Like a new sun rising in the Eastern Fringe, the Tau Empire spreads its light into the darkness of the void. As they conquer world after world, system after system, this dynamic young race push back the boundaries of ignorance with the promise of a better way. The Tau are assured of the supremacy of their ever-advancing technology, and recognise that it is their manifest destiny to bring enlightenment to a barbaric and disordered galaxy.
How This Codex WorksThe following section contains background and rules information for Tau Empire forces - their selfless warriors, their sophisticated vehicles and battlesuits, and the commanders that lead them to battle. It enables you to forge your collection of Tau miniatures into an army ready to conquer all before it in your games of Warhammer 40,000. - Supplements — each supplement contains a set of additional rules allowing you to turn your collection of Tau Empire models into army of Farsight Enclaves.
- Structure — details military structure of Tau Empire forces including Detachments, Formations and Apocalypse Formations.
- Profiles — Includes full army list of all stats, prices, wargear and special rules. See details on following sections: Dedicated Transport, Elites, Fast Attack, Fortification, Heavy Support, HQ, Lords of War and Troops.
- Special Rules — Contains detailed description of army specific rules including Tau Empire Special Rules, Drones, Tactical Objectives, Warlord Traits and Wing Leaders.
- Wargear — Lists details on Melee Weapons, Ranged Weapons, Battlesuits and Armour, Support Systems, Signature Systems and Vehicle Battle Systems used by army units of Tau Empire.
- Missions:
- Related Missions — Refers to Tau Empire-related missions:
Books
Book | Kind | Edition | Version | Last update |
► Tau Empire | Codex | 7 | 1.0 | January 2017 |
Tidewall Counterstrike Cadre | Dataslate | 7 | 1.0 | October 2015 |
Apocalypse | Expansion | 7 | 1.0 | May 2014 |
Imperial Armour vol.3 (2nd edition) – The Taros Campaign | Imperial Armour | 6 | 2.0 | June 2013 |
War Zone Damocles: Kauyon | Campaign | 7 | 1.0 | January 2017 |
War Zone Damocles: Mont’ka | Campaign | 7 | 1.0 | January 2017 |
Kill Team | Expansion | 7 | 1.0 | September 2016 |
Planetary Onslaught | Expansion | 7 | 1.0 | November 2016 |
Start Collecting! Tau Empire | Dataslate | 7 | 1.0 | |
Battleforce: Tau Empire | Dataslate | 7 | 1.0 | |
FAQ
Codex: Tau Empire
Q: | If a Stormsurge deploys its anchors while on a piece of Tidewall what happens if the Tidewall moves? Does the Stormsurge get left behind, does it have to retract its anchors or does it get to move and still fire twice? | A: | |
Q: | Can Tau Tidewall Fortifications pivot? | A: | |
Q: | Does the Rearm and Refuel special rule for the Piranha Firestream Wing Formation from War Zone Damocles: Mont’ka allow the unit to go into Ongoing Reserves every turn (as long as it is near the table edge as specified in the rules)? | A: | No. |
Q: | The Piranha Firestream Wing Formations’ Rearm and Refuel special rule – if a unit of 4 TX4 Piranhas loses 3, and the remaining Piranha leaves the table per the Rearm and Refuel special rule, how many Piranhas come back in the following game turn? | A: | The unit returns at full strength – 4 Piranhas. |
Q: | The Piranha Firestream Wing Formation – can a unit of TX4 Piranhas, one model of which has been Immobilised, still utilise Rearm and Refuel as long as all of the surviving models from the unit are within 6" of the table edge? | A: | Yes. |
