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★ Farsight Enclaves

Contents
How This Supplement Works
Books
Farsight Enclaves Special Rules
• Battlesuit Spearhead
• Ork Hunters
• Ta’lissera Bond
Special Rules
• Power Outage
• Tidal Wave
Planetstrike Stratagems
• Attack Stratagems
‣ Kill Zone
‣ Mont’ka Strike
‣ Plasma Barrage
‣ Red Tsunami
‣ The Gale of Fire
• Defence Stratagems
‣ Aggressive Defence
‣ Second-guess
Tactical Objectives
Warlord Traits
Detachments
• Dawn Blade Contingent
HQ
• Broadside Shas’vre Ob’lotai 9-0
• Commander Bravestorm
• Commander Brightsword
• Commander Farsight
• O’Vesa
• Shas’O Arra’kon
• Shas’O Sha’vastos
• Sub-commander Torchstar
Signature Systems of the Farsight Enclaves
• Earth Caste Pilot Array
• Fusion Blades
• Seismic Fibrillator Node
• Talisman of Arthas Moloch
• The Mirrorcodex
• Warscaper Drone
Altar of War: Farsight Enclaves Missions
 1-2 Or’es Mont’ka
 3-4 Way of the Broken Sword
 5-6 Way of the Short Blade
Echoes of War: Farsight Enclaves Missions
№1 Blood in the Red Desert
№2 The Battle for Dal’yth
№3 The War of Dakka
№4 Arthas Moloch
№5 The Shield of Eight
The region of space known to the Tau as the Forbidden Zone holds within it the Farsight Enclaves, each world a triumph of science and artistry blended into a perfect meritocracy. To understand their origin, one must learn the story of Commander Farsight himself; warrior lord, hero, exiled rebel and cursed fiend alike. His battlesuit-clad armies are lethal in the extreme, but it is the independent mind of O’Shovah that is the Tau Empire’s greatest weapon and the one weakness that threatens its unity.

How This Supplement Works

This supplement to Codex: Tau Empire allows you to tailor your collection of Tau miniatures into a force from the Farsight Enclaves, armed to the teeth and ready for battle. On this page you will find special rules and a Detachment unique to armies from the Farsight Enclaves that reflect their tactics on the battlefield. You will also find Warlord Traits, wargear, Formation, Altar of War missions and Tactical Objectives that you can use when fielding your Farsight Enclaves army in games of Warhammer 40,000.

Books


BookKindEditionVersionLast update
► Farsight EnclavesCodex Supplement71.0January 2017

Farsight Enclaves Special Rules

Armies drawn from the Farsight Enclaves are slightly different to those found elsewhere in the Tau Empire. If you wish, you can say that any Tau Detachment or Formation in your army is from the Farsight Enclaves.

Formations and Detachments from the Farsight Enclaves may use the Warlord Traits and Tactical Objectives from these pages in addition to those in Codex: Tau Empire. They also have the special rules shown below.

Battlesuit Spearhead

In a Farsight Enclaves Detachment or Formation, XV8 Crisis Battlesuits are Troops choices instead of Elites choices.

Ork Hunters

Units in a Farsight Enclaves Detachment or Formation have the Preferred Enemy (Orks) special rule when making close combat attacks.

Ta’lissera Bond

Units in a Farsight Enclaves Detachment or Formation that have the option to take the Bonding Knife Ritual special rule must do so.

Special Rules


Power Outage

Roll a D6 at the end of every Assault phase in which the Fusion Blades used their Melee profile. On the roll of a 1, neither the Ranged nor Melee profile may be used for the rest of the game.

Tidal Wave

If this attack causes one or more rolls on a damage table, you may reroll the results. If the Strength rolled is 11 or 12, treat it as Strength 10 instead.

Planetstrike Stratagems

These are additional stratagems for Planetstrike games. They can be used if you are using the supplemental rules given in the Army of the Farsight Enclaves section. To do so, simply add them to the list of available stratagems.


Attack Stratagems


Kill Zone

The extensive plans laid down for the coordination of the Fire caste’s efforts come together in a single moment of time, at a single location – woe betide any enemy forces that are caught in the kill zone when Farsight gives the command to strike…
Stratagem Points: 1
When declared: At the beginning of any of your Shooting phases
When this stratagem is used, nominate a single point on the board and place a marker there. For the duration of this Shooting phase, any Shooting attack that targets an enemy unit within 8" of the nominated point has the Twin-linked special rule.

Mont’ka Strike

The Tau practice of Mont’ka is well known across the Empire, though Farsight is without doubt the one who understands it best. By rehearsing the exact manoeuvres they intend to use and picking the optimum time to strike, Farsight’s cadres can deliver a simultaneous attack that tears the heart out of the enemy force in one fell swoop.
Stratagem Points: 1
When declared: At the beginning of any of your turns
For the course of the turn in which this stratagem is used, you may re-roll each of your unsuccessful Reserve Rolls. Furthermore, you may re-roll the scatter dice for each unit that Deep Strikes into play this turn.

Plasma Barrage

Though it costs a tremendous amount of energy, the Air caste of Tinek’la have perfected the art of entering low orbit and delivering a punishing barrage of plasma that incinerates the foe before Farsight’s Fire caste launches their attack.
Stratagem Points: 2
When declared: Immediately before the firestorm
Your firestorm attacks are AP2.

Red Tsunami

By placing batches of seismic fibrillator nodes on the fault lines of a nearby sea or ocean, Farsight triggers an underwater earthquake that sends a tidal wave crashing into the enemy fortifications immediately prior to the main attack.
Stratagem Points: 3
When declared: Immediately before the firestorm
Before resolving the firestorm, every unit, building and gun emplacement on the table takes D6 automatic hits, using Random Allocation, with the profile below. Vehicles are hit on their side armour.

