The
Tau Empire army list is split into following sections:
Dedicated Transport,
Elites,
Fast Attack,
Fortification,
Heavy Support,
HQ,
Lords of War and
Troops. All of the squads, vehicles and characters in the army are placed into one of these categories depending upon their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle.
Before you choose an army, you will need to agree with your opponent upon the type of game you are going to play and the maximum total number of points each of you will spend. Then you can proceed to
pick your army following the guidelines given in the Warhammer 40,000 rulebook.
Wargear List
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.
Where a weapon has two points costs, the first is for a standard, single version, and the second is for a
twin-linked weapon of that type. A twin-linked weapon counts as two choices from this list.
Only one of each Signature System can be taken per army.
Where a support system has two points costs, the second is for a
Riptide,
Ghostkeel and
Stormsurge, and the first is for any other battlesuit.
1 May not be taken by models equipped with Broadside, Riptide or Ghostkeel battlesuits or KV128 Stormsurges.
2 May not be taken by KV128 Stormsurges.
3 May not be taken by models equipped with Riptide battlesuits.
1 May only be taken by models equipped with Broadside battlesuits.
2 May only be taken by a Strike Team or Вreacher Team Shas’ui.
HQ
110 |
Unit Composition: 1 (Unique)
|
100 |
Unit Composition: 1 (Unique), 2 Ethereal Guards
|
60 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Cadre Fireblade |
4 |
5 |
3 |
3 |
3 |
3 |
3 |
9 |
4+ |
Infantry (Character) | |
|
Unit Composition: 1 Cadre Fireblade
|
|
Options: |
|
• May take up to two Drones from the Drones list. |
|
|
| |
85 |
Unit Composition: 1 Commander
|
165 |
Unit Composition: 1 (Unique)
|
135 |
Unit Composition: 1 (Unique)
|
100 |
Unit Composition: 1 (Unique)
|
50 |
Unit Composition: 1 Ethereal
|
190 |
Unit Composition: 1 Commander Shas’O R’alai (Unique), 2 Blacklight Marker Drone
|
145 |
Unit Composition: 1 (Unique)
|
|
Options: |
|
• May take up to two drones from the Drones list. |
|
|
| |
Troops
45 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Fire Warrior |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
| Fire Warrior Shas'ui |
2 |
3 |
3 |
3 |
1 |
2 |
2 |
8 |
4+ |
Infantry (Character) | |
|
Unit Composition: 5 Fire Warriors
|
60 |
Unit Composition: 10 Kroot
|
|
Options: |
|
• May include up to ten additional Kroot | 6 pts/model |
• May include up to three Krootox Riders | 25 pts/model |
• May include up to ten Kroot Hounds | 5 pts/model |
• May upgrade one Kroot to a Shaper | 15 pts |
• Shaper may exchange his Kroot rifle for either a pulse rifle or a pulse carbine | 4 pts |
• May upgrade all models with Kroot rifles to take sniper rounds | 1 pt/model |
|
45 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Fire Warrior |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
| Fire Warrior Shas'ui |
2 |
3 |
3 |
3 |
1 |
2 |
2 |
8 |
4+ |
Infantry (Character) | |
|
Unit Composition: 5 Fire Warriors
|
30 |
A Drone Sentry Turret Team is a Troops choice for a Codex: Tau Empire army, but does not count as one of the army’s compulsory Troops choices.