Q: | The Air Superiority Cadre from War Zone Damocles: Mont’ka – are the Razorshark Strike Fighters able to show up in their first turn if the enemy has any of the unit types listed in the Skywatch special rule on the battlefield? | A: | No. Skywatch means you automatically pass your Reserve Rolls for units from this Formation, and Reserve Rolls are only made from your second turn onwards (unless stated otherwise). |
Q: | Do Drones become a scoring unit if joined by a Commander? Does anything else carry over if a Commander joins a Drone-Net unit? | A: | While the unit includes the Commander, it is a scoring unit. Special rules that the Commander and the Drones have will be conferred or otherwise as for any other units. For example, a Commander that joins a unit of Drones from a Drone-Net will benefit from their Split Fire rule while joined to the unit. |
Q: | When applying Farsight Enclaves rules to a Formation from a Hunter Contingent, does the entire Detachment need to be from the Farsight Enclaves or can just a single Formation from it be from the Farsight Enclaves? | A: | |
Q: | The Networked Stealth Field special rule of the Ghostkeel Wing Formation gives units that already have the Stealth special rule the Shrouded special rule. If the unit has the Stealth (Ruins) special rule, does it gain Shrouded (Ruins) or just Shrouded? | A: | |
Q: | How do you calculate the points required to field The Eight Formation from War Zone Damocles: Mont’ka? | A: | |
Q: | In 2013’s The Farsight Enclaves, any member of The Eight could be taken as an HQ choice that does not use a Force Organisation Slot as long as Commander Farsight was your commander. Is this still true, or are the members of The Eight only available in the Formation now? | A: | The intent of that rule was to allow Farsight to be accompanied by the Eight, regardless of the limits of the Force Organisation Chart. The Eight Formation does this, so The Eight as presented in that Formation can only be fielded as part of that Formation. |
Q: | Signature Systems in Codex: Tau Empire and Farsight Enclaves are restricted to one of each item per army. Are the Signature Systems that come equipped on named characters counted towards this limit? | A: | Yes. Only one of each Signature System can be used per army, so if you include a character with a Signature System (one of The Eight, for example) then you cannot also give that Signature System to another unit in your army. |
Q: | Markerlights in Codex: Tau Empire – it seems to be the case that you can only fire at the target you used the markerlights on, but if you have a unit with Split Fire, people sometimes argue that you can split your attacks and spread the benefits of the markerlights. Is this correct? | A: | No. Each markerlight counter is spent to provide a specific bonus or effect against a single unit. A model in the firing unit using the Split Fire special rule to fire at another target would not benefit from any markerlight counters expended against the unit’s primary target. |
Q: | Can XV8 Crisis Battlesuits equip two of the same weapon and not have them be Twin-linked, for example by equipping two fusion blasters to have two shots rather than a single Twin-linked shot? | A: | Yes. Simply take the same option from the wargear list twice, paying double the single weapon option points. |
