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T'au Empire 600 Point Army Roster

The document outlines a 610-point T'au Empire army roster for a tabletop game, detailing the units, their configurations, and special rules. Key units include Commander Shadowsun, two Commanders in Coldstar Battlesuits, and various infantry and vehicle units, each with specific abilities and weaponry. The roster emphasizes the 'For The Greater Good' rule, enhancing teamwork and targeting capabilities among units during gameplay.

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0% found this document useful (0 votes)
36 views6 pages

T'au Empire 600 Point Army Roster

The document outlines a 610-point T'au Empire army roster for a tabletop game, detailing the units, their configurations, and special rules. Key units include Commander Shadowsun, two Commanders in Coldstar Battlesuits, and various infantry and vehicle units, each with specific abilities and weaponry. The roster emphasizes the 'For The Greater Good' rule, enhancing teamwork and targeting capabilities among units during gameplay.

Uploaded by

8wrrdryynx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Xenos - T'au Empire - 600 point lost - (610 pts)

Army Roster (Xenos - T'au Empire) (610 pts)


Rules: For The Greater Good

Configuration
Battle Size

Battle Size Incursion (1000 Point limit)

Detachment Kauyon

Rules: Patient Hunter, Sustained Hits

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Epic Hero (100 pts)


Commander Shadowsun (1) Warlord
(100 pts)
Rules: Infiltrators, Lone Operative, Stealth, For The Greater Good, Melta, Pistol
Abilities: Agile Combatant, Hero of the Empire (Aura), Advanced Guardian Drone, Command-link Drone
(Aura), Supreme Commander, Invulnerable Save (5+)
Unit: Commander Shadowsun
Melee Weapons: Battlesuit fists (x3) (x3)
Ranged Weapons: Flechette launcher, High-energy fusion blaster (x2) (x2), Light missile pod, Pulse pistol

Character (190 pts)


Commander in Coldstar Battlesuit (1) High-output burst cannon
(95 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault
Unit: Commander in Coldstar Battlesuit (x2) (x2)
Melee Weapons: Battlesuit fists (x3) (x3)
Ranged Weapons: High-output burst cannon (x2) (x2)
Abilities: Leader
Abilities: Coldstar Commander

Commander in Coldstar Battlesuit (1) High-output burst cannon


(95 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault
Unit: Commander in Coldstar Battlesuit (x2) (x2)
Melee Weapons: Battlesuit fists (x3) (x3)
Ranged Weapons: High-output burst cannon (x2) (x2)
Abilities: Leader
Abilities: Coldstar Commander

Battleline (75 pts)


Strike Team (10) • 9x Fire Warrior w/ pulse rifle
(75 pts) • Fire Warrior Shas'ui

Rules: For The Greater Good, Pistol, Rapid Fire, Indirect Fire, Twin-linked
Abilities: Suppression Volley, DS8 Support Turret
Unit: Fire Warrior Shas'ui, Strike Team (x9) (x9)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Pulse pistol (x4) (x8), Pulse rifle (x2) (x4), Support turret

Infantry (155 pts)


Kroot Carnivores (10) • 9x Kroot Carnivores
(65 pts) • Long-quill: Kroot rifle

Rules: Scouts 7", Stealth, Pistol, Rapid Fire


Unit: Kroot Carnivores
Abilities: Fieldcraft, Bodyguard
Melee Weapons: Close combat weapon (x2) (x4)
Ranged Weapons: Kroot pistol, Kroot rifle (x2) (x4)

Pathfinder Team (10) • 9x Pathfinders w/ pulse carbine


(90 pts) • Pathfinder Shas'ui

Rules: Scouts 7", For The Greater Good, Pistol


Abilities: Target Uploaded
Unit: Pathfinder Shas'ui, Pathfinder Team (x9) (x9)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Pulse carbine (x2) (x4), Pulse pistol (x4) (x8)

Vehicle (90 pts)


Broadside Battlesuits (1) • Broadside Shas’vre: Heavy rail rifle
(90 pts)
Rules: For The Greater Good, Feel No Pain, Heavy, Devastating Wounds
Unit: Broadside Shas’vre
Melee Weapons: Crushing bulk
Ranged Weapons: Heavy rail rifle
Abilities: Advanced Armour
Rules:

For The Greater Good If your Army Faction is T’AU EMPIRE, then in your Shooting phase units from your army can work in pairs to help each other
target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy
they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit
with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of
the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy
unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:

- Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of
the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
- Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill
characteristic of the attack by 1.