Range S AP Type
n/a 2D6 - Tidal Wave

The Gale of Fire

Farsight’s allies in the Air caste modify their aircraft’s emissions to include a large amount of volatile fuel before boosting away from the site of battle. Farsight himself ignites the resultant cloud of gas, causing a bow wave of flame to roar across the skies and scorch the earth below.
Stratagem Points: 2
When declared: Immediately before the firestorm
Instead of resolving a firestorm as described in Planetstrike, every enemy unit, building and gun emplacement on the table takes 2D3 automatic hits with the profile below, using Random Allocation. Vehicles are hit on their side armour.

Range S AP Type
n/a 6 3


Defence Stratagems


Aggressive Defence

The warriors of Farsight’s cadres are taught to punch into the enemy with a determined fusillade of fire whenever their positions are threatened, tearing the enemy’s charge asunder in a welter of pulse fire and plasma bursts.
Stratagem Points: 2
When declared: At the beginning of any of the enemy’s Assault phases
When this stratagem is used, all friendly Farsight Enclaves or Tau Empire units on the battlefield re-roll failed Overwatch rolls for the duration of the phase.

Second-guess

Farsight is a master at preempting his foes. Meditating extensively before every battle, O’Shovah often knows how and when the enemy will strike before they know themselves. He briefs his forces accordingly, and then the destruction begins.
Stratagem Points: 1
When declared: At the beginning of any of the enemy’s Shooting phases
In the turn this stratagem is used, all friendly Tau units on the battlefield have the Stealth special rule. Furthermore, for every unit your opponent brings into play from Reserve this turn, place a marker by the side of the board. In your subsequent turns, you may expend these markers to re-roll failed Reserve Rolls on a one-for-one basis.

Tactical Objectives

D6Result
11Targets of Opportunity 
12Rapid Strike 
13Decisive Blow 
14Concentration of Fire 
15Application of Force 
16Avoid the Killing Strike 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Farsight Enclave armies, and which reflect Farsight’s unique methods of waging war.

If your Warlord belongs to a Farsight Enclaves Detachment or Formation, you may use these Tactical Objectives instead of those presented in Codex: Tau Empire. If you do, the Tactical Objectives listed on this page replace the Capture & Control Tactical Objectives (numbers 11-16) from Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Farsight Enclaves player generates a Capture & Control Objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Farsight Enclaves Tactical Objective instead. Other Tactical Objectives are generated normally.

TARGETS OF OPPORTUNITY
It is important to identify targets of opportunity, destroying them swiftly with massed firepower.
11
Declare that you are going to attempt to achieve this objective at the start of any of your turns, and then pick up to 3 enemy units. Score 1 Victory Point at the end of your turn for each unit you picked, but only if all of them have been completely destroyed.
Type: FARSIGHT ENCLAVES
RAPID STRIKE
A sure way to achieve victory is to use your most mobile forces to rain a rapid series of attacks upon the foe.
12
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a unit that arrived from Reserves during the same turn.
Type: FARSIGHT ENCLAVES
DECISIVE BLOW
Landing a swift and decisive blow by seizing as many objectives as possible will win you the initiative.
13
Score 1 Victory Point at the end of the turn if you control at least twice as many Objective Markers as your enemy (or at least two Objectives Markers if the enemy does not control any).
Type: FARSIGHT ENCLAVES
CONCENTRATION OF FIRE
Concentrate your firepower to ensure victory!
14
Score 1 Victory Point at the end of your turn if the first enemy unit attacked in your Shooting phase is completely destroyed in the Shooting phase. Score D3 Victory Points instead if the first two enemy units attacked are completely destroyed, and D3+3 Victory Points if the first three enemy units are completely destroyed.
Type: FARSIGHT ENCLAVES
APPLICATION OF FORCE
Attacking the right foe at the right time with an overwhelming application of force can break the enemy's will to fight.
15
Score 1 Victory Point at the end of your turn if two or more of your units charge a single enemy unit. Score D3 Victory Points instead if the enemy unit is completely destroyed by the end of your Assault phase.
Type: FARSIGHT ENCLAVES
AVOID THE KILLING STRIKE
Do not get ensnared in a war of attrition - withdraw and prepare another strike.
16
Score 1 Victory Point at the end of your second or subsequent turn if no units in your army were completely destroyed in your turn or the preceding enemy turn.
Type: FARSIGHT ENCLAVES

Designer’s Note
If you own a deck of Farsight Enclaves Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Traits, a Warlord from a Farsight Enclaves Detachment or Formation may either roll on the Warlord Traits table in Warhammer 40,000: The Rules or on the table below.

D6Warlord Traits
1The Way of the Short Blade
The hero has made it his life’s work to study the Way of the Short Blade, Farsight’s groundbreaking treatise on close quarters battlesuit combat.
The Warlord has Weapon Skill 5. If your Warlord is not equipped with a battlesuit, re-roll this result. 
2Echoes of the Grand Master
Through the teachings of Farsight, a portion of Commander Puretide’s genius will sometimes blossom in the most gifted students.
The Warlord has one of the following special rules (choose which one as soon as this Warlord Trait is rolled): Counter-attack, Furious Charge, Monster Hunter, Stubborn or Tank Hunter
3The Way of the Broken Sword
Commander Farsight teaches that a foe whose cohesion has been broken apart is already half beaten.
One use only. Declare your Warlord is using this ability at the start of one of your opponent’s turns. Your opponent has a -1 modifier to Reserve Rolls he makes this turn. 
4The Fire Unquenchable
The spark of flame in every Fire Warrior’s heart is fanned to a blaze in the presence of this legendary hero.
The Warlord has the Fearless special rule. All friendly units with the Tau Empire Faction within 6" of the Warlord have the Stubborn special rule. 
5Countercrisis
Farsight knows well when to strike without hesitation, and he teaches his commanders the same.
Units of XV8 Crisis Battlesuits have a +1 modifier to their Reserve Rolls
6Through Surety, Destruction
The commander has optimised a specific firing solution, drilling his unit in a set piece kill that exemplifies Farsight’s favoured Mont’ka philosophy.
One use only. Declare your Warlord is using this ability at the start of one of your Shooting phases. For the duration of the phase, the Warlord and his unit have the Shred special rule. 

