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Special Rules

Contents
Tau Empire Special Rules
• Bonding Knife Ritual
• Fire Team
• Supporting Fire
• Failure is Not an Option
Drones
• Unit Upgrade Drones
• Independent Characters and Drones
• Vehicle Drones
• Attached Drones
• Detaching Drones
• Drones Profiles
• 
MV17 Interceptor Drones
• 
Drone Tower
Special Rules
• Afterburners
• Blademaster
• Command-link
• Defender of the Greater Good
• Fight on Foot
• Fighting Retreat
• Great Invocation
• Guardian Field
• Hammerhead Ace
• High Velocity Deployment
• Homing
• Invocation of Elements
• MV52 Shield Generator
• Nova-charge
• Stabilising Anchors
• Stealth Field
• Supreme Loyalty
• Sworn Protector
• Target Acquired
• Turret Mounting
• Volley of Fire
• 
AA Fire
• 
Agile
• 
Auto-targeting
• 
Baggage Laden
• 
Cluster Fire
• 
Death to Traitors
• 
Drone Rack
• 
Eaters of the Dead
• 
Energy Shield
• 
Feeding Frenzy
• 
Herd
• 
Immobile Vehicle
• 
Lone Warrior
• 
Multi-phasic Sensor Suite
• 
Nova Reactor (R’varna class)
• 
Transport Elevator
• 
Transport Ramp
Tactical Objectives
Warlord Traits
• 
Assassin
Wing Leaders
• 
Tau Empire Wing Leaders
This section details army special rules including Tau Empire Special Rules, Drones, Tactical Objectives, Warlord Traits and Wing Leaders.

Tau Empire Special Rules


Bonding Knife Ritual

Many Tau groupings undergo the solemn and bloody ceremony known as the ta’lissera. Those teams that share this bond swear to support one another at all costs for the rest of their lives.
A unit consisting entirely of models with this special rule (not counting Drones) benefits from Heroic Morale, even if they are not accompanied by an Independent Character.

Fire Team

Some battlesuit and battle tank sensor-systems can be networked to provide enhanced efficiency when they fight in dedicated fire teams.
Whilst a unit with this special rule includes 3 vehicles or Monstrous Creatures, all vehicles and Monstrous Creatures in the unit have+1 Ballistic Skill.

Supporting Fire

Fire caste doctrine, as laid down in the Code of Fire, instructs every warrior to protect their comrades. Using overlapping fields of fire, teams provide each other this mutual support on the battlefield.
When an enemy unit declares a charge, all friendly models with this special rule in units within 6" of the charging unit’s target can choose to fire Overwatch as if they were also targets of the charge. Note that a unit can still only fire Overwatch once each phase.

Failure is Not an Option

Beneath the measured stare of an Ethereal, all Tau find themselves filled with new and near fanatical purpose. However, should such a revered leader fall in battle, his loss will cause utter dismay.
All friendly models with the Tau Empire Faction within 12" of the Ethereal use his Leadership for Fear, Morale, Pinning and Regroup tests. However, if the Ethereal is removed as a casualty in a mission that uses Victory Points, your opponent gains one additional Victory Point.

Drones

Tau Drones are independent artificial intelligences, programmed to support and protect the Tau and their allies in battle.
A unit comprised entirely of Drones is a non-scoring unit. Drones do not have the Bulky special rule.

Unit Upgrade Drones

Drones taken as upgrades for a unit act as additional squad members in all regards. They are unable to leave their unit and must maintain unit coherency with their unit at all times. Drones taken as upgrades cannot purchase options, however, and so do not pay for them if their unit does so.

For example: If a unit o f six Fire Warriors takes two Gun Drones and purchases EMP grenades, they only pay 12 points for the EMP grenades (2 points for each Fire Warrior in the squad).

Independent Characters and Drones

Independent Characters who have taken Drones as upgrades arc still permitted to join units, in which case both the character and his Drones join the unit. If the Independent Character then leaves the unit, all his surviving Drones also leave the unit, forming a separate unit with him.

If the Independent Character is killed whilst part of a unit, his surviving Drones are thereafter part of that unit and cannot leave it; the Independent Character's unit has, for the purposes of Victory Points, been destroyed.

If the Independent Character is killed while he is not joined to another unit, do not remove any surviving Drones the unit is not destroyed until all the Drones have been destroyed as well. These Drones cannot join other units. Another Independent Character can join the surviving Drones, but as they are not his upgrades, he cannot take them with him if he then joins another unit.