Unit Composition: 1 Drone Sentry Turret
|
25 |
Unit Composition: 6 Gue’vesa’la
|
|
Options: |
|
• May include up to six additional Gue’vesa’la | 4 pts/model |
• May upgrade one Gue’vesa’la to a Gue’vesa’ui | 10 pts |
• A Gue’vesa’ui may exchange his lasgun for a pulse rifle | 3 pts |
• The entire unit may take frag grenades | 1 pt/model |
|
Strike Team Bright Conquest
134 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Shas’ui Kye’n |
2 |
3 |
3 |
3 |
1 |
2 |
2 |
8 |
4+ |
Infantry (Character) | |
| Shas’la Obita |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
| Shas’la Tun’ot |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
| Shas’la Sep’gumi |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
| Fire Warrior |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
4+ |
Infantry | |
|
Unit Composition: 1 Shas’ui Kye’n (Unique), 1 Shas’la Obita (Unique), 1 Shas’la Tun’ot (Unique), 1 Shas’la Sep’gumi (Unique), 6 Fire Warriors
|
Elites
XV104 Riptide Battlesuits
180 |
Unit Composition: 1 Riptide Shas’vre
|
90 |
Unit Composition: 3 Stealth Shas’ui
|
|
Options: |
|
• May include up to three additional Stealth Shas’ui | 30 pts/model |
• Any Stealth Shas’ui may take a single item from the Support Systems list. |
• For every three models in the squad (excluding Drones), one may replace his burst cannon with a fusion blaster | 5 pts/model |
• May upgrade one Stealth Shas’ui to a Stealth Shas’vre | 10 pts |
• A Stealth Shas’vre may take up to one item from the Support Systems list. |
• A Stealth Shas’vre may take: |
- Homing beacon | 10 pts |
- Markerlight and target lock | 5 pts |
• A Stealth Shas’vre may take up to two Drones from the Drones list. |
• The entire unit may take the Bonding Knife Ritual special rule | 1 pt/model |
|
22 |
Unit Composition: 1 Crisis Shas’ui
|
|
Options: |
|
• May include up to eight additional Crisis Shas’ui | 22 pts/model |
• Any Crisis Shas’ui may take up to three items from the Ranged Weapons and/or Support Systems lists. |
• May upgrade one Crisis Shas’ui to a Crisis Shas’vre | 10 pts |
• A Crisis Shas’vre may take up to three items from the Ranged Weapons, Signature Systems and/or Support Systems lists. |
• Any Crisis Shas’ui or Crisis Shas’vre may take up to two Drones from the Drones list. |
• The entire unit may take the Bonding Knife Ritual special rule | 1 pt/model |
|
32 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Crisis Bodyguard |
2 |
3 |
5 |
4 |
2 |
2 |
3 |
9 |
3+ |
Jet Pack Infantry | |
|
Unit Composition: 1 Crisis Bodyguard
|
|
Options: |
|
• May include up to eight additional Crisis Bodyguards | 32 pts/model |
• Any Crisis Bodyguard may take up to three items from the Support Systems and/or Ranged Weapons lists. |
• Any Crisis Bodyguard may take items from the Signature Systems list. |
• Any Crisis Bodyguard may take up to two Drones from the Drones list. |
• The entire unit may take the Bonding Knife Ritual special rule | 2 pts/model |
|
XV95 Ghostkeel Battlesuit
130 |
Unit Composition: 1 Ghostkeel Shas’vre, 2 MV5 Stealth Drones
|
Fast Attack
AX3 Razorshark Strike Fighter
145 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| AX3 Razorshark Strike Fighter |
3 |
11 |
10 |
10 |
3 |
Vehicle (Flyer) | |
|
Unit Composition: 1 AX3 Razorshark Strike Fighter
|
160 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| AX39 Sun Shark Bomber |
3 |
11 |
10 |
10 |
3 |
Vehicle (Flyer) | |
|
Unit Composition: 1 AX39 Sun Shark Bomber, 2 MV17 Interceptor Drones
|
56 |
Unit Composition: 4 MV1 Gun Drones
|
|
Options: |
|
• May include up to eight additional MV1 Gun Drones | 14 pts/model |
• May upgrade any MV1 Gun Drone to: |
- MV7 Marker Drone | free |
- MV4 Shield Drone | free |
|
44 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Pathfinder |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
7 |
5+ |
Infantry | |
| Pathfinder Shas’ui |
2 |
3 |
3 |
3 |
1 |
2 |
2 |
8 |
5+ |
Infantry (Character) | |
|
Unit Composition: 4 Pathfinders
|
40 |
Unit Composition: 1 TX4 Piranha
|
80 |
Unit Composition: 1 TY7 Devilfish
|
Transport Capacity: Twelve models. A Devilfish may transport Drones, but may not transport models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: One on each side and one to the rear.