Detachments


Dawn Blade Contingent

Dawn Blade Contingents are used exclusively by Tau forces from the Farsight Enclaves. The rules below will allow you to organise the models in your collection of Tau miniatures to represent a Dawn Blade Contingent in your games of Warhammer 40,000.

The Dawn Blade Contingent you can see below can be included in any Tau Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Dawn Blade Contingent are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Dawn Blade Contingent, that entire Dawn Blade Contingent is your Primary Detachment.

Command per Core
0-1
Core
1+
Auxiliary per Core
1-10


CONTINGENT HEADQUARTERS

 • 1 Commander
 • 0-1 Cadre Fireblade
 • 0-1 unit of XV8 Crisis Bodyguards
 • 3-6 units chosen in any combination from the following list:
  - Breacher Team, Strike Team, Kroot Carnivores
 • 1-3 units chosen in any combination from the following list:
  - XV25 Stealth Battlesuits, XV8 Crisis Battlesuits, XV95 Ghostkeel Battlesuits, XV104 Riptide Battlesuits
 • 1-3 units chosen in any combination from the following list:
  - Pathfinder Team, TX4 Piranhas, Vespid Stingwings, Drones
 • 1-3 units chosen in any combination from the following list:
  - XV88 Broadside Battlesuits, TX7 Hammerhead Gunships, KV128 Stormsurges, Sniper Drones
 • 1 Commander
 • 3 units of XV8 Crisis Battlesuits
 • 1 unit of XV88 Broadside Battlesuits
 • 1 unit of XV104 Riptide Battlesuits

 • 1 Pathfinder Team
 • 3 Strike or Breacher Teams in any combination



ASSIGNED AIR CASTE ASSET

 • 4+ units of Drones
 • 1 unit of XV25 Stealth Battlesuits
 • 3 units of XV8 Crisis Battlesuits
 • 1 unit of XV104 Riptide Battlesuits

 • 4 units of TX4 Piranhas



 • 4 units of Kroot Carnivores
 • 2 units of Vespid Stingwings

RESTRICTIONS
This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices (in any combination) and up to one Command choice. Only the datasheets listed here may be included in this Detachment.

The Dawn Blade Contingent is a Farsight Enclaves Detachment.

COMMAND BENEFITS
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result when rolling on the Warlord Traits table.

Killing Blow: At the start of each enemy turn, secretly record the identity of one enemy unit. At the start of your turn, reveal which unit it was that you picked. You can re-roll failed To Wound and Armour Penetration rolls for units from this Detachment against that unit for the rest of your turn.

HQ


Broadside Shas’vre Ob’lotai 9-0


128

WS BS S T W I A Ld Sv Unit Type
Broadside Shas'vre Ob'lotai 9-0 2 3 5 4 2 2 3 9 2+ Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Broadside battlesuit
 • Twin-linked high-yield missile pod
 • Twin-linked smart missile system
 • Velocity tracker
 • Two missile drones
 • Seeker missile
Special Rules:
 • Bonding Knife Ritual
 • Extremely Bulky
 • Independent Character
 • Supporting Fire

Commander Bravestorm


199

WS BS S T W I A Ld Sv Unit Type
Commander Bravestorm 4 5 5 5 4 3 4 10 2+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Plasma rifle
 • Flamer
 • Stimulant injector
 • Shield generator
 • Two gun drones
Signature Systems:
 • XV8-02 Crisis ‘Iridium’ Battlesuit
 • Onager Gauntlet
Special Rules:
 • Independent Character
 • Supporting Fire
 • Very Bulky

Commander Brightsword


200

WS BS S T W I A Ld Sv Unit Type
Commander Brightsword 4 5 5 4 4 3 4 10 3+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Crisis battlesuit
 • Twin-linked fusion blaster
 • Advanced targeting system
 • Stimulant injector
 • Shield Drone
Signature Systems of the Farsight Enclaves:
 • Fusion Blades
 • Warscaper Drone
Special Rules:
 • Independent Character
 • Supporting Fire
 • Very Bulky

Commander Farsight


165

WS BS S T W I A Ld Sv Unit Type
Commander Farsight 5 5 5 4 4 5 4 10 3+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Crisis battlesuit
 • Plasma rifle
 • Shield Generator
Signature Systems:
 • The Dawn Blade

Warlord Traits:
 • Through Boldness, Victory
Special Rules:
 • Independent Character
 • Preferred Enemy (Orks)
 • Supporting Fire
 • Very Bulky

O’Vesa


305

WS BS S T W I A Ld Sv Unit Type
O’Vesa 1 3 6 6 5 2 3 9 2+ Jet Pack Monstrous Creature (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Riptide battlesuit
 • Ion accelerator
 • Twin-linked fusion blaster
 • Riptide shield generator
 • Early warning override
 • Stimulant injector
 • Two shielded missile drones
 • Nova reactor
Signature Systems of the Farsight Enclaves:
 • Earth Caste Pilot Array