Vehicle Drones

Some vehicles include two Drones these start the game attached to the vehicle.

Attached Drones

Whilst attached to the vehicle, Drones are treated as embarked passengers (although they don’t count against a vehicle’s Transport Capacity and they can even be attached to a vehicle that doesn’t have a Transport Capacity). This means that while they are attached, they can make shooting attacks as if they were passengers shooting from Fire Points, using their location on the vehicle to determine line of sight, range etc. Unlike other models shooting from fire Points, attached Drones must shoot at the same target as the vehicle they are attached to. Target Acquired abilities used by a Tau vehicle, or vehicle squadron, also apply to any attached Drones in the unit.

If a vehicle is destroyed before it has detached its Drones, the Drones are automatically destroyed along with it.

Detaching Drones

During any friendly Movement phase, Drones may detach from their vehicle in the same way as Infantry disembarking from an Open-topped Transport. All Drones from a vehicle or vehicle squadron must detach at the same time they then form a single new unit.

After detaching, Drones cannot re-attach to any vehicle, but they can embark on Transport vehicles in the same manner as other Drones.

Drones that started the game attached to a vehicle do not award Victory Points when destroyed. In addition, your opponent only needs to destroy the vehicle, and not that vehicle’s detached Drones as well, to be awarded any Victory Points it is worth.

Drones Profiles


WS BS S T W I A Ld Sv Unit Type
MV1 Gun Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV4 Shield Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV7 Marker Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV8 Missile Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV17 Interceptor Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV31 Pulse Accelerator Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV33 Grav-inhibitor Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV36 Guardian Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV52 Shield Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV62 Command-link Drone 2 2 3 4 1 4 1 7 4+ Jet Pack Infantry (Drone)
MV84 Shielded Missile Drone 2 2 4 6 1 4 1 7 4+ Jet Pack Infantry (Drone)
MB2 Recon Drone 2 2 3 4 2 4 1 7 4+ Jet Pack Infantry (Drone)
MV1 GUN DRONE
Mounting underslung twin-linked pulse carbines, Gun Drones provide their controller with additional covering fire.

Wargear
 • Twin-linked pulse carbine

Special Rules
 • Supporting fire
MV4 SHIELD DRONE
Projecting a powerful counter-ballistic force field, Shield Drones protect their operators from harm.

Wargear
 • Shield generator

Special Rules
 • Supporting fire
MV7 MARKER DRONE
Fitted with a markerlight and predictive tracking module, Marker Drones can paint targets and call in seeker missile strikes.

Wargear
 • Markerlight

Special Rules
 • Supporting fire
MV8 MISSILE DRONE
The Missile Drone launches volleys of lethal explosive warheads at the foe.

Wargear
 • Missile pod

Special Rules
 • Supporting fire
MV17 INTERCEPTOR DRONE
Sun Sharks’ Interceptor Drones race through the skies around their parent craft, forming a fast-moving screen like outriders around an armoured column.

Wargear
 • Twin-linked ion rifle

Special Rules
 • Afterburners
 • High velocity deployment
 • Interceptor
 • Skyfire
 • Supporting fire
MV31 PULSE ACCELERATOR DRONE
The Pulse Accelerator Drone augments the pulse weaponry of its operator's squad lending greater range to their fire.

Wargear
 • Pulse accelerator

Special Rules
 • Supporting fire
MV33 GRAV-INHIBITOR DRONE
This Drone hovers protectively at its operator's shoulder, driving back the enemy with thrumming gravity waves.

Wargear
 • Gravity wave projector

Special Rules
 • Supporting fire
MV36 GUARDIAN DRONE
The Guardian Drone has emitters that project a protective energy field to nearby field amplifier relay units.

Special Rules
 • Guardian field
MV52 SHIELD DRONE
This prototype Drone emits a potent force shield capable of blocking even the most powerful attacks.

Special Rules
 • Mv52 shield generator
MV62 COMMAND-LINK DRONE
The hardened comms-arrays of these Drones relay a Commander’s plans to their troops with lightning speed.

Special Rules
 • Command-link
MV84 SHIELDED MISSILE DRONE
The Shielded Missile Drone uses its cohesive energy field to absorb incoming shots, while its missiles are out to destroy the foe.

Wargear
 • Missile pod
 • Shield generator

Special Rules
 • Supporting fire
MB2 RECON DRONE
The Recon Drone mounts an array of support systems to aid Pathfinder Teams in the field.

