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Structure

Contents
Detachments
• Hunter Contingent
Formations
• Air Caste Support Cadre
• Allied Advance Cadre
• Armoured Interdiction Cadre
• Firebase Support Cadre
• Heavy Retribution Cadre
• Hunter Cadre
• Infiltration Cadre
• Optimised Stealth Cadre
• Retaliation Cadre
• 
Targeted Reconaissance Cadre
• 
Air Caste Support Cadre
• 
Air Superiority Cadre
• 
Counterstrike Cadre
• 
Drone-net VX1-0
• 
Piranha Firestream Wing
• 
Ranged Support Cadre
• 
Rapid Insertion Force
• 
Skysweep Missile Defence
• 
The Eight
• 
Ethereal Honour Guard
• 
Tidewall Counterstrike Cadre
• 
Ethereal Council
• 
Ghostkeel Wing
• 
Riptide Wing
Apocalypse Formations
• Air Superiority Wing
• Counterstrike Cadre
• Kroot Hunting Pack
• Optimised Stealth Group
• Rapid Insertion Force
• Riptide Wing
• Skysweep Missile Defence
This page details military structure of Tau Empire forces including Detachments, Formations and Apocalypse Formations.

Detachments


Hunter Contingent

The 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


CONTINGENT HEADQUARTERS

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


 • 3 Pathfinder Teams
 • 2 units of XV25 Stealth Battlesuits
 • 1 unit of TX4 Piranhas

DRONE NETWORK
 • 1 unit of Drones


ASSIGNED AIR CASTE ASSET

 • 3 units of TX7 Hammerhead Gunships
 • 1 unit of TX78 Sky Ray Gunships

 • 1 Commander
 • 3 units of XV8 Crisis Battlesuits
 • 1 unit of XV88 Broadside Battlesuits
 • 1 unit of XV104 Riptide Battlesuits

 • 1 unit of XV95 Ghostkeel Battlesuits
 • 2 units of KV128 Stormsurges

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

RESTRICTIONS
This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices, in any combination, and 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.

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

Formations


Air Caste Support Cadre

RESTRICTIONS
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.

Commitment to the Greater Good: Roll a dice if a Crew Shaken or Crew Stunned result is inflicted on a model from this Formation. On a roll of 2-6 the result is ignored and has no effect. Note that if the model lost any Hull Points as a result of the attack, these are deducted as normal.

Allied Advance Cadre

FORMATION
 • 4 units of Kroot Carnivores
 • 2 units of Vespid Stingwings
RESTRICTIONS
None.
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.

Guerilla Fighters: Vespid Stingwing units from this Formation gain the Infiltrate and Stealth (Forests) special rules.

Strategic Intel: Kroot Carnivore units from this Formation that are within 12" of a Vespid Stingwing unit from this Formation replace their Stealth (Forests) special rule with the Shrouded (Forests) special rule, and add 1 to their Ballistic Skill.

Armoured Interdiction Cadre

FORMATION
 • 3 units of TX7 Hammerhead Gunships
 • 1 unit of TX78 Sky Ray Gunships
RESTRICTIONS
None.
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 Cadre

FORMATION
 • 2 units of XV88 Broadside Battlesuits
 • 1 unit of XV104 Riptide Battlesuits
RESTRICTIONS
None.
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 Cadre

FORMATION
 • 1 unit of XV95 Ghostkeel Battlesuits
 • 2 units of KV128 Stormsurges
RESTRICTIONS
None.
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).

Optimum Fire Position: You can re-roll failed To Hit rolls for shooting attacks made by Stormsurges from this Formation if the target unit is within 12" of a Ghostkeel Battlesuit from this Formation.

Hunter Cadre

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

Unbreakable Bonds of Comradeship: Units from this Formation that have the Supporting Fire special rule can provide Supporting Fire to any other model in this Formation if they are within 12" of each other, rather than 6".

Infiltration Cadre

FORMATION
 • 3 Pathfinder Teams
 • 2 units of XV25 Stealth Battlesuits
 • 1 unit of TX4 Piranhas
RESTRICTIONS
None.
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).

Neutralisation Lattice: If a unit from this Formation inflicts three or more markerlight hits on a target unit in a Shooting phase, inflict a single seeker missile hit on the enemy unit in addition to placing the markerlight counters. Note that you do not need to roll to hit for the seeker missile, nor do you need to have a unit capable of firing the missile in range of the target (the missiles are fired by support craft flying high above the battlefield).

Optimised Stealth Cadre

FORMATION
 • 2 units of XV25 Stealth Battlesuits
 • 1 unit of XV95 Ghostkeel Battlesuits
RESTRICTIONS
None.
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

FORMATION
 • 1 Commander
 • 3 units of XV8 Crisis Battlesuits
 • 1 unit of XV88 Broadside Battlesuits
 • 