Special Rules:
 • Independent Character
 • Supporting Fire

Shas’O Arra’kon


169

WS BS S T W I A Ld Sv Unit Type
Shas'O Arra'kon 4 5 5 4 4 3 4 10 3+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Crisis battlesuit
 • Plasma rifle
 • Cyclic ion blaster
 • Airbursting fragmentation projector
 • Counterfire defence system
 • Two gun drones
Signature Systems:
 • Repulsor Impact Field
Special Rules:
 • Independent Character
 • Supporting Fire
 • Very Bulky

Shas’O Sha’vastos


174

WS BS S T W I A Ld Sv Unit Type
Shas'O Sha'vastos 4 5 5 4 4 3 4 10 3+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Crisis battlesuit
 • Plasma rifle
 • Flamer
 • Shield generator
 • Vectored retro-thrusters
 • Two gun drones
Signature Systems:
 • Puretide Engram Neurochip
Special Rules:
 • Independent Character
 • Supporting Fire
 • Very Bulky

Sub-commander Torchstar


154

WS BS S T W I A Ld Sv Unit Type
Sub-commander Torchstar 4 5 5 4 4 3 4 10 3+ Jet Pack Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Crisis battlesuit
 • Two flamers
 • Target lock
 • Drone controller
 • Two marker drones
Signature Systems:
 • Multi-spectrum Sensor Suite
 • Neuroweb System Jammer
Special Rules:
 • Independent Character
 • Supporting Fire
 • Very Bulky

Signature Systems of the Farsight Enclaves

The Signature Systems used in the Farsight Enclaves are, if anything, even rarer than their equivalents in the Tau Empire at large. Only one of each Signature System may be taken per army.

Any character in a Farsight Enclaves Detachment or Formation that may select Signature Systems may use the Signature Systems of the Farsight Enclaves (below), at the points costs shown, in addition to the Signature Systems from Codex: Tau Empire.

Only one of each Signature System can be taken per army.

Talisman of Arthas Moloch 25 pts
Earth Caste Pilot Array 30 pts
Fusion Blades 30 pts
Warscaper Drone 35 pts
Seismic Fibrillator Node 45 pts
The Mirrorcodex 50 pts

Earth Caste Pilot Array

The squat, muscular physiology of the Earth caste makes them ill-fitting pilots for their famous battlesuits. In the Farsight Enclaves, however, it is not unheard of for a battlesuit to be built to accommodate an Earth caste pilot. The honour of donning the Hero’s Mantle has been granted to very few such individuals, but an Earth caste pilot can judge a battlesuit’s accuracy and energy tolerances far better than his Fire caste equivalent, even if his skill at close quarters leaves much to be desired.
XV104 Riptide Battlesuits only. Models with battlesuits only. The model rerolls all rolls of 1 To Hit in the Shooting phase, and may re-roll the dice when using a Nova Reactor. However, their Weapon Skill is 1.

Fusion Blades

This peculiar but deadly innovation was created at the request of the third Commander Brightsword. They are, in appearance, heavily modified fusion blasters, but in truth, they are miracles of science. When the firing impulse is sustained, each weapon can fire a constant stream of energy that blazes from the muzzle of the gun like a blade of pure light. They consume an incredible amount of energy, however, and are prone to shorting out in the midst of battle.
Commander with a twin-linked fusion blaster only. Replace one twin-linked fusion blaster’s profile with the following:

Range S AP Type
- 8 1 Melee, Armourbane, Blind, Power Outage
18" 8 1 Assault 1, Melta, Twin-linked

Power Outage: Roll a D6 at the end of every Assault phase in which the Fusion Blades used their Melee profile. On the roll of a 1, neither the Ranged nor Melee profile may be used for the rest of the game.

Seismic Fibrillator Node

On his adopted home planet of Vior’los, O’Shovah bested the Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic Fibrillator Node, an invention of Earth caste scientist O’Vesa. This disc-like device emits resonant frequencies of such power that they cause localised earth tremors. When used correctly, this tremor can be greatly magnified.
One use only. A model with the Seismic Fibrillator Node may use it at the beginning of any turn. Roll a D6. On the roll of a 1, there is no effect. On a 2+, all open ground within 36" is treated as difficult terrain, and all difficult terrain is treated as dangerous terrain. Roll a D6 at the end of each turn in which the Node’s effects are in play. On a 1-4, the Node’s effects cease. On a 5+, the Node’s effects continue for the duration of the next turn.

Talisman of Arthas Moloch

The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet they recovered a number of strange artefacts there, this hexagrammatic talisman among them. Farsight has seen first hand that the talisman protects the wearer and those around him from baleful energies, though neither he nor his advisors have the faintest idea of how it works.
The Talisman of Arthas Moloch confers a 5+ invulnerable save. In addition, the bearer and all friendly units within 12" add +2 to Deny the Witch rolls.

The Mirrorcodex

After the Damocles Crusade, Farsight applied his genius to unravelling the Imperium’s war doctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes. Farsight attempts the same with every alien species he encounters, incorporating what he learns into his Da’thle’vral, or ‘Mirrorcodex’.
If a model in your army has the Mirrorcodex, you add 1 to your dice roll when Seizing the Initiative. Furthermore, if a model in your army is bearing the Mirrorcodex, roll a D6 at the beginning of each of your turns and consults the table below. The effects listed affect the bearer and all friendly units within 6", and last until the end of the turn.

D6Effect
1-3None 
4Preferred Enemy (Space Marines) special rule 
5Preferred Enemy (Space Marines and Astra Militarum) special rule 
6Preferred Enemy special rule 

Warscaper Drone

Farsight first mastered turning a planet’s environment against his foes on the oxide planet of Arkunasha. Since then, he has never passed up an opportunity to use a world’s topography and climate against the enemy. To achieve this, he sends out Warscaper Drones of his own invention before each major engagement. The drone’s intelligence will augment the owner’s own systems with detailed scans of the local environment, allowing him to draw the enemy into dangerous locations, without putting himself in harm’s way.
Nominate a drone purchased by the character from the Drones list – this is a Warscaper Drone in addition to its usual type. All models in the same unit as the Warscaper Drone has the Move Through Cover, Outflank and Acute Senses special rules. Furthermore, any enemy unit that is both outside of its deployment zone and within 12" of a Warscaper Drone treats difficult terrain as dangerous terrain.