Wargear
 • Burst cannon
 • Homing beacon
 • Positional relay

Special Rules
 • Supporting fire
 • Turret mounting

MV17 Interceptor Drones

MV17 Interceptor Drones have the Interceptor, Skyfire and Supporting Fire special rules, and can Turbo-boost as if they were Jetbikes. In addition, they can detach at any point during the Sun Shark’s move (even if it is Zooming). A Sun Shark Bomber that moves before its Interceptor Drones detach can continue its move immediately after.

Interceptor Drones can also detach from a Sun Shark at the start of the Attack sub-phase in a Dogfight, before either Flyer attacks. The Drones immediately attack the enemy Flyer taking part in the Dogfight, using the range between the Sun Shark and its opponent for the attacks. The Drones have the Skyfire special rule regardless of the angle of attack. The Drones reattach themselves to the Flyer after the Dogfight is complete, but they are immediately destroyed if the Sun Shark is destroyed.

Drone Tower

A Drone Tower counts as impassable terrain and provides no cover. During deployment, each Drone Tower deployed after the first must be placed no more than 6" away from another Drone Tower. A Drone Tower may be shot at and attacked in close combat. It is hit automatically in close combat and has related profile. A Drone Tower may make a shooting attacks in the Shooting phase using its own BS score and does not require the presence of friendly models to do so. Its shooting attacks are resolved as per the standard rules by the player that deployed them onto the table, and once reduced to zero wounds, a Drone Tower is removed from the board.

Special Rules


Afterburners

Interceptor Drones can Turbo-boost as if they were Jetbikes.

Blademaster

When fighting in a challenge, Aun’Shi must choose a fighting stance - either the Patient Blade or the Killing Blade - each turn, immediately before any To Hit rolls are made in the challenge.
  • Patient Blade: re-roll all failed saving throws until the end of the current phase.
  • Killing Blade: honour blade has the Rending special rule until the end of the current phase.

Command-link

Nominate a single friendly unit within 12" of the Command-link Drone at the start of each friendly Shooting phase. That unit re-rolls Tо Hit rolls of 1 until the end of the phase.

Defender of the Greater Good

All Stealth Shas’ui and Stealth Shas’vre models in the same unit as Commander Shadowsun have the Sworn Protector special rule.

Fight on Foot

Darkstrider can only join Breacher Teams, Strike Teams or Pathfinder Teams.

Fighting Retreat

Darkstrider, and his unit, can consolidate D6" in any direction immediately after firing Overwatch (before rolls for charge range are made).

Great Invocation

When using the Invocation of the Elements special rule, Aun’Va invokes up to two elemental powers per turn, instead of just one.

Guardian Field

A Guardian Field confers a 5+ invulnerable save to the Guardian Drone and a 6+ invulnerable save to all other models in its unit. A Guardian Field confers a 5+ invulnerable save to other models in the Drone’s unit that have a field amplifier relay.

Hammerhead Ace

Longstrike’s Hammerhead is Ballistic Skill 5 and has the XV02 Pilot Battlesuit Signature System. If Longstrike’s Hammerhead is destroyed, he is slain. Longstrike and his Hammerhead are a single unit for the purposes of Victory Points.

High Velocity Deployment

Interceptor Drones can disembark at any point during the Sun Shark’s move (even though models cannot normally disembark from Zooming Flyers). Note that, unlike other Transports, a Sun Shark Bomber that moves before its Interceptor Drones disembark can continue its move immediately after they have disembarked.

Homing

Smart missile systems can be fired at targets out of the unit’s line of sight.

Invocation of Elements

At the start of each of the Ethereal’s Movement phases, choose one of the four elemental powers listed below to invoke. The Ethereal, and all friendly non-vehicle models from Codex: Tau Empire in units within 12", benefit from the effects of the elemental power until the start of the Ethereal’s next Movement phase. If the Ethereal is slain, the elemental power ends immediately.

MV52 Shield Generator

The MV52 shield generator confers a 3+ invulnerable save.

Nova-charge

This profile can only be used if a Riptide Shas’vre uses his nova reactor to charge his primary weapon.

Stabilising Anchors

In your Shooting phase, in addition to firing normally, a Stormsurge can begin deploying its anchors; from then on the Stormsurge cannot move under any circumstances or make Stomp attacks. In the Shooting phase of your next turn, and in each subsequent Shooting phase, a Stormsurge with its anchors deployed can fire twice. Make the second shooting attack directly after the first has been resolved. The Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and make Stomp attacks normally.

