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
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:
2All 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.
| Action | Effect |
| Nova Shield | Both of the model’s invulnerable saves are increased to 3+ against both shooting and close combat attacks. |
| Volley Fire | The 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 Shockwave | All 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 Speed | The 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
| D6 | Result | | 11 | The Lure | | 12 | Patient Hunter | | 13 | Ambush | | 14 | Multiple Distractions | | 15 | Feigned Withdrawal | | 16 | The 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.
| D6 | Warlord Traits |
| 1 | Precision 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. |
| 2 | Through 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. |
| 3 | A 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. |
| 4 | Exemplar 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. |
| 5 | Predator 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. |
| 6 | Through 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.