Q: | If I expend a markerlight to increase a Battlesuit’s Ballistic Skill against a target unit, does that apply to all of its weapons or just one? | A: | All of them. |
Q: | If Tau units use markerlights to increase their Ballistic Skill against a unit with Invisibility cast on it, do they gain an increase to their Ballistic Skill when firing Snap Shots? | A: | Yes. A Tau unit that targets an invisible unit and expends one markerlight counter on that unit will fire Snap Shots at it at BS2. If the unit expended another markerlight counter on that unit, they would fire Snap Shots at BS3. |
Q: | When the KV128 Stormsurge is anchored, does it need to use one complete shooting attack, then the next, or can it fire its total number of shots however it wants? | A: | Resolve one shooting attack, including all weapons that you wish to fire. Once that is resolved, do the same thing again. Do not, for example, roll 4 shots for the pulse blastcannon at once. |
Q: | Because of the Gargantuan Creature rules, and the four One Use Only destroyer missiles on the KV128 Stormsurge, does the Stormsurge have to shoot all of its destroyer missiles at one nominated unit or can it fire them one at a time until that unit is dead, and then switch targets for the remaining missiles? | A: | You have to nominate all targets for all weapons before firing. If you have chosen to fire more than one destroyer missile at the same target, they are fired at once, so you roll for them together and have no opportunity to switch targets if it turns out that just one missile would have done the job! |
Q: | Do models who use the Supporting Fire special rule to fire Overwatch require true line of sight to the charging unit, or is it just the unit that is being charged that requires the line of sight? | A: | A unit using the Supporting Fire special rule fires Overwatch as if they were the unit being charged. This means it follows the normal rules for Overwatch given in Warhammer 40,000: The Rules, which includes requiring line of sight from the firing unit. |
Q: | I have a question about the XV95 Ghostkeel Battlesuit’s holophoton countermeasures. You can use this gear once per game, which is pretty clear if there is only one Ghostkeel in the unit, but if there are three of them do they have to use it all at the same time or can they use it separately to have the whole unit protected three times in the game? | A: | Each model can use their countermeasures once, and when they do so it protects the whole unit. In a unit of three you could use the countermeasures at three different times. |
Q: | Can Tau models that are able to shoot multiple weapons in the Shooting phase also fire multiple weapons in Overwatch and multiple weapons with the Interceptor rule? | A: | When firing Overwatch or weapons with the Interceptor special rule, a model can fire all of the weapons it could usually fire in the Shooting phase. In the case of Interceptor, only weapons with the Interceptor rule can be fired. |
Q: | The rules for Tau homing beacons don’t say that the model with it has to be on the table for one turn before it takes effect. Does this mean the benefits can be used in the same turn it arrives from Reserves? | A: | Yes, if the model bearing the homing beacon moves onto the battlefield from Reserves before the unit you intend to benefit from it. Note that the model must disembark from any Transport it might be on if you want to use the homing beacon. |