Stealth Field

All models in a unit with one or more Stealth Drones receive the Stealth special rule (including the Drone). Any models that already have Stealth receive the Shrouded special rule instead. Models that already have Stealth and Shrouded receive no additional benefit.

Supreme Loyalty

Whilst Aun’Va is alive, all friendly units from Codex: Tau Empire on the battlefield re-roll all failed Fear, Morale, Pinning and Regroup tests.

Sworn Protector

An Independent Character in a unit that contains at least one model with this special rule automatically passes Look Out, Sir attempts.

Target Acquired

Markerlights cannot directly cause damage or Wounds. Instead, each time a unit suffers a hit with this special rule, place a markerlight counter next to it (no saves can be taken against these hits). Markerlight counters remain next to their unit until the end of the current phase or until they are used (whichever comes first).

Immediately before a unit with the Tau Empire Faction shoots at a target that has any markerlight counters, it can declare it is using one or more of the markerlight abilities listed below. Each ability costs a number of markerlight counters - remove this number of counters from the target immediately when the ability is declared. A unit can combine any number of markerlight abilities providing that there are enough counters.

Note that a unit cannot benefit from its own markerlights.

Destroyer: Markerlight cost: 1+
For each markerlight counter expended on this ability, a single destroyer missile fired by the unit at the target changes its Strength from 8 to D (see Destroyer Weapons).

Pinpoint: Markerlight cost: 1+
All models firing at the target as part of this shooting attack gain a bonus to their Ballistic Skill for the duration of the shooting attack. The size of this bonus is equal to the number of markerlight counters expended on this ability. Pinpoint can increase the Ballistic Skill of Snap Shots and Overwatch.

Scour: Markerlight cost: 2
All wounds, glancing hits and penetrating hits allocated to the target as part of this Shooting attack gain the Ignores Cover special rule.

Seeker: Markerlight cost: 1+
For each markerlight counter expended on this ability, the unit immediately fires a single seeker missile (if it has one) in addition to any other weapons it is permitted to fire. A seeker missile fired in this way:

Turret Mounting

When a Recon Drone embarks on a Devilfish, it is treated like an embarked passenger, but does not count towards Transport Capacity. While the Drone is embarked, the vehicle counts as having a homing beacon and positional relay.

Volley of Fire

If the Cadre Fireblade, and every model in his unit, remain stationary in the Movement phase, their pulse rifles and pulse carbines each fire an additional shot in the Shooting phase.

AA Fire

Due to its size, any enemy unit that target the Manta do not need to make Snap Shots when it is Zooming and roll To Hit using their normal BS score even if they do not possess the Skyfire special rule.

Agile

A unit with this special rule increases any cover saves granted by the Jink special rule by +1

Auto-targeting

Weapons with this special rule ignore any cover saves or cover save bonuses provided by Supersonic or Jink special rules, as well as any provided by moving Flat Out.

Baggage Laden

A Great Knarloc is sometimes used to carry a Kroot warband's gear and provisions, and although such beasts are usually kept away from combat, sometimes desperate situations see them driven into the fighting.
A Great Knarloc with the special rule has its Attacks score reduced by -1 and its armour save increased to 4+.

Cluster Fire

Very Bulky models, as well as those with the Bike/Jetbike/Beasts/Cavalry type, suffer two hits each from this weapon at an increased Strength of 7. Extremely Bulky and Artillery/Monstrous Creature/Flying Monstrous Creature/Vehicle (any type) models and specifically targeted buildings and fortifications suffer 3 hits each if they are hit by the weapon at an increased Strength of 8.

Example: The Large Blast (5") from a pulse submunitions cannon hits models from twо separate units: one comprising Space Marine Devastator Centurions and the other being a Tactical squad - two Space Marine Centurions and three Tactical squad Space Marines are affected by the blast.

Against the Tactical squad, the weapon's listed profile of Strength 6 is used as the Cluster Fire rule does not affect infantry models without the Bulky rule; and only 3 hits (one per model under the template) are inflicted, as per the standard rules. The Centurion squad suffers 4 hits at Strength 7 (two hits per model with the Very Bulky rule).

Death to Traitors

Any models from one of the armies of the Imperium (eg, Imperial Guard, Sisters of Battle, Chapters of Space Marines) gains the Preferred Enemy (Gue’vesa Auxiliary Team) special rule when an opposing army contains such a unit.

Drone Rack

The Tiger Shark may deploy its Gun Drones at any point during its Movement Phase. It may only deploy a maximum of one squad of Gun Drones each turn, which consist of up to 14 models, and these are treated as a single squad of Gun Drones from that point onwards for the remainder of the game.