Patient Hunter From the third battle round onwards, ranged weapons equipped by T’au Empire models from your army have the
[SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead while targeting their unit's Spotted unit.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Scouts 7" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Abilities

Agile Combatant

This model is eligible to shoot in a turn in which it Fell Back.

Hero of the Empire (Aura)

While a friendly T’AU EMPIRE unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.

Advanced Guardian Drone

Each time a ranged attack targets the bearer, subtract 1 from the Wound roll.

Command-link Drone (Aura)

While a friendly T’AU EMPIRE unit is within 6" of the bearer, each time you select that unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.

Supreme Commander

If this model is in your army, it must be your WARLORD.

Invulnerable Save (5+)

This model has a 5+ invulnerable save.

Suppression Volley

In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while
unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

DS8 Support Turret

In your Movement phase, if this unit Remains Stationary, until the start of your next turn, its Shas’ui model is equipped with the support turret weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.

Fieldcraft

At the end of the your Command phase, if this unit within range of an objective marker you control, that objective marker remains under your control, even if
you have no models within range of it, until your opponent controls it at the start or end of any turn.

Bodyguard

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot
attack two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting
Strengths.

Target Uploaded

Once per turn, when using the For the Greater Good ability, you can select this unit to be an Observer unit for a second time. When doing so, you can change
which enemy unit is this unit’s Spotted unit.

Unit M T SV W LD OC

Commander Shadowsun 10" 4 3+ 6 6+ 1

Commander in Coldstar Battlesuit (x2) (x2) 12" 5 3+ 6 7+ 2

Fire Warrior Shas'ui 6" 3 4+ 1 7+ 2

Strike Team (x9) (x9) 6" 3 4+ 1 7+ 2

Kroot Carnivores 7" 3 6+ 1 7+ 2

Pathfinder Shas'ui 7" 3 4+ 1 7+ 1

Pathfinder Team (x9) (x9) 7" 3 4+ 1 7+ 1

Broadside Shas’vre 5" 6 2+ 8 7+ 2


Melee Weapons Range A WS S AP D Keywords

Battlesuit fists (x3) (x3) Melee 3 4+ 5 0 1 -

Close combat weapon (x4) (x4) Melee 1 5+ 3 0 1 -

Close combat weapon (x2) (x2) Melee 2 3+ 4 0 1 -

Crushing bulk Melee 3 5+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords

Flechette launcher 18" 5 2+ 3 0 1 -

High-energy fusion blaster (x2) (x2) 18" 1 2+ 10 -4 D6 Melta 2

Light missile pod 24" 2 2+ 7 0 2 -

Pulse pistol 12" 1 3+ 5 0 1 Pistol

High-output burst cannon (x2) (x2) 18" 8 3+ 5 0 1 -

Pulse pistol (x4) (x4) 12" 1 4+ 5 0 1 Pistol

Pulse rifle (x2) (x2) 30" 1 4+ 5 0 1 Rapid Fire 1

Support turret 30" 2 5+ 5 0 1 Indirect Fire, Twin-linked

Kroot pistol 12" 1 4+ 4 0 1 Pistol

Kroot rifle (x2) (x2) 24" 1 4+ 4 0 1 Rapid Fire 1

Pulse carbine (x2) (x2) 20" 2 4+ 5 0 1 -

Heavy rail rifle 60" 2 4+ 12 -4 D6+1 Heavy, Devastating Wounds

Abilities

Leader

This model can be attached to the following units:


- CRISIS SUNFORGE BATTLESUITS
- CRISIS FIREKNIFE BATTLESUITS
- CRISIS STARSCYTHE BATTLESUITS

Abilities

Coldstar Commander

While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the
[ASSAULT] ability.

Abilities

Advanced Armour

Models in this unit have the Feel No Pain 4+ ability against mortal wounds.

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