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Army Roster (Xenos - T'au Empire) (785 PTS) : Configuration

The document outlines a T'au Empire army roster for a 1000-point game, totaling 785 points. It includes various units such as a Cadre Fireblade, Commander in Enforcer Battlesuit, Breacher Team, Kroot Carnivores, Pathfinder Team, and several Battlesuits, each with specific abilities and weapons. Additionally, it details the rules governing the army's abilities, including 'For The Greater Good', 'Killing Blow', and various weapon characteristics.

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0% found this document useful (0 votes)
23 views8 pages

Army Roster (Xenos - T'au Empire) (785 PTS) : Configuration

The document outlines a T'au Empire army roster for a 1000-point game, totaling 785 points. It includes various units such as a Cadre Fireblade, Commander in Enforcer Battlesuit, Breacher Team, Kroot Carnivores, Pathfinder Team, and several Battlesuits, each with specific abilities and weapons. Additionally, it details the rules governing the army's abilities, including 'For The Greater Good', 'Killing Blow', and various weapon characteristics.

Uploaded by

LordAmilcarBaraq
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 - 1000 - (785 pts)

Army Roster (Xenos - T'au Empire) (785 pts)


Rules: For The Greater Good

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Mont'ka

Rules: Killing Blow, Assault, Lethal Hits

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

Character (140 pts)


Cadre Fireblade (1) Rules: For The Greater Good, Leader, Rapid Fire
(50 pts) Unit: Cadre Fireblade
Abilities: Volley Fire, Crack Shot
Melee Weapons: Close combat weapon
Ranged Weapons: Fireblade pulse rifle
Abilities: Leader[1]

Commander in Enforcer Battlesuit (1) 4x Burst cannon, Exemplar of the Mont'ka, Warlord
(90 pts)
Rules: Deep Strike, For The Greater Good, Leader
Abilities: Enforcer Commander, Exemplar of the Mont'ka
Unit: Commander in Enforcer Battlesuit
Ranged Weapons: Burst cannon (x4)[1] (x4)
Melee Weapons: Battlesuit fists
Abilities: Leader[2]

Battleline (100 pts)


Breacher Team (10) • 9x Breacher Fire Warriors
(100 pts) • Breacher Fire Warrior Shas'ui: 2x Gun Drone

Rules: For The Greater Good, Assault, Pistol, Indirect Fire, Twin-linked
Abilities: Breach and Clear, DS8 Support Turret
Unit: Breacher Fire Warrior Shas'ui, Breacher Fire Warrior (x9) (x9)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Pulse blaster (x2) (x4), Pulse pistol (x4) (x8), Support turret, Twin pulse carbine (x3) (x3)

Infantry (155 pts)


Kroot Carnivores (10) • Kroot Carnivore w/ tanglebomb launcher
(65 pts) • 8x Kroot Carnivores
• Long-quill: Kroot rifle

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


Unit: Kroot Carnivores
Abilities: Fieldcraft, Bodyguard
Melee Weapons: Close combat weapon (x3) (x9)
Ranged Weapons: Kroot pistol, Kroot rifle (x2) (x4), Tanglebomb launcher

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 (390 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
Crisis Starscythe Battlesuits (3) • 2x Crisis Starscythe Shas’ui: Shield Drone, Gun Drone, 2x Burst cannon
(110 pts) • Crisis Starscythe Shas’vre: Shield Drone, Gun Drone, 2x Burst cannon

Rules: Deep Strike, For The Greater Good, Twin-linked, Assault


Abilities: Starscythe, Battlesuit Support System[1], Shield Drone
Unit: Crisis Starscythe Shas’vre (Shield Drone), Crisis Starscythe Shas’ui (Shield Drone) (x2) (x2)
Ranged Weapons: Burst cannon (x4)[2] (x8), Twin pulse carbine (x3) (x6)
Melee Weapons: Battlesuit fists (x2) (x4)

Riptide Battlesuit (1) Twin plasma rifle, 2x Missile Drone, Ion accelerator
(190 pts)
Rules: Deadly Demise D6, For The Greater Good, Devastating Wounds, Hazardous, Twin-linked
Unit: Riptide Battlesuit
Abilities: Damaged: 1-4 Wounds Remaining, Invulnerable Save (4+), Battlesuit Support System[2], Weapon
Support System
Melee Weapons: Riptide fists
Ranged Weapons: Ion accelerator - standard, Ion accelerator - overcharge, Missile pod, Twin plasma rifle
Abilities: Nova Charge
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.

Killing Blow During the first, second and third battle rounds, ranged weapons equipped by T’au Empire models from your army have the
[ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit (see For the Greater Good), its
ranged weapons have the [LETHAL HITS] ability.

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.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

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.

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’.

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.

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.

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.

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.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

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.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Unit M T SV W LD OC

Cadre Fireblade 6" 3 4+ 3 7+ 1

Commander in Enforcer Battlesuit 8" 5 2+ 6 7+ 2

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

Breacher Fire Warrior (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

Crisis Starscythe Shas’vre (Shield Drone) 10" 5 3+ 5 7+ 2

Crisis Starscythe Shas’ui (Shield Drone) (x2) (x2) 10" 5 3+ 5 7+ 2

Riptide Battlesuit 10" 9 2+ 14 7+ 4


Abilities

Volley Fire

While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

Crack Shot

Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.

Enforcer Commander

While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.

Exemplar of the Mont'ka

T’AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during
the fourth battle round as well.

Breach and Clear

Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound 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.

Starscythe

Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration
characteristic of that attack by 1.

Battlesuit Support System[1]

The unit is eligible to shoot in a turn in which it Fell Back.

Shield Drone

Add 1 to the bearer’s Wounds characteristic.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Invulnerable Save (4+)

This model has a 4+ invulnerable save.

Battlesuit Support System[2]

The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.

Weapon Support System

Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
Melee Weapons Range A WS S AP D Keywords

Close combat weapon Melee 3 4+ 3 0 1 -

Battlesuit fists Melee 3 4+ 5 0 1 -

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

Close combat weapon (x3) (x3) Melee 2 3+ 4 0 1 -

Crushing bulk Melee 3 5+ 6 0 1 -

Battlesuit fists (x2) (x2) Melee 3 5+ 5 0 1 -

Riptide fists Melee 6 5+ 6 0 2 -

Ranged Weapons Range A BS S AP D Keywords

Fireblade pulse rifle 30" 1 3+ 5 0 2 Rapid Fire 1

Burst cannon (x4)[1] (x4) 18" 4 3+ 5 0 1 -

Pulse blaster (x2) (x2) 10" 2 3+ 6 -1 1 Assault

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

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

Twin pulse carbine (x3) (x3) 20" 2 5+ 5 0 1 Assault, Twin-linked

Kroot pistol 12" 1 4+ 4 0 1 Pistol

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

Tanglebomb launcher 24" D3 4+ 5 0 1 Blast

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

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

Burst cannon (x4)[2] (x4) 18" 4 4+ 5 0 1 -

Ion accelerator - standard 72" 6 4+ 7 -2 3 -

Ion accelerator - overcharge 72" 6 4+ 8 -3 4 Hazardous

Missile pod 30" 2 5+ 7 -1 2 -

Twin plasma rifle 18" 1 4+ 8 -3 3 Twin-linked

Abilities

Leader[1]

This model can be attached to the following units:


- BREACHER TEAM
- STRIKE TEAM

Leader[2]

This model can be attached to the following units:


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

Abilities

Advanced Armour

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

Nova Charge

Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that
weapon has the [DEVASTATING WOUNDS] ability.

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