72 |
Unit Composition: 4 Vespid Stingwings
|
|
Options: |
|
• May include up to eight additional Vespid Stingwings | 18 pts/model |
• May upgrade one Vespid Stingwing to a Vespid Strain Leader | 10 pts |
|
AX3 Razorshark Strike Fighters
145 |
|
|
BS |
F |
S |
R |
HP |
Unit Type |
Combat Role |
Pursuit |
Agility | |
| AX3 Razorshark Strike Fighter |
3 |
11 |
10 |
10 |
3 |
Vehicle (Flyer) |
Attack Flyer |
3 |
3 | |
|
Unit Composition: 1 AX3 Razorshark Strike Fighter
|
160 |
|
|
BS |
F |
S |
R |
HP |
Unit Type |
Combat Role |
Pursuit |
Agility | |
| AX39 Sun Shark Bomber |
3 |
11 |
10 |
10 |
3 |
Vehicle (Flyer) |
Bomber |
2 |
2 | |
|
Unit Composition: 1 AX39 Sun Shark Bomber, 2 MV17 Interceptor Drones
|
Barracuda Air Superiority Fighter
130 |
|
|
BS |
F |
S |
R |
HP |
Unit Type | |
| Barracuda Air Superiority Fighter |
4 |
11 |
11 |
10 |
2 |
Vehicle (Flyer) | |
|
Unit Composition: 1 Barracuda
|
DX-6 Remora Drone Fighter Squadron
90 |
Unit Composition: 1 DX-6 Remora
|
|
Options: |
|
• May include up to four additional DX-6 Remoras | 90 pts/model |
|
|
| |
75 |
Unit Composition: 1 Great Knarloc, 4 Kroot Goads
|
|
Options: |
|
• May include up to four additional Kroot Goads | 6 pts/model |
• May upgrade one Kroot Goad to a Shaper | 15 pts/model |
• A Shaper may exchange his Kroot rifle for either a pulse rifle or a pulse carbine | 4 pts |
• May upgrade all models with Kroot rifles to take sniper rounds | 1 pt/model |
• The Great Knarloc may be upgraded to have the Baggage Laden special rule | free |
|
75 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Knarloc Rider |
4 |
3 |
5 |
4 |
2 |
3 |
3 |
7 |
6+ |
Cavalry | |
|
Unit Composition: 3 Knarloc Riders
|
|
Options: |
|
• May include up to six additional Knarloc Riders | 25 pts/model |
• May upgrade all models with Kroot rifles to take sniper rounds | 1 pt/model |
|
Mounted Great Knarloc Herd
85 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Mounted Great Knarloc |
4 |
3 |
6 |
5 |
5 |
3 |
3 |
7 |
6+ |
Monstrous Creature | |
|
Unit Composition: 1 Mounted Great Knarloc
|
|
Options: |
|
• May include up to two additional Mounted Great Knarlocs | 85 pts/model |
• All the Mounted Great Knarlocs in the herd may upgrade their Kroot bolt throwers to fire explosive bolts. | 15 pts/model |
• Any Mounted Great Knarloc in the herd may exchange their Kroot bolt thrower for twin-linked Kroot gun. | 20 pts |
|
70 |
Unit Composition: 1 Piranha TX-42
|
35 |
Unit Composition: 1 Tetra Scout Speeder
|
|
Options: |
|
• The team may include up to three Tetras | 35 pts/model |
• Any Tetra may take items from the Vehicle Battle Systems list. |
|
XV9 Hazard Close Support Team
75 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Hazard Shas'yr |
3 |
3 |
5 |
5 |
2 |
3 |
2 |
8 |
3+ |
Jet Pack Infantry | |
|
Unit Composition: 1 Hazard Shas'yr
|
Heavy Support
58 |
Unit Composition: 1 Firesight Marksman, 3 MV71 Sniper Drones
|
|
Options: |
|
• May include up to two additional Firesight Marksmen | 13 pts/model |
• May include up to six additional MV71 Sniper Drones | 15 pts/model |
|
|
| |
125 |
Unit Composition: 1 TX7 Hammerhead Gunship
|
115 |
Unit Composition: 1 TX78 Sky Ray Gunship
|
XV88 Broadside Battlesuits
65 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Broadside Shas’ui |
2 |
3 |
5 |
4 |
2 |
2 |
2 |
8 |
2+ |
Infantry | |
| Broadside Shas’vre |
2 |
3 |
5 |
4 |
2 |
2 |
3 |
9 |
2+ |
Infantry (Character) | |
|
Unit Composition: 1 Broadside Shas’ui
|
50 |
Unit Composition: 2 Heavy Gun Drones
|
260 |
Unit Composition: 1 R’varna Shas’vre
|
|
Options: |
|
• The R’varna Shas’vre may take up to two Shielded Missile Drones | 25 pts each |
• The R’varna Shas’vre may take up to two items from the Support Systems list (with the same restrictions of choice that apply to a Riptide battlesuit). |
|
|
| |
Lords of War
360 |
Unit Composition: 1 KV128 Stormsurge
|
2 000 |
Unit Composition: 1 Manta
|
Transport Capacity: The Manta has two transport bays that are treated separately as to what they may carry into battle:
- The upper deck may only transport models with the Infantry unit type (this includes Jet Pack Infantry (Drone)) and has Transport Capacity 55 models.
