This page details military structure of Tau Empire forces including Detachments, Formations and Apocalypse Formations.
DetachmentsHunter ContingentThe Hunter Contingent Detachment allows you to represent the typical structute of a Tau Empire army on the Warhammer 40,000 battlefield. Whether you wish to represent a Commander assimilating a new planet, or Fire Warriors defending Tau enclaves from attacking aliens, the choices below offer a great way to pick your army. The Hunter Contingent Detachment is a special type of Detachment that can be included in any 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 specific 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 Hunter 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 Decurion Detachment, that entire Decurion Detachment is your Primary Detachment. Command per Core
0-1 Core
1+ Auxiliary per Core
1-10
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 you may also include up to one Command choice. Only the datasheets listed below may be included in this Detachment. COMMAND BENEFITS Coordinated Firepower: Whenever a unit from a Hunter Contingent selects a target in the shooting phase, any number of other units from the same Detachment who can still shoot can add their firepower to the attack. These units must shoot the same target, resolving their shots at the same time as those of the first unit. When 3 or more units combine their firepower in this way, the firing models add 1 to their Ballistic Skill. in addition, any markerlight counters expended by the first unit confer their benefits on all units shooting at the same target as part of the Coordinated Firepower attack. For example, if you expend one markerlight counter on the Pinpoint ability, all units taking part in the Coordinated Firepower attack would add 1 to their Ballistic Skill for shots directed at the target of that attack. FormationsAir Caste Support CadreNone. SPECIAL RULES
Advanced Repair Systems: Roll a dice at the start of your turn for each Hull Point lost by models from this Formation. On a roll of 6 the Hull Point is restored. Allied Advance CadreNone. SPECIAL RULES
Combined Battleforce: Units from this Formation have the Supporting Fire special rule, but can only provide Supporting Fire for other units from their Formation. Armoured Interdiction CadreNone. SPECIAL RULES
Interlaced Predictive Targeting: Pick a point anywhere on the battlefield at the start of your Shooting phase. The point you pick is the centre of this Formation’s Predictive Targeting Grid. You can re-roll failed To Hit rolls for attacks made by models from this Formation if the target unit is within 6" of the point that you picked. Firebase Support CadreNone. SPECIAL RULES
Co-ordinated Firestorm: Instead of firing independently in the Shooting phase, all units in a Firebase Support Cadre can participate in a co-ordinated firestorm. When they do so, all models from this Formation must shoot the same target, resolving their shots as if they were a single unit this includes the use of markerlight abilities. When resolving this Shooting attack, all firing models have the Tank Hunters and Monster Hunter special rules. Heavy Retribution CadreNone. SPECIAL RULES
Monsoon of Destruction: If an enemy unit is chosen as the target by at least two units from this Formation in the same Shooting phase, that unit cannot Run or move Flat Out in their next turn. In addition, such units must halve the result of any Charge rolls they make in the next turn (rounding fractions down). Hunter Cadre• 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 None. SPECIAL RULES
Ambushes and Feints: Units from this Formation that are within 12" of this Formations Commander or Cadre Fireblade at the start of the Shooting phase can Run or move Flat Out and then shoot in that Shooting Phase. Each unit must complete both actions before you move onto the next unit otherwise the chance to make the second action is forfeit. Infiltration CadreNone. SPECIAL RULES
Intervention Request Beacons: If a unit from this Formation is completely destroyed, you can activate the Formation’s Intervention Request Beacons. If you do so, all units you have remaining in Reserve arrive at the start of your next turn (there is no need to roll for them). Optimised Stealth CadreNone. SPECIAL RULES
The Wall of Mirrors: At the start of your Shooting phase, this Formation can network their stealth fields to create a Wall of Mirrors. If you do so, then the weapons used by the Formation’s Ghostkeels, and by any unit of Stealth Battlesuits from this Formation that are within 6" of a Ghostkeel from this Formation, have the Ignores Cover special rule, and these models add 1 to their Ballistic Skill for that Shooting phase. In addition, their weapons are assumed to strike the rear armour of any vehicle that they hit, no matter what its actual facing. Retaliation Cadre• 3 units of XV8 Crisis Battlesuits • 1 unit of XV88 Broadside Battlesuits • 1 unit of XV104 Riptide Battlesuits None. SPECIAL RULES
• Relentless Targeted Reconaissance Cadre• 1 XV95 Ghostkeel Battlesuit • 1 unit of XV25 Stealth Battlesuits • 1 Pathfinder Team • 1 TY7 Devilfish • 1 XV88 Broadside Battlesuit None. SPECIAL RULES
Mobile Insertion Force: As long as the Commander from this Formation is on the battlefield at the beginning of your turn, you can choose one unit from this Formation to move up to 6" before your Movement phase begins. The unit you choose cannot be locked in combat, Falling Back or Pinned. If the unit doesn’t move in the subsequent Movement phase, they are considered to be stationary. Air Caste Support Cadre- 2 AX3 Razorshark Strike Fighters - 1-2 AX39 Sun Shark Bombers None. SPECIAL RULES
Advanced Repair Systems: Roll a dice at the start of your turn for each Hull Point lost by models from this Formation. On a roll of 6 the Hull Point is restored. Air Superiority CadreNone. SPECIAL RULES
