Seeker Missiles... See P.XX May exchange 2 Ion Strike Missiles for: - Twin-Linked Micro-Burst Rockets (Only Once) Points Front-Mounted Heavy Ion Cannon Twin-Linked Under-Slung Missile Pod 4 Ion-Strike Missiles Drones: Drone Squadron Points per Model Drone WS BS S 2 2 T W Drones Unit Jetbike I 2 A Ld Sv 1 * 4+ Auxiliaries Disengagement Protocol Drones Hit and Run Twin-Linked Pulse Carbine Transport Options Units of Drones: Drone Squadrons may purchase a Drone Harbinger as a Dedicated Transport. Options: Any Drone may exchange its Pulse Carbine for a Twin-Linked Pulse Rifle... Free - Up to Drones may exchange their weapons for a Shield Generator, Flechette Launcher, and Iridium Armour (Cost is Each) Points -Up to Drones may exchange their Pulse Carbines for Rail Rifles (Cost is Each) Points Up to Drones may exchange their Pulse Carbines for Markerlights (Cost is Each) Points Up to Drones may purchase a Smart Missile 10 Points + System as well as 1 Seeker Missile... Cost of Seeker Missile

32 Fast Attack Pathfinders: Patient Hunters Points per Model Pathfinder WS BS S 2 4 T W Pathfinders I 2 A Ld Sv Infiltrate Killing Floor Scouts Stealth Unit Infantry Markerlight Pulse Sniper Options: 1 Pathfinder in 4 may exchange its Pulse Sniper for a Rail Rifle (Cost is Each) Points 1 Pathfinder in 4 may purchase 1 of the Following: - Drone Controller... Points - Blacksun Filter... 5 Points - Command Helm Points Transport Options - Pathfinder Scouts must purchase a Devilfish or Sawfish as a Dedicated Transport. This vehicle gains a Positional Relay for free. Pathfinders: Strikers Points per Model Pathfinder WS BS S 2 4 T W 1-6 Pathfinders Unit Jetbike Twin-Linked Pulse Carbine Marker Satchel I 2 A Ld Sv Decisive Strike Infiltrate Scouts Stealth Options: Pathfinders may each replace their TwinLinked Pulse Carbine with 1 of the following: - Rail Rifle...10 Points - Smart Missile System Points - Markerlight Points 1 Pathfinder may replace its Twin-Linked Pulse carbine with a Rail Repeater Points 1 Pathfinder in may purchase 1 of the Following: - Drone Controller... Points - Blacksun Filter... 5 Points - Command Helm Points

33 Fast Attack Piranha Squadron Points per Model BS Piranha Armour F S R HP Piranhas Drone-Assisted Small-Arms Scouts Unit Vehicle (Fast, Openped, Skimmer) Armament: A Piranha must purchase 1 of the following for a Forward-Mounted weapon: - Twin-Linked Fusion Gun Points - Twin-Linked Heavy Burst Cannon Points - 2 Markerlights Points - Rail Repeater Points May purchase any of the following: - Up to Decoy Pods (Cost is Each)... Points - Blacksun Filter... 5 Points - 2 Flechette Launchers... 5 Points 2 Turret-Mounted Twin-Linked Pulse Carbines - Target Lock... 5 Points - Multitracker Points Upgrades - Targeting Array Points May exchange both Twin-Linked - Smart Missile System Points Pulse Carbines for 2 Markerlights...20 points - Up to 2 Seeker Missiles... See P.XX Heavy Support XV-88 Broadside Team Points per Model Broadside Shas'Vre WS BS S Broadsides Unit Infantry T W I 2 A Ld Sv Battlesuit Dig-In Slow and Purposeful Twin-linked Railgun Iridium Armour Upgrades One Broadside may upgraded to a Shas'Vre with Command Helm...15 Points Options: Each Broadside may purchase 1 of the following: - Twin-Linked Heavy Burst Cannon Points - Twin-Linked Plasma Gun Points Any Broadside may purchase up to 2 of the following: - Blacksun Filter... Points - Drone Controller... 5 Points - Stim Injectors Points - Markerlight Points - Shield Generator Points - Smart Missile System Points - Targeting Array Points

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