Altar of War: Farsight Enclaves Missions

If either you or your opponent wish to use an Altar of War mission, make a roll-off at the start of The Mission step of Preparing for Battle in Warhammer 40,000: The Rules. The winner of the roll-off can choose either to roll on the Eternal War or Maelstrom of War mission tables, or roll on the Altar of War mission table for their army. Other supplements also have new types of mission tables, and the winner of the dice roll-off could choose to roll on one of those. These rolls will determine which mission is used for the battle. Note that each set of Altar of War missions is linked to a specific Faction; in order to use Altar of War missions, your army’s Warlord must have the appropriate Faction. In the case of Altar of War: Farsight Enclaves, the player rolling on the mission table must choose a Warlord with the Tau Empire Faction.



1-2
ALTAR OF WAR

Or’es Mont’ka

The Fire caste practise two stratagems above all others – the Kauyon, which draws the prey to the Patient Hunter, and the Mont’ka, the technique of the Killing Blow. This latter tenet revolves around the painstaking preparation of a single devastating attack, launched when the course of the war hangs in the balance. The Fire caste will practice long and hard for the final blow that will clinch victory for their warriors, often rehearsing the same series of manoeuvres and fire solutions for days until their forward observers – typically a team of Pathfinders – inform them that now is the time to strike.

When all of the elements are in place, and the enemy army has over-stretched itself, down comes the Killing Blow to sever the head of the foe and end its threat for good. Once the command is given, Fire Warrior Teams hasten to the battle site in squadrons of Devilfish, Crisis Teams drop down from the skies above with all guns blazing, and the sky fills with the contrails of Air caste fighters as the final ambush is launched. Though the plasma bolts, missiles and fusion blasts of the Mont’ka are likely to tear out the enemy army’s throat, it is the carefullyhoned precision of the Fire caste’s synchronised attack that is the most formidable weapon of all.
THE ARMIES
Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. The players roll-off and the winner of the roll-off decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain.

DEPLOYMENT
The enemy player deploys first, anywhere in their half of the table that is more than 9" from the centre line of the table. The Farsight Enclaves player then does likewise.

FIRST TURN
After deployment, the Farsight Enclaves player rolls a D6. On a 2+, the Farsight Enclaves player goes first. On a roll of 1, the enemy player goes first.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
The Farsight Enclaves player wins if, at the end of the game, he has completely destroyed a number of enemy units that is equal to or higher than the number of game turns that have taken place in the game. If not, his opponent wins instead.

MISSION SPECIAL RULES
Reserves.

Practice Makes Perfect: The Farsight Enclaves player may re-roll any Reserve rolls he makes, whether they are passed or failed. In addition, when the Farsight Enclaves player deep strikes a unit, he may re-roll the scatter dice. Lastly, all units in the Farsight Enclaves army have the Acute Senses special rule.

Precision of the Hunter: All Character models in the Farsight Enclaves player’s army have the Precision Shots special rule. In addition, Character models in the Farsight Enclaves player’s army make Precision Shots on To Hit rolls of 5+.

3-4
ALTAR OF WAR

Way of the Broken Sword

Commander Farsight learned early in his training that to break the cohesion of an enemy force is to rob it of strength. Just as the Tau Empire seek to thrive through unity, O’Shovah and his commanders seek to deny their foes the opportunity to do the same. Their pinpoint attacks reduce the enemy command structure to tatters, ensuring that their troops are scattered across a war zone and unable to support each other. Whilst confusion and fear reign amongst their prey, the Hunter Cadres will close in, administering a series of lightning-fast strikes that neutralise or destroy the independent elements of the foe.

The Tau of the Farsight Enclaves call this technique the Way of the Broken Sword. This is a reference to the military council at the beginning of the Arkunasha war in which, when asked about his strategy for engaging and defeating the greenskin threat, Farsight took down a ritual sword and broke its blade in two. Even though the Fire caste have a saying that ‘a broken blade can still cut’, the accuracy and efficacy with which it can do so is greatly reduced, allowing the Tau to strike the killing blow in the meantime.
THE ARMIES
Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain.

DEPLOYMENT
The enemy player deploys first, anywhere in their half of the battlefield that is more than 12" from the centre line. The Farsight Enclaves player then does likewise.

FIRST TURN
After deployment, both players roll a dice, re-rolling ties. The winner of the roll-off may choose to go first or second.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
The player with the most Victory Points at the end of the game is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. In addition, at the end of the game, the Tau player rolls D6+6. The result is the Cohesion Distance (in inches).

For every unit left in play in the enemy army that is within Cohesion Distance to another unit in the same army, the enemy player gets 1 Victory Point. For every unit left in play in the enemy army that is not within Cohesion Distance to another unit in the same army, the Farsight Enclaves player gets 1 Victory Point.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Reserves.

Confusion as a Weapon: Enemy units within 12" of a unit from the Farsight Enclaves army that entered play in the previous player turn must use their lowest Leadership value, not their highest.

Way of the Broken Sword: If the Farsight Enclaves player is not using a model with a specific Warlord Trait as his Warlord, his Warlord automatically has the Way of the Broken Sword Warlord Trait.