Q: | If a KV128 Stormsurge that is part of a Hunter Contingent fires, in what order must I declare its targets – on its own or at the same time as other units firing at the same enemy? If it’s at the same time must I say, for example, ’The Stormsurge fires its destroyer missiles at target A, its pulse blastcannon at target B and its Twin-linked smart missile system at target C, and the Fire Warriors will also fire at target A’? | A: | If you wish for a Stormsurge to be part of a Coordinated Firepower attack, you must declare which of its weapons you will fire at which targets at the same time as you declare which other units are taking part in the attack. When it comes to resolving the Stormsurge’s attacks, you may attack with all of its weapons, but only those you declared were being fired against the target of the Coordinated Firepower attack can be used against that unit. All other weapons must be directed against the targets you declared earlier. |
Q: | While using the Coordinated Firepower Command Benefit for two units of the Hunter Cadre, can both units Run and then shoot using the Ambushes and Feints special rule? | A: | No. The units cannot fire simultaneously, as required by the Coordinated Firepower Command Benefit, because the Ambushes and Feints special rule requires you to complete the actions of each unit before moving on to the next one. |
Reference
Profiles
DEATH FROM THE SKIES FLYERS |
|
WS |
BS |
S |
F |
S |
R |
I |
A |
HP |
Unit Type |
AX3 Razorshark Strike Fighter |
- |
3 |
- |
11 |
10 |
10 |
- |
- |
3 |
Vehicle (Flyer) |
AX39 Sun Shark Bomber |
- |
3 |
- |
11 |
10 |
10 |
- |
- |
3 |
Vehicle (Flyer) |
TX4 Piranha |
- |
3 |
- |
11 |
10 |
10 |
- |
- |
2 |
Vehicle (Fast, Open-topped, Skimmer) |
TX7 Hammerhead Gunship |
- |
4 |
- |
13 |
12 |
10 |
- |
- |
3 |
Vehicle (Tank, Skimmer) |
TX78 Sky Ray Gunship |
- |
4 |
- |
13 |
12 |
10 |
- |
- |
3 |
Vehicle (Tank, Skimmer) |
TY7 Devilfish |
- |
3 |
- |
12 |
11 |
10 |
- |
- |
3 |
Vehicle (Tank, Skimmer, Transport) |
Barracuda Air Superiority Fighter |
- |
4 |
- |
11 |
11 |
10 |
- |
- |
2 |
Vehicle (Flyer) |
Drone Sentry Turret |
- |
2 |
- |
11 |
11 |
11 |
- |
- |
2 |
Immobile Vehicle |
DX-6 Remora |
- |
3 |
- |
10 |
10 |
10 |
- |
- |
2 |
Vehicle (Flyer, Hover) |
Manta |
- |
4 |
- |
13 |
12 |
11 |
- |
- |
30 |
Super-heavy Flyer (Hover, Transport) |
Orca |
- |
4 |
- |
12 |
12 |
10 |
- |
- |
6 |
Super-heavy Flyer (Hover, Transport) |
Piranha TX-42 |
- |
3 |
- |
11 |
11 |
10 |
- |
- |
2 |
Vehicle (Fast, Open-topped, Skimmer) |
Tetra Scout Speeder |
- |
3 |
- |
10 |
10 |
10 |
- |
- |
2 |
Vehicle (Fast, Open-topped, Skimmer) |
Tiger Shark |
- |
4 |
- |
12 |
12 |
10 |
- |
- |
6 |
Super-heavy Flyer |
Tiger Shark AX-1-0 |
- |
4 |
- |
12 |
12 |
10 |
- |
- |
6 |
Super-heavy Flyer |
Wargear
Weapon |
Range |
S |
AP |
Type |
Airbursting fragmentation projector |
18" |
4 |
5 |
Assault 1, Barrage, Ignores Cover, Large Blast |
Burst cannon |
18" |
5 |
5 |
Assault 4 |
High output burst cannon |
18" |
5 |
5 |
Assault 6, Twin-linked |
Heavy burst cannon |
|
|
|
|
- Standard |
36" |
6 |
4 |
Heavy 8 |
- Nova-charge |
36" |
6 |
4 |
Heavy 12, Gets Hot, Rending, Nova-charge |
Long-barrelled burst cannon |
36" |
5 |
5 |
Heavy 6 |
Cluster rocket system |
48" |
5 |
5 |
Heavy 4D6 |
Destroyer missile |
60" |
8 |
1 |
Heavy 1, One use only |
EMP grenades |
8" |
2 |
- |
Assault 1, Haywire |