Air Superiority: In the Shooting phase, add 1 to the Ballistic Skill of all models from this Formation shooting at enemy Flyers, Super-heavy Flyers, Jetbikes, Skimmers, Flying Monstrous Creatures or Flying Gargantuan Creatures. Counterstrike CadreEach unit in the Formation must take a TY7 Devilfish as a Dedicated Transport. SPECIAL RULES
Precision Guidance: All units in this Formation that are shooting at enemies that are within 3" of an Objective Marker can re-roll failed To Hit rolls. Drone-net VX1-0None. SPECIAL RULES
Collective Targeting Data: In the Shooting phase, add 1 to the Ballistic Skill of all Drones (including Drones that are not part of the Formation) as long as at least two units from this Formation are on the battlefield. Piranha Firestream WingOne unit must only include a single Piranha - this is the Target Acquisition Team. SPECIAL RULES
Rearm and Refuel: If all of the surviving models from a unit in this Formation are within 6" of a table edge at the end of their Movement phase, the unit can enter Ongoing Reserves. When it returns to play, it does so at full strength with any damage repaired and Drones and seeker missiles replaced. Ranged Support CadreNone. SPECIAL RULES
Dedicated Spotting Teams: Double the value of any markerlight counters placed by any of this Formation’s Pathfinders if the counter is used by any of the Formation’s Broadside units. Rapid Insertion Force• 3 units of XV8 Crisis Battlesuits • 1 unit of XV104 Riptide Battlesuits None. SPECIAL RULES
Locked Coordinates: The Stealth Battlesuits in the Rapid Insertion Force must begin the game deployed on the battlefield. The rest of the forces in the Formation must be held in Reserve and arrive by Deep Strike. Any Crisis Battlesuits or Riptides from the Formation that choose to Deep Strike within 6" of this unit of Stealth Battlesuits do not scatter, and count all their weapons as Twin-linked in the ensuing Shooting phase. Skysweep Missile DefenceNone. SPECIAL RULES
Command Override: Sky Ray Gunships within 12" of the Formation’s Devilfish in the Shooting phase can fire any number of their remaining seeker missiles, at their full Ballistic Skill, even if they have moved at Combat Speed or Cruising Speed. The Eight• Commander Bravestorm • Commander Brightsword • Shas’O Sha’vastos • O’Vesa • Broadside Shas’vre Ob’lotai 9-0 • Shas’O Arra’kon • Sub-commander Torchstar None. SPECIAL RULES
• Fearless • Preferred Enemy Ethereal Honour GuardNone. SPECIAL RULES
Swift Redeployment: At the start of your Movement phase, pick one unit from this Formation that is within 12" of its Ethereal. Now choose a single model in the unit you picked to be the lynchpin around which the rest of the unit will reform; remove all other models in the unit from the battlefield (do not remove the DS8 tactical support turret if there is one) and immediately set them up again within 3" of the lynchpin. The unit does not count as moving; they may move normally in the same Movement phase. Tidewall Counterstrike Cadre• 2 Breacher Teams • 1 Strike Team • 2 Tidewall Gunrigs • 2 Tidewall Shieldlines • 1 Tidewall Droneport Units in this Formation may not take Dedicated Transport. When deploying the Tidewall fortifications from this Formation, each Gunrig and Shieldline must be within 6" of the Droneport. If you wish to move the Tidewall Defence Network, this restriction must still be met once each element has moved. SPECIAL RULES
Defensive Fusillade: If a model from a Breacher Team in a Tidewall Counterstrike Cadre is on a Tidewall Shieldline from its Formation when it shoots, use the pulse blaster’s up to 5" profile for enemies up to 10" away, and the 5"-10" profile for enemies up to 15" away. Ethereal CouncilSPECIAL RULES
• Fearless Ghostkeel WingNone. SPECIAL RULES
Coordinated Attacks: In the Shooting phase, add 1 to the Ballistic Skill of a Ghostkeel from this Formation if it shoots at a unit that has already been shot at this phase by any other Ghostkeel from this Formation. Riptide WingNone. SPECIAL RULES
Coordinated Attacks: In the Shooting phase, add 1 to the Ballistic Skill of a Riptide from this Formation if it shoots at a unit that has already been shot at this phase by any other Riptide from this Formation. Apocalypse FormationsAir Superiority WingNone. TYPE
• Flyer Wing SPECIAL RULES Air Superiority: Models from this formation have +1 To Hit when shooting at enemy Flyers, Super-heavy Flyers, Jet bikes, Skimmers, Flying Monstrous Creatures, or Flying Gargantuan Creatures. Counterstrike CadreTYPE
• Battle Formation SPECIAL RULES Precision Guidance: All units in the formation that are shooting at enemies that are within 12" of a Strategic Objective can re-roll failed To Hit rolls. Kroot Hunting PackNone. TYPE
• Battle Formation SPECIAL RULES • Furious Charge Optimised Stealth GroupNone. TYPE
• Battle Formation SPECIAL RULES Stealth Deployment: The Optimised Stealth Group halves the distance it must set up from enemy units if it deploys using the Infiltrate special rule. Rapid Insertion Force• 3-5 units of XV8 Crisis Battlesuits • 0-1 unit of XV104 Riptide Battlesuits None. TYPE
• Battle Formation SPECIAL RULES Locked Coordinates: The Stealth Team must begin the game deployed on the battlefield. The rest of the forces must be held in Strategic Reserve and arrive by Deep Strike. Any Crisis Team or Riptide from the formation that chooses to Deep Strike within 18" of the Stealth Team does not scatter, and counts all its weapons as Twin-linked in the ensuing Shooting phase. Riptide WingNone. TYPE
• Battle Formation SPECIAL RULES Coordinated Attacks: Any Riptide that shoots at a unit that has already been shot at this phase by one or more Riptides from the formation has +1 Ballistic Skill when resolving that attack. Skysweep Missile DefenceThe Devilfish is the Command Vehicle. TYPE
• Armoured Spearhead SPECIAL RULES Command Override: Sky Ray Gunships within 12" of the formation’s Command Vehicle can fire any number of missiles in each Shooting phase. |
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