5-6
ALTAR OF WAR

Way of the Short Blade

Uniquely amongst his peers in the Fire caste, Commander Farsight places great importance upon the mastery of close-quarters warfare. This is a direct result of his long and bloody wars against the Orks, where he had little choice but to learn how to fight both at close range and even in hand to hand combat – a form of military engagement avoided by the Tau Empire at large. Yet O’Shovah believes that if a Tau warrior learns the arts of close quarters warfare as well as long range slaughter, he will become a true master of the military arts.

In learning how to overcome the foe in close quarters, and in broadcasting the footage of such a feat, O’Shovah gave his forces a potent morale boost – a triumph of the spirit for a race that traditionally fears melee combat. He realised that after receiving the right training and being inspired by the right words, the Fire caste would have discipline and courage enough to defeat the brutish thugs of the savage races where they were strongest. In the process, their self-belief would be rekindled, and their morale would become all but unshakeable for the rest of the war.
THE ARMIES
Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain.

DEPLOYMENT
The enemy player deploys first, anywhere in their half of the table that is more than 9" from the centre line of the table. The Tau player then does likewise.

FIRST TURN
The Farsight Enclaves player goes first unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
Each player must keep a tally of the number of units they cause to be removed from play during any Assault phase. This also includes units removed from play because of Overwatch fire. The Farsight Enclaves player wins if his tally equals more than half of his opponent’s tally. If not, his opponent wins instead.

MISSION SPECIAL RULES
Reserves.

Inspiring Speech: All Tau infantry units have the Stubborn special rule. Roll a D6 at the end of each of the Farsight Enclave player’s turns. If the result is less than the number of Tau units that have been removed from play in the game so far, the Inspiring Speech rule ceases to apply.

Way of the Short Blade: All units in the Farsight Enclaves player’s army have +1 Weapon Skill in this mission. Furthermore, if the Farsight Enclaves player is not using a model with a specific Warlord Trait as his Warlord, his Warlord automatically has the Way of the Short Blade Warlord Trait.

Echoes of War: Farsight Enclaves Missions

Here you will find a selection of Echoes of War missions, which represent key historical battles inspired by the violent struggles within the history of the Farsight Enclaves. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.

For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.



№1
ECHOES OF WAR

Blood in the Red Desert

The brilliant tactician who will earn the name Farsight must free the oxide deserts of Arkunasha from the Orks infesting it. Ten years of war unfold as each side learns to adapt to the hostile red storms and rust devils that haunt Arkunasha’s chasms, engaging the foe whilst living tornadoes of particulate iron whip around them. Though the Tau have unrivalled mobility and a fierce aggression, the desert storms hide the Orks until they can enact their bloody revenge. The fate of the planet hangs in the balance with every battle as Tau ingenuity is matched against the sheer ferocity of the greenskins.
THE ARMIES
One player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands an Ork army from Waaagh! Dok, chosen from Codex: Orks. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army. The Ork player must include a Warboss (to represent one of Painboss Toofjaw’s lieutenants) as the Warlord of his army.

THE BATTLEFIELD
Set up terrain, using the deployment map opposite.

Place Primary Objectives
After setting up the terrain, the players take it in turns to place a total of four Primary Objectives. No objective may be placed further than 18" from one of the short table edges.

DEPLOYMENT
The Ork player must first determine his Warlord Trait. He then deploys first and the Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. Any unit that cannot be deployed starts the game in reserve.

FIRST TURN
The Ork player goes first unless the Farsight Enclaves player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
The player with the most Victory Points at the end of the game is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Primary Objective is worth 2 Victory Points to the player that captures it. In addition, the Farsight Enclaves player scores 1 Victory Point for each enemy character they have killed. Lastly, each side scores 1 Victory Point for each enemy unit that is removed from play in the Assault phase (keep a note of these tallies).

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker*.

* In this mission, the Ork player scores 1 Victory Point for each of his scoring units that end the game with at least one of their models in the Farsight Enclaves deployment zone. Units that are Falling Back or have Gone to Ground do not count.

MISSION SPECIAL RULES
Night Fighting*, Reserves.

*The Red Storm: The Night Fighting mission special rule automatically applies during the first game turn, with no need to roll. At the end of every game turn in which Night Fighting is in play, roll a D6. On the roll of a 1-5, Night Fighting continues to apply in the next game turn; on a roll of a 6, it is no longer in play for the rest of the game.

The Night Vision special rule does not ignore the effects of this version of the Night Fighting mission special rule.

Revelations yet to Come: Farsight’s Dawn Blade is replaced by a master-crafted fusion blaster. Furthermore, the Talisman of Arthas Moloch and the Mirrorcodex may not be chosen by any models in this mission.

Rust Devils: At the beginning of any turn in which the Night Fighting mission special rule is in play, the player whose turn it is rolls a D6. On the roll of a 1-3, nothing happens; on the roll of a 4+, they may place a large blast marker anywhere within 12" of a table edge that is not closer than 1" to model or piece of terrain; this marker is a rust devil. It is treated as impassable terrain and blocks line of sight.

At the beginning of each turn, the player whose turn it is must scatter any rust devil markers in play 2D6" – if a Hit! is rolled, the marker must be moved towards the nearest unit (friend or foe) by the shortest possible route. If the movement does not cause the rust devil to come into contact with any units, it remains in play. If this movement causes a rust devil marker to touch a piece of terrain and/or one or more units, it stops as soon as it is in base contact. Any unit touched by a rust devil marker immediately suffers 2D6 Strength 9 AP`-` hits that use Random Allocation. Once these hits have been resolved, remove the rust devil marker. Vehicles resolve these hits against their side armour.

The Book Unwritten: The Ork Hunters special rule does not apply in this mission.

