| Epic Heros | |
| 85 | |
| 100 | |
| 60 | |
| Charaters | |
| 50 | |
| 95 | |
| 80 | |
| 50 | |
| 60 | |
| 45 | |
| 80 | |
| 55 | |
| 50 | |
| Battleline | |
| 90 | |
| 70 | |
| Infantry | |
| 65 | |
| 85 | |
| 90 | |
| 110 | |
| 65 | |
| Walkers | |
| 80 | |
| 120 | |
| 110 | |
| 140 | |
| 160 | |
| 200 | |
| 360 | |
| Vehicles | |
| 80 | |
| 120 | |
| 110 | |
| 140 | |
| 160 | |
| 145 | |
| 60 | |
| 200 | |
| 150 | |
| 360 | |
| 85 | |
| 90 | |
| 85 | |
| Flyers | |
| 170 | |
| 160 | |
| Dedicated Transports | |
| 85 | |
| Kauyon | ||
| Enhancements | ||
| Exemplar of the Kauyon | 20pts | T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round onwards instead of from the third. |
| Precision of the Patient Hunter | 15pts | T’AU EMPIRE model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as well. |
| Solid-image Projection Unit | 30pts | T’AU EMPIRE model only. After both players have deployed their armies, select up to three T’AU EMPIRE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. |
| Through Unity, Devastation | 40pts | T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit. |
| Stratagems | ||
| A TEMPTING TRAP | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds. |
| COMBAT EMBARKATION | 1cp | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport. EFFECT: Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge. RESTRICTIONS: Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. |
| COORDINATE TO ENGAGE | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good). EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability. |
| PHOTON GRENADES | 1cp | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Grenades unit from your army that was selected as one of the targets of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. |
| POINT-BLANK AMBUSH | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds. |
| WALL OF MIRRORS | 1cp | WHEN: End of your opponent’s Fight phase. TARGET: One Stealth, Ghostkeel or Commander Shadowsun unit from your army. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. RESTRICTIONS: You cannot target a unit that is within Engagement Range of one or more enemy units. |
| Mont’ka | ||
| Enhancements | ||
| Coordinated Exploitation | 40pts | T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit. |
| Exemplar of the Mont’ka | 10pts | 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. |
| Strategic Conqueror | 15pts | T’AU EMPIRE model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T’AU EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic. |
| Strike Swiftly | 25pts | T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T’AU EMPIRE units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability. |
| Stratagems | ||
| AGGRESSIVE MOBILITY | 1cp | WHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. |
| COMBAT DEBARKATION | 1cp | WHEN: Your Shooting phase. TARGET: One T’au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll. |
| COUNTERFIRE DEFENCE SYSTEMS | 2cp | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. |
| FOCUSED FIRE | 1cp | WHEN: Start of your Shooting phase. TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit. EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1. RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds. |
| PINPOINT COUNTER-OFFENSIVE | 1cp | WHEN: Any phase. TARGET: One T’AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll. |
| PULSE ONSLAUGHT | 2cp | WHEN: Your Shooting phase. TARGET: One T’au Empire Infantry unit (excluding Kroot units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. EFFECT: Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. |
| Retaliation Cadre | ||
| Enhancements | ||
| Internal Grenade Racks | 20pts | T’au Empire Battlesuit model only. The bearer has the Grenades keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
| Prototype Weapon System | 15pts | T’au Empire Battlesuit model only. Each time the bearer is selected to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until those attacks are resolved, ranged weapons equipped by the bearer have the selected ability. |
| Puretide Engram Neurochip | 25pts | T’au Empire Battlesuit model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP. |
| Starflare Ignition System | 20pts | T’au Empire Battlesuit model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. |
| Stratagems | ||
| FAIL-SAFE DETONATOR | 2cp | WHEN: Any phase, just after a T’au Empire Battlesuit model from your army is destroyed. TARGET: That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed. EFFECT: Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds. |
| GRAV-INHIBITOR FIELD | 1cp | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Battlesuit unit from your army that was selected as a target of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound. |
| STIMM INJECTORS | 1cp | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. |
| THE ARRO’KON PROTOCOL | 1cp | WHEN: Your Shooting phase. TARGET: One T’au Empire Battlesuit unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead. |
| THE SHORTENED BLADE | 2cp | WHEN: Your Movement phase. TARGET: One T’au Empire Battlesuit unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. |
| THE TORCHSTAR GAMBIT | 1cp | WHEN: Your Shooting phase. TARGET: One T’au Empire Battlesuit unit from your army that can FLY whose attacks have been resolved this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn |
| Kroot Hunting Pack | ||
| Enhancements | ||
| Borthrod Gland | 15pts | Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. |
| Kroothawk Flock | 10pts | Kroot model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer. |
| Nomadic Hunter | 20pts | Kroot Trail Shaper model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability. |
| Root-carved Weapons | 10pts | Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities. |
| Stratagems | ||
| A TRAP WELL LAID | 1cp | WHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase. EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1. |
| EMP GRENADES | 1cp | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight. TARGET: One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. EFFECT: Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1. |