To deploy a squad of Gun Drones, nominate any point over which the Tiger Shark moved, and deploy the squad as if it were Deep Striking onto that point except that models do not take Dangerous Terrain tests and do not scatter.

Eaters of the Dead

A Kroot Knarloc Rider Herd will never make a Sweeping Advance after defeating enemy unit in close combat. Instead they will always Consolidate as per the normal rules for such moves.

Energy Shield

The Manta’s energy shield confers a 4+ invulnerable save against any hit it receives.

Feeding Frenzy

Once angered, a Goaded Great Knarloc is a voracious carnivore.
When rolling To Hit with the Great Knarloc in close combat, if the Goaded Great Knarloc scores more 1s than 6s, the Great Knarloc gets carried away and eats one of its Kroot Goads. Immediately remove the Kroot Goad nearest to the Great Knarloc from play - if no Kroot Goads remain in the unit then this rule has no effect - the Great Knarloc will not eat Shapers. Note that this rule does not add to the combat resolution score of either side in the close combat.

Herd

If, at the beginning of any of the owning player’s turns, all the Kroot Goads and Shapers in the unit are dead and the unit is not fleeing, then the Great Knarloc must take immediate Morale check.

Immobile Vehicle

An Immobile Vehicle cannot move under any circumstances after deployment. Any special rules which force it to move will instead cause the vehicle to take a single glancing hit. If an Immobile Vehicle sustains a Vehicle Immobilised damage result then it loses an additional Hull Point instead. The Automated Repair System cannot be used to restore Hull Points lost when an Immobile Vehicle sustains a Vehicle Immobilised damage result, nor does a successful repair attempt grant any ability to move to the Immobile Vehicle.

Lone Warrior

Shas’O R’alai can not leave or join units other than the unit he forms with his Blacklight Marker Drones. In addition, he may not take an XV8 Crisis Bodyguards.

Multi-phasic Sensor Suite

Once per turn in the Shooting phase, a single friendly unit selected from Codex: Tau Empire that is within 2" of any Sensor Tower in the unit may re-roll all failed To Hit rolls of 1 and gain the Night Vision special rule.

Nova Reactor (R’varna class)

The R’varna class utilises a variant installation of the Riptide’s powerful, if dangerous, nova reactor. The reactor follows the same rules as for a Riptide. Declare an attempt to use the nova reactor if desired at the start of the model's Movement phase. Roll a D6.

On a result of 1-2, the R’varna fails and suffers a wound (no saves of any kind may be taken). On a 3+, one of the following abilities may be used, its effects lasting until the start of the controlling player’s next Movement phase.

ActionEffect
Nova ShieldBoth of the model’s invulnerable saves are increased to 3+ against both shooting and close combat attacks. 
Volley FireThe model’s pulse submunitions cannon can each be fired twice. Even though these weapons are fired twice, each still only counts as firing a single weapon. 
Electromagnetic ShockwaveAll models within 6" of the R’varna’s base, enemy and friendly, suffer an immediate single Strength 2 АР5 hit with the Haywire type. 
Flank SpeedThe model gains the Fleet special rule and when making a Run move, the controlling player rolls 2D6 to determine the distance moved instead of just one. 

Transport Elevator

The entire deck can be lowered. All units on the lower transport deck can disembark on the same turn.

Transport Ramp

Up to four separate units may exit from the Orca’s/Manta’s rear ramp each turn.

Tactical Objectives

D6Result
11The Lure 
12Patient Hunter 
13Ambush 
14Multiple Distractions 
15Feigned Withdrawal 
16The Greater Good 

Codex: Tau Empire describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive Tau Empire players, and help to reflect their unique methods of waging war.

If your Warlord has the Tau Empire Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

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 Tau Empire player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Tau Empire Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