- The lower deck has a Transport Capacity of 145 models (including Jet Pack Infantry (Drone) and up to 8 Tau Battlesuits with the Jet Pack Infantry. These units take up Transport Capacity as normal). It also has the ability to carry up to 4 non-super-heavy, non-flyer vehicles (which count as 30 models each). Transport vehicles being transported in this fashion may themselves carry units without those units taking up space on the Manta.
Fire Points: None.
Access Points: Rear transport ramp, lower transport deck elevator
400 |
Unit Composition: 1 Orca
|
Transport Capacity: The Orca may transport 57 models. It may transport models with the type Jet Pack Infantry (Drone), and up to six Tau Battlesuits with the Jet Pack Infantry. These units take up Transport Capacity as normal.
Fire Points: None.
Access Points: Rear transport ramp
520 |
Unit Composition: 1 Tiger Shark
|
660 |
Unit Composition: 1 Tiger Shark AX-1-0
|
Fortification
30 |
|
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| Sensor Tower |
- |
2 |
- |
6 |
2 |
- |
- |
- |
4+ |
Drone Tower | |
|
Unit Composition: 1 Sensor Tower
|
|
Options: |
|
• May include up to three additional Sensor Towers | 30 pts/model |
• All Sensor Towers in the unit may be upgraded to have one of the following: |
- Positional relay | 10 pts/model |
- Homing beacon | 15 pts/model |
|
Drifting into position with a bass rumble of repulsor jets, the Tidewall Droneport serves as a mobile bunker for the warriors of the Fire caste amid the mayhem of battle. Not only do these ingenious platforms provide their occupants with heavy cover from which to fight, their manoeuvrability makes them ideal lures for a Kauyon battle plan. The structure’s greatest strategic asset, however, is its arsenal of nested Drones. These potent machines begin most battles powered down, passively downloading combat telemetry from their parent platform. However, at the command of the platform’s garrison the Drones detach, darting out to provide covering fire, mark targets for missile strikes, or employ built-in shield generators to provide further protection to the Tau manning the defence line.
60 |
Composition: 1 Tidewall Droneport
Terrain Type: Battlefield debris (
defence line).
Weapons: A Tidewall Droneport has four
Drones chosen in any combination from the following list:
Special Rules:
Drone Control Systems:
The four
Drones start the game attached to the platform. They cannot perform any actions or be attacked while they remain attached. If the platform is occupied by any model with the
Tau Empire Faction, then the Drones can be activated at the start of the occupying model’s
Movement phase. When activated, the Drones immediately detach themselves from the platform in the same manner as
Drones detaching from a vehicle. They are treated as part of the army that activated them for the rest of the battle, even if their platform is later abandoned.
Firebase:
Re-roll
To Hit rolls of 1 for shooting attacks made by models with the
Tau Empire Faction that are on a Tidewall Droneport.
Mobile Defence Position:
If you take a Tidewall Droneport as part of your army, you may move it up to 6" in the
Movement phase. It cannot move if there are any enemy models on it or if any friendly models on it are
locked in combat, and it may only carry friendly models if all members of their unit are on the Fortification. Models carried with it are treated as being
stationary for the purposes of firing weapons, but cannot move themselves in the same phase. Tidewall Droneports can only move over
open ground, and cannot move within 1" of enemy models.