№2
ECHOES OF WAR

The Battle for Dal’yth

Aun’Va’s campaign to colonise the planets on the other side of the Damocles Gulf has led the Imperium to retaliate with spectacular force. A battle group of Imperial warships have translated from the Warp into the heart of the Tau Empire, hammering their way past militarized colonies and orbital stations to make planetfall upon the core sept world of Dal’yth. Across the planet, Farsight and O’Shaserra mount a series of cunning retaliatory strikes upon the massed ground forces of the Imperial Guard and the Space Marine insertion forces that bolster them.
THE ARMIES
One player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands a Space Marines army chosen from Codex: Space Marines. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army. The Space Marines army cannot include any fortifications.

THE BATTLEFIELD
Set up terrain, using the deployment map opposite.

Place Primary Objectives
After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives.

DEPLOYMENT
The Space Marines player must first determine his Warlord Trait. He then deploys first and the Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. Any unit that cannot be deployed starts the game in reserve.

FIRST TURN
The Farsight Enclaves player goes first unless the Space Marine player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Primary Objective is worth 5 Victory Points to the Space Marines player and 1 Victory Point to the Farsight Enclaves player. In addition, at the end of the game, the Space Marines player receives 1 Victory Point for each of the Farsight Enclaves player’s units that has been completely destroyed, and the Farsight Enclaves player receives 2 Victory Points for each of the Space Marines player’s units that has been completely destroyed. Units that are falling back or are not on the board at the end of the game, count as destroyed for the purposes of this mission. A unit that is removed from play and then re-enters play because of the Imperial Behemoth special rule (below) awards the Farsight Enclaves player 2 Victory Points every time it is removed from play (but not when it is In Transit – see below). Remember to keep track as the game progresses.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Reserves.

High-yield EMP: Once per game, at the beginning of any game turn, the Farsight Enclaves player can activate a High-yield EMP; roll a D6. On a 1, nothing happens. On a 2+, all vehicles on the table (friend or foe!) suffer a single automatic hit on their side armour with the following profile:

RangeSAPType
Infinite1-Assault 1, Haywire

Rapid Reaction: At least half of the Farsight units must begin the game in Reserve. However, the Farsight Enclaves player may re-roll their Reserve rolls, and all Farsight Enclaves infantry units have the Outflank special rule.

Revelations yet to Come: Farsight’s Dawn Blade is replaced by a master-crafted fusion blaster. Furthermore, the Talisman of Arthas Moloch and the Mirrorcodex may not be chosen by any models in this mission.

The Imperial Behemoth: If a Troops or Heavy Support unit in the Space Marines army is removed from play, place it to one side – that unit (or rather an identical reinforcement unit) is now In Transit. At the end of the subsequent Space Marines turn, all units In Transit move into Ongoing Reserves.

№3
ECHOES OF WAR

The War of Dakka

Though Commander Farsight had learnt much about the greenskin psyche on Arkunasha, he encountered an Ork warboss of remarkable cunning after his reconquest of the Damocles Gulf. Diverting almost all of his resources into capturing the alien warlord, Farsight pursued his foe to the colonized world of Atari Vo. The resultant war saw the commander’s anger get the better of his intellect, for Warchief Grog’s asteroid base had crashed into the planet’s capital city, and O’Shovah could not stand to see so many of his people die. Before the end, he had been outmanoeuvred, outgunned and even outguessed by his nemesis; ambushed at the crater that was all that remained of Tau’rota’sha, he barely escaped with his life.
THE ARMIES
One player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume; Commander Farsight must be their Warlord. The other player commands an Ork army from Waaagh! Grog, chosen from Codex: Orks. Both players select forces to an agreed points limit. The Ork player must include a Warboss (to represent Grog himself) as the Warlord of his army, at least one unit of Flash Gitz led by Kaptin Badrukk, and at least two other units of Lootas and/or Flash Gitz (in any combination). The Ork player may not include any fortifications in their army.

THE BATTLEFIELD
Set up terrain, using the deployment map opposite.

DEPLOYMENT
The Ork player must first determine his Warlord Trait. He then deploys up to half of his army first and keeps the rest in Reserve. The Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. He may not keep any units in reserve, apart from Flyers.

FIRST TURN
The Ork player goes first unless the Farsight Enclaves player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
The Farsight Enclaves player gets D3 Victory Points for each of his units that voluntarily leaves the board by the Ork table edge (see Entrapment and Escape). Roll separately to see how many Victory Points each such unit earns at the end of the game. If Commander Farsight himself voluntarily leaves play in this manner, he is worth 3 Victory Points at the end of the game. The Ork player receives 1 Victory Point for each Farsight Enclaves unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. The exception is those units that have voluntarily left play (see Entrapment and Escape).

Note that Farsight Enclaves Flyers are not affected by the above rule, and they obey the usual rules for entering and leaving play.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Reserves.

Air Caste Support: The Farsight Enclaves player may make a Shooting attack in every one of his Shooting phases after the first. This ability is used by Commander Farsight, and counts as firing a ranged weapon.

RangeSAPType
Infinite101Assault 1, Blast

Entrapment and Escape: Farsight Enclaves units can voluntarily leave play by the Ork table edge – as soon as one of the unit’s models moves off the board in this manner, the whole unit is removed.

Grog’s Dakka Elite: All Ork ranged weapons have +1 Strength in this mission. This includes Kaptin Badrukk’s own ranged weaponry.

Revelations yet to Come: Farsight’s Dawn Blade is replaced by a master-crafted fusion blaster. Furthermore, the Talisman of Arthas Moloch and the Mirrorcodex may not be chosen by any models in this mission.

The Crater’s Edge: All Ork units have the Shrouded and Stealth special rules for the duration of the first game turn.