THE LURE
The Tau have been known to place small units of troops in front of their main force, using them to draw the enemy into a trap.
11
Score 1 Victory Point at the end of your turn if at least one enemy unit that made a successful charge in the enemy’s last turn is completely destroyed. Score D3 victory points if three or more enemy units that made a successful charge in the enemy's last turn are destroyed.
Type: TAU EMPIRE
PATIENT HUNTER
Using patience and foresight, the patient hunter will deploy in the perfect position to destroy their foe.
12
Score 1 Victory Point at the end of your turn if one or more enemy units were completely destroyed by a unit from your army that is in your deployment zone.
Type: TAU EMPIRE
AMBUSH
The Tau are masters at waiting fo r the right moment to spring an ambush that w ill tear the heart out o f an enemy battle force.
13
Score 1 Victory Point at the end of your turn if an enemy unit was completely destroyed and/or failed a Morale check during vour turn. If at least three enemy units were completely destroyed and/or failed Morale checks, score D3 Victory Points instead.
Type: TAU EMPIRE
MULTIPLE DISTRACTIONS
Tau commanders use multiple distractions to split a foe's forces, leaving them vulnerable to impending attacks.
14
Score 1 Victory Point at the end of your turn if there is at least one enemy unit completely within 12" of one table edge and at least one enemy unit completely within 12" of the opposite table edge.
Type: TAU EMPIRE
FEIGNED WITHDRAWAL
The Tau will attempt to lure enemy units into a carefully prepared trap by feigning retreat.
15
Score 1 Victory Point at the end of your turn if at least one enemy unit that started your turn within 9" of one of your units and not in its own deployment zone is completely destroyed.
Type: TAU EMPIRE
THE GREATER GOOD
While sacrifice for the Greater Good is considered heroic, unnecessary losses are disdained.
16
Score D3 Victory Points at the end of your turn if you control an Objective Marker that was controlled by the enemy at the start of the turn. Score D3+3 Victory Points if you capture 3 such Objective Markers. Score 1 extra Victory Point if no friendly models were destroyed during the turn.
Type: TAU EMPIRE

Designer’s Note
If you own a deck of Tau Empire 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 Warlord traits for a Warlord with the Tau Empire Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.

D6Warlord Traits
1Precision of the Skilled Hunter
No foe can evade the Warlord once they have fallen under his crosshairs.
Enemy models cannot take Look Out, Sir rolls against your Warlords shooting attacks. If your Warlord has no ranged weapons, re-roll this result. 
2Through Unity, Devastation
This Warlord coordinates his warriors' arcs of fire.
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, all friendly units with the Tau Empire Faction within 12" of the Warlord re-roll To Hit rolls of 1. 
3A Ghost Who Walks Among Us
This Warlord has mastered the battlesuit art of striking at his target while evading retribution.
The Warlord, and his unit, move 3D6" when making Jet Pack thrust moves. If your Warlord is not Jet Pack Infantry, re-roll this result. 
4Exemplar of the Selfless Cause
The Warlord’s heroic example inspires his warriors to ever greater acts of courage and self-sacrifice.
One use only. Declare your Warlord is using this ability at the start of one of your Movement phases. All friendly units with the Tau Empire Faction on the battlefield that have Gone to Ground are no longer considered Gone to Ground and can move, shoot and charge normally this turn. 
5Predator of the Skies
A sky-hunter beyond compare, no aircraft or skyborne monster is safe from the sights of this Warlord's weapons.
One use only. Declare vour Warlord is using this ability at the start of one of your Shooting phases. For that phase, the Warlord, and his unit, have the Skyfire special rule. 
6Through Boldness, Victory
Using speed and sheer aggression, the Warlord pushes his forces as he seeks to land a decisive offensive blow upon the enemy.
Your Warlord, and any unit he joins, does not scatter when arriving by Deep Strike. If your Warlord cannot Deep Strike, re-roll this result. 

Assassin

When Commander Shas’O R’alai is used as an army’s Warlord he does not roll on a Warlord Traits table, instead he gains the following trait:

Wing Leaders


Tau Empire Wing Leaders

The further a Tau advances through the martial ranks of society, the more advanced technologies and personal responsibility he or she is entrusted with. Air Caste team leaders have access to additional support systems and advanced sensor-packages not normally issued in the field; it is their duty to use these systems in whatever way is deemed most beneficial to their entire team and, by extension, the Tau air and ground forces as a whole. It is a testament to the dedication of these kor’ui that they do precisely that with exceptional skill and judgement.
Faction: Tau Empire.

D6Special Rule
1-2Long Range Sensors: At the start of the Wing Leader’s Shooting phase, pick an enemy unit within 36" of the Wing Leader and add 1 markerlight counter to the unit. The markerlight counter may only be used by the Wing Leader or other Flyers from their Wing. 
3-4Targeting Scramblers: The Wing Leader has a 6+ invulnerable save. In addition, any models from their Flyer Wing that are within 12" of the Wing Leader have a 6+ invulnerable save. 
5-6Improved Data Capture: The Wing Leader counts each markerlight counter that they use as two markerlight counters.