The battlefield reverberates to the fearsome whip-crack of rail-weaponry as the Tidewall Gunrig opens fire. Manned by hard-eyed Fire caste warriors, these mobile turrets mount devastating twin-linked railguns that are more than capable of ripping apart tanks and monstrous beasts with volleys of hyper-sonic rounds. The combination of manoeuvrability and tremendous firepower possessed by these moving weapon platforms makes them exceptionally dangerous to their foes. Whether hovering inexorably into battle with their guns blazing, backing slowly away from the enemy while systematically eliminating their heaviest armour, or rising from concealment to catch the foe in a lethal crossfire, Tidewall Gunrigs are an indispensable part of the Fire caste arsenal.
85 |
Composition: 1 Tidewall Gunrig. The Tidewall Gunrig consists of a defence platform with an attached gun battery.
Terrain Type: The defence platform is
battlefield debris (
defence line), and the attached gun battery is
battlefield debris (
gun emplacement).
Weapons: The gun battery is a
twin-linked railgun that can fire
solid shot and
submunitions.
Special Rules:
Firebase:
Re-roll
To Hit rolls of 1 for shooting attacks made by models with the
Tau Empire Faction that are on a Tidewall Gunrig.
Identification Protocols:
The
twin-linked railgun may only be fired by models with the
Tau Empire Faction that are on the Tidewall Gunrig.
Mobile Defence Position:
If you take a Tidewall Gunrig as part of your army, you may move it up to 6" in the
Movement phase. It cannot move if there are any enemy models on it or if any friendly models on it are
locked in combat, and it may only carry friendly models if all members of their unit are on the Fortification. Models carried with it are treated as being
stationary for the purposes of firing weapons (this includes the Tidewall Gunrig’s
railgun), but cannot move themselves in the same phase. Tidewall Gunrigs can only move over
open ground, and cannot move within 1" of enemy models.
Shielded behind the glowing energy barriers of the Tidewall Shieldline, the warriors of the Fire caste punish their foes from a position of relative safety. Their guns blaze, punching enemy warriors off their feet, while the foe’s return fire ricochets from fields of crackling power or even rebounds back into their own lines with lethal force. Able to hover across the battlefield on thrumming grav repulsor engines, these mobile barricades present Fire caste commanders with an impressive range of strategic options. From fighting retreats that take their cover with them, to wrong-footing or funnelling enemy forces into prepared kill-zones, the Tidewall Shieldline is an invaluable strategic tool for both defence and misdirection.
60 |
Composition: 1 Tidewall Shieldline
Terrain Type: Battlefield debris (
defence line).
Special Rules:
Firebase:
Re-roll
To Hit rolls of 1 for shooting attacks made by models with the
Tau Empire Faction that are on a Tidewall Shieldline.
Mobile Defence Position:
If you take a Tidewall Shieldline as part of your army, you may move it up to 6" in the
Movement phase. It cannot move if there are any enemy models on it or if any friendly models on it are
locked in combat, and it may only carry friendly models if all members of their unit are on the Fortification. Models carried with it are treated as being
stationary for the purposes of firing weapons, but cannot move themselves in the same phase. Tidewall Shieldlines can only move over
open ground, and cannot move within 1" of enemy models.
Tidewall Field:
Roll a dice each time a successful
cover save is made for a model within 1" of a Tidewall Shieldline’s energy barrier, so long as the barrier is between the attacker and the target. On a roll of 6 the attacking unit suffers 1
Randomly Allocated Wound or
glancing hit, resolved at the same AP as the attacking weapon.
Enemies caught in the sights of the Tidewall Gunfort stand little chance of survival. The defensive formation’s Tidewall Gunrigs are linked by a localised tactical network, allowing each weapon platform to triangulate optimised firing solutions with merciless efficiency and select the ideal ammunition to use against their target. Clouds of submunitions burst amid enemy infantry waves, their blast-clouds meticulously overlapping to cut apart the maximum number of enemies. Meanwhile, armoured vehicles find themselves struck again and again, each hyper-sonic railgun round striking the exact same point on the target’s hull. A single railgun round is difficult enough to shrug off without sustaining crippling damage – three striking at once is a death sentence for all but the heaviest enemy vehicles.
255 |
Composition: Fortification Network consisting of:
Please refer to each fortification’s individual datasheet for its terrain type, weapons and special rules.
Set-up: When setting up a Tidewall Gunfort, each
Tidewall Gunrig must be placed within 6" of the network’s other two Gunrigs.