| GUERRILLA WARRIORS | 1cp | WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back. TARGET: That KROOT unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge. |
| HIDDEN HUNTERS | 1cp | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Kroot unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". |
| JOIN THE HUNT | 2cp | WHEN: Any phase. TARGET: One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. |
| THE GRISLY FEAST | 1cp | WHEN: Fight phase. TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase. EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. |
| Starfire Cadre | ||
| Enhancements | ||
| Target Optimisation Microdrones | 0pts | CADRE FiREbLADE model only. Once per turn, in your Shooting phase, when a friendly FiRE WARRiOR, PATHFiNDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. |
| Duty’s Echo | 0pts | ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FiRE WARRiOR or PATHFiNDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn. |
| Stratagems | ||
| FIRING LINE | 1cp | WHEN: Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit. EFFECT: Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit. |
| PULSE BARRAGE | 1cp | WHEN: Your opponent’s Movement or Charge phase. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. |
| RESPONSIVE VOLLEY | 1cp | WHEN: Your Movement phase, just after a FIRE WARRIOR or PATHfINDER TEAM unit from your army opens a Hatchway. TARGET: That FIRE WARRIOR or PATHFINDER TEAM unit. EFFECT: Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. |
| RETREATING FIRE | 1cp | WHEN: Your Shooting phase. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. |
| Kroot Raiding Party | ||
| Enhancements | ||
| Experienced Leader | 0pts | At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll. |
| Quill Marker | 0pts | At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it. |
| Stratagems | ||
| BOARDING BLADES | 1cp | WHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. |
| BRUTE FORCE | 1cp | WHEN: Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway. TARGET: That KROOTOX RIDERS unit. EFFECT: Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. |
| SWEEPING AMBUSH | 1cp | WHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move. |
| TANGLEBOMB BOLAS | 1cp | WHEN: Your Shooting phase. TARGET: One KROOT unit from your army. EFFECT: Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it. |
| Auxiliary Cadre | ||
| Enhancements | ||
| Student of Kauyon | 15pts | Kroot Shaper model only. In the Declare Battle Formations step, you can select up to three Kroot Carnivores or Kroot Farstalkers units from your army. Models in those units have the Deep Strike ability. |
| Admired Leader | 20pts | T’AU EMPIRE model (excluding Kroot models) only. In your Command phase, you can select one KROOT or Vespid Stingwings unit within 12" of the bearer. If you do, until the start of your next Command phase, improve the Leadership characteristic of models in that unit by 1, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in that unit. |
| Fanatical Convert | 10pts | Kroot model only. The bearer’s unit has the For the Greater Good ability. |
| Transponder Lock Module | 25pts | T’au Empire Walker model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. During your first Movement phase, when you set up the bearer’s unit, it must be set up within 12" of one or more friendly Kroot or Vespid Stingwings units and not within 9" horizontally of one or more enemy units. |
| Stratagems | ||
| ALIEN EXPERTISE | 1cp | WHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well. |
| EXPERIMENTAL MODIFICATIONS | 1cp | WHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1. |
| GUIDED FIRE | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army (excluding Kroot and Vespid Stingwings units) that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead. |
| INTERLOCKING MANOUEVRES | 1cp | WHEN: End of the Fight phase. TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. |
| MULTISENSORY SCANNING | 1cp | WHEN: Your Shooting phase or the Fight phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead. |
| PHEROMONE WAYPOINTS | 1cp | WHEN: Your Movement phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. |
| Experimental Prototype Cadre | ||
| Enhancements | ||
| Supernova Launcher | 15pts | T’AU EMPIRE model only. Select one airbursting fragmentation projector equipped by the bearer. Improve the Strength characteristic of that weapon by 3, and improve the Armour Penetration and Damage characteristics of that weapon by 1. |
| Thermoneutronic Projector | 20pts | T’AU EMPIRE model only. Select one T’au flamer equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Armour Penetration and Damage characteristics of that weapon by 1. |
| Plasma Accelerator Rifle | 10pts | T’AU EMPIRE model only. Select one plasma rifle equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Attacks, Armour Penetration and Damage characteristics of that weapon by 1. |
| Fusion Blades | 25pts | T’AU EMPIRE model only. Select one fusion blaster equipped by the bearer. Improve the Attacks characteristic of that weapon by 1, improve the Strength characteristic of that weapon by 3, and that weapon has the [MELTA 4] ability. |
| Stratagems | ||
| AUTOMATED REPAIR DRONES | 1cp | WHEN: Command phase. TARGET: One T’au Empire Battlesuit unit from your army. EFFECT: Select one BATTLESUIT model in your unit: that model regains up to D3+1 lost wounds. |
| EXPERIMENTAL AMMUNITION | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select one of the following to apply to your unit until the end of the phase:
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. |
| EXPERIMENTAL WEAPONRY | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. |
| NEUROWEB SYSTEM JAMMER | 1cp | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Crisis unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". |
| REACTIVE IMPACT DAMPENERS | 1cp | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. |
| THREAT ASSESSMENT ANALYSER | 1cp | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase. RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. |