Experimental pulse submunitions rifle |
- EMP shell |
24" |
- |
- |
Assault 2, Gets Hot, Haywire |
- Hyper-density sabot |
36" |
9 |
3 |
Assault 2, Gets Hot |
- Ionic cluster-beam |
24" |
4 |
4 |
Assault 2, Gets Hot, Large Blast, Rending |
Flamer |
Template |
4 |
5 |
Assault 1 |
Fusion blaster |
18" |
8 |
1 |
Assault 1, Melta |
Fusion collider |
18" |
8 |
1 |
Assault 1, Blast, Melta |
Fusion cascade |
12" |
6 |
1 |
Assault D3, Melta |
Fusion cannon |
24" |
8 |
1 |
Heavy 1, Blast, Melta |
Cyclic ion blaster |
|
|
|
|
- Standard |
18" |
7 |
4 |
Assault 3 |
- Overcharge |
18" |
8 |
4 |
Heavy 1, Blast, Gets Hot |
Cyclic ion raker |
|
|
|
|
- Standard |
24" |
7 |
4 |
Assault 6 |
- Overcharge |
24" |
8 |
4 |
Heavy 1, Large Blast, Gets Hot |
Ion rifle |
|
|
|
|
- Standard |
30" |
7 |
4 |
Rapid Fire |
- Overcharge |
30" |
8 |
4 |
Heavy 1, Blast, Gets Hot |
Quad ion turret |
|
|
|
|
- Standard |
30" |
7 |
4 |
Heavy 4 |
- Overcharge |
30" |
8 |
4 |
Heavy 1, Large Blast, Gets Hot |
Ion cannon |
|
|
|
|
- Standard |
60" |
7 |
3 |
Heavy 3 |
- Overcharge |
60" |
8 |
3 |
Heavy 1, Large Blast, Gets Hot |
Ion accelerator |
|
|
|
|
- Standard |
72" |
7 |
2 |
Heavy 3 |
- Overcharge |
72" |
8 |
2 |
Heavy 1, Large Blast, Gets Hot |
- Nova-charge |
72" |
9 |
2 |
Ordnance 1, Gets Hot, Large Blast, Nova-charge |
Phased ion gun |
18" |
4 |
4 |
Assault 4, Rending |
Long-barrelled ion cannon |
90" |
7 |
3 |
Heavy 3 |
Kroot rifle |
|
|
|
|
- Pulse round |
24" |
4 |
6 |
Rapid Fire |
- Sniper round |
24" |
X |
6 |
Heavy 1, Sniper |
Kroot gun |
48" |
7 |
4 |
Rapid Fire |
Kroot bolt thrower |
|
|
|
|
- Iron bolts |
36" |
4 |
- |
Assault 2, Poisoned (4+) |
- Explosive bolts |
36" |
6 |
6 |
Assault 1, Blast |
Markerlight |
36" |
- |
- |
Heavy 1, Target Acquired |
High intensity markerlight |
36" |
- |
- |
Heavy 2, Twin-linked, Target Acquired |
Missile pod |
36" |
7 |
4 |
Assault 2 |
High-yeld missile pod |
36" |
7 |
4 |
Heavy 4 |
Neutron blaster |
18" |
5 |
3 |
Assault 1 |
Photon grenades |
8" |
1 |
- |
Assault 1, Blast, Blind |
Plasma rifle |
24" |
6 |
2 |
Rapid Fire |
Plasma cannon |
48" |
7 |
2 |
Heavy 2 |
Double-barrelled plasma rifle |
24" |
6 |
2 |
Assault 2, Twin-linked |
Pulse blastcannon |
- Range 1 |
up to 10" |
D |
1 |
Heavy 2 |
- Range 2 |
10"-20" |
10 |
3 |
Heavy 2, Blast |
- Range 3 |
20"-30" |
9 |
5 |
Heavy 2, Large Blast |
Pulse blaster |
- Range 1 |
up to 5" |
6 |
3 |
Assault 2 |
- Range 2 |
5"-10" |
5 |
5 |
Assault 2 |
- Range 3 |
10"-15" |
4 |
- |
Assault 2 |
Pulse pistol |
12" |
5 |
5 |
Pistol |
Pulse carbine |
18" |
5 |
5 |
Assault 2, Pinning |
Pulse rifle |
30" |
5 |
5 |
Rapid Fire |
Long-shot pulse rifle |
48" |
X |
5 |
Rapid Fire, Sniper |
Pulse bomb |
- |
5 |
5 |
Bomb 1, Large Blast, One use only |
Pulse driver cannon |
72" |
10 |
2 |
Ordnance 1, Large Blast |
Pulse submunition rifle |
24" |
5 |
6 |
Assault 1, Large Blast, Ignores Cover |
Pulse submunitions cannon |
60" |
6 |
3 |
Heavy 1, Large Blast, Cluster Fire |
Rail rifle |
30" |
6 |
1 |
Rapid Fire |
Heavy rail rifle |
60" |
8 |
1 |
Heavy 1 |
Railgun |
|
|
|
|
- Solid shot |
72" |
10 |
1 |
Heavy 1 |
- Submunition |
72" |
6 |
4 |
Heavy 1, Large Blast |
Heavy railgun |
|
|
|
|
- Solid shot |
110" |
D |
1 |
Ordnance 1, Primary Weapon |
- Submunition |
110" |
7 |
3 |
Ordnance 1, Primary Weapon, Apocalyptic Blast |
Seeker missile |
72" |
8 |
3 |
Heavy 1, One use only |
Smart missile system |
30" |
5 |
5 |
Heavy 4, Homing, Ignores Cover |
|