The Jaws of the Trap Close In: All Ork units have the Outflank special rule in this mission, and pass their Reserve Rolls on the result of a 2+.

№4
ECHOES OF WAR

Arthas Moloch

Farsight and his expedition have travelled to the artefact world of Arthas Moloch, intending to scour the greenskin taint from the planet’s surface. In doing so, they have unleashed an ancient evil. A glowing disc of energy has appeared above the Great Star Dais at the heart of the planet’s necropoli, and countless crimson-skinned fiends have spilled out alongside cackling acrobats whose limbs spit mutagenic flame. Farsight is forced to learn quickly of this unholy alliance, concocting a counter-strategy that has very little to do with reason and everything to do with gut instinct. His attack must be swift, for if the forces of Chaos achieve their mutual goals, all three of the Ethereals that have accompanied Farsight’s expedition will be mercilessly slain and, in the process, the Tau Empire will be brought to the brink of perpetual war…
THE ARMIES
One player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands a Daemon army, chosen from Codex: Chaos Daemons, and including only units with the Daemon of Khorne or Daemon of Tzeentch special rules. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army and a single Ethereal. The Daemons player must include one Daemon Prince with the Daemon of Khorne special rule, one Bloodthirster of any type, and one Lord of Change. With the exception of Commander Farsight, neither side may take special characters.

THE BATTLEFIELD
Set up terrain using the deployment map opposite. A piece of terrain representing the Great Star Dias must be placed in the centre of the table.

DEPLOYMENT
The Daemon player must first determine his Warlord Trait. He then deploys up to half of his army using the deployment map opposite and keeps the rest in Reserve. The Farsight Enclaves player deploys second, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. The players then roll-off; the winner of the roll-off deploys a single unit of 20 Ork Boyz, with sluggas and choppas but no other upgrades, anywhere in the Daemons deployment zone that is not within 1" of another model. This unit has no upgrades. If there is not room to deploy the entire unit of Ork Boyz in the Daemons player’s deployment zone, deploy as many as possible – the rest are not used.

FIRST TURN
The Farsight Enclaves player goes first unless the Daemons player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length. In addition, if at the end of any of the Daemons player’s turns from game turn three onwards, there are no units locked in close combat, the game ends immediately.

VICTORY CONDITIONS
If the game ends whilst the Farsight Enclaves player has at least two models with Talismans of Arthas Moloch (see below) in the Daemons player’s deployment zone, the Farsight Enclaves player automatically wins. If the game ends because of the Variable Game Length rule and the Ethereal has been removed from play, the Daemons player automatically wins. Any other result is a draw.

MISSION SPECIAL RULES
Reserves.

Daemonic Focus: The Daemons player may re-roll the dice when rolling on the Warp Storm table

Great Star Dias: Models with the Daemon special rule can re-roll failed invulnerable saves whilst they remain within 2" of the Great Star Dias. If a model is in cover behind the Great Star Dias, it has a 4+ cover save.

The Last Orks Standing: The unit of 20 Ork Boyz is treated as an enemy unit by both players. This unit is Fearless and cannot move (other than to Pile-in or Consolidate), shoot or charge, but can make attacks in the Fight sub-phase. If one player targets this unit with an attack, the other player treats that unit as his own unit purely for the purposes of resolving that attack. Any other rolls that the Ork Boyz need to make are made by the player whose turn it is.

The Talismans of Arthas Moloch: Immediately before determining Warlord Traits, the Farsight Enclaves player must nominate three of his characters to have Talismans of Arthas Moloch – in this mission, more than one can be taken in the same army, and they do not contribute towards the Farsight Enclaves player’s points allowance.

№5
ECHOES OF WAR

The Shield of Eight

A tendril of Hive Fleet Kraken has descended upon the enclave world of Vior’los, intending to devour every ounce of bio-matter it can harvest from O’Shovah’s adopted home. In doing so, they have brought the old warrior out of his hermit-like existence in the desert caves. Donning his customised battlesuit once more, Commander Farsight fights with every iota of determination he can muster against the encroaching swarms, but it is only at the last that he manages to tip the balance. With the aid of his seven most trusted commanders, O’Shovah buys his Earth caste allies the time they need to devise a biological countermeasure that will use the hive fleet’s voracious hunger against itself.
THE ARMIES
One player commands The Eight, with Commander Farsight as its Warlord. The other commands an army chosen from Codex: Tyranids, totalling up to no more than 1500 points and with The Swarmlord as its Warlord.

THE BATTLEFIELD
Set up terrain, using the deployment map opposite. The Farsight Enclaves deployment zone represents the Earth caste research facility should include as many ruins and/or buildings as possible and at least one Bastion.

DEPLOYMENT
The Tyranid player deploys first. The Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite.

FIRST TURN
The Tyranids player goes first unless the Farsight Enclaves player can Seize the Initiative.

GAME LENGTH
The Farsight Enclaves player rolls 2D3+1 at the end of each of his turns. If the result is equal to or less than the turn number, the Earth caste have finished their biological countermeasure, and the game ends immediately.

VICTORY CONDITIONS
If the Earth caste finishes the biological countermeasure, the Farsight Enclaves player wins automatically. The Tyranids player wins if all of the non-drone Tau models are killed and the Bastion has suffered a Catastrophic Breach, Total Collapse or Detonation! result on the Building Damage table. Any other result is a draw.

MISSION SPECIAL RULES
Reserves.

Heroes of the Greater Good: Each non-Drone model in The Eight has the Feel No Pain and It Will Not Die special rules.

The Endless Swarms: If a non-HQ unit from the Tyranids army is removed from play, place it to one side – that unit (or rather an identical reinforcement unit) is now Inbound. At the end of the subsequent Tyranids player’s turn, move all units that are Inbound into Ongoing Reserves.