If you wish to move the Gunfort, then it must finish the move in the same configuration as it started.
Special Rules: The following special rules apply to the
Tidewall Gunrigs that make up the Tidewall Gunfort, in addition to the special rules on their datasheet:
Coordinated Strike:
Once per turn, a model firing a
railgun from a Tidewall Gunfort can make a coordinated strike. If it does so, all of the railguns from the Gunfort fire at the same target unit using the model’s Ballistic Skill, and may not be fired separately in the same
Shooting phase. Railguns firing in a coordinated strike add 1 to their Strength if using
submunitions, and receive the
Armourbane special rule if using
solid shot.
It is a foolish foe indeed who attempts an assault against a Tidewall Rampart; the sheer firepower and resilience of this mobile fortification is enough to see whole squadrons of tanks or phalanxes of enemy warriors annihilated in short order. Central to the role of this strongpoint is its Tidewall Gunrig, whose twin-linked railgun tirelessly scans for nearby foes. To augment the offensive lethality of this potent weapon, Tau warriors deployed within the rampart can transfer telemetry data from its Droneport to ensure optimal accuracy and target prioritisation. Meanwhile, the fortification’s networked AI actively boosts the energy barrier projected by its Tidewall Shieldlines, ensuring that enemy fire is turned back upon the foe.
265 |
Composition: Fortification Network consisting of:
Please refer to each fortification’s individual datasheet for its terrain type, weapons and special rules.
Set-up: When setting up a Tidewall Rampart, all of the
Shieldlines must be set up in a continuous line, each touching at least one other Shieldline in the network. Each
Gunrig must then be set up within 6" of one of the network’s Shieldlines, and each
Droneport must be set up within 6" of one of the network’s Gunrigs.
If you wish to move the Tidewall Rampart, then it must finish the move in the same configuration as it started.
Special Rules: The following special rules apply to the models in the Tidewall Rampart, in addition to the special rules on their datasheets:
Field Network: Roll a dice each time a successful
cover save is made for a model on a Tidewall
Gunrig or
Droneport if one of the
Shieldlines’ barriers is between the attacker and the target. On a roll of 6 the attacking unit suffers 1
Randomly Allocated Wound or
glancing hit with the
Ignores Cover special rule, resolved at the same AP as the attacking weapon.
Telemetry Relay: In the
Shooting phase, a model with the
Tau Empire Faction that is on a Tidewall Droneport can upload telemetry data for an enemy unit within its
line of sight instead of shooting. If it does so, models firing the network’s
Tidewall Gunrig against that enemy unit add 1 to their Ballistic Skill and gain the
Tank Hunter and
Monster Hunter special rules until the end of the phase.
Enemy warriors flow around the Tidewall Defence Network, breaking like waves against a rocky shore. Shielded within their energised redoubts and bunkers, the Tau defenders stand firm against this tide, calmly recalibrating the alignment of their Shieldlines, Droneports and Gunrigs to best channel the enemy into deadly crossfires or leave them exposed to other elements of the Tau force. All of the network’s defenders can operate any part of it, redirecting railgun fire or detaching Drones from their nests to join the fight as the tactical situation demands. When several Tidewall Defence Networks deploy at once, they form a floating fortress that hovers inexorably across a planet’s surface, obliterating any foes that cross its path.
Points as per models |
Composition: Fortification Network consisting of:
Please refer to each fortification’s individual datasheet for its terrain type, weapons and special rules.
Set-up: When setting up a Tidewall Defence Network, place the
Tidewall Shieldlines so they form the sides of a square (the gaps at the corners of this square should be no greater than 3"), and then place the
Gunrig or
Droneport in the centre of the Shieldline square.
If you wish to move the Tidewall Defence Network, then it must finish the move in the same configuration as it started.
Special Rules: The following special rules apply to the models in the Tidewall Defence Network, in addition to the special rules on their datasheets:
Indomitable Position:
Models with the
Tau Empire Faction have the
Stubborn special rule whilst on a
Tidewall Shieldline from a
Tidewall Defence Network.
Information Relay:
Models with the
Tau Empire Faction on a
Tidewall Shieldline from a
Tidewall Defence Network can operate the
railgun or activate the
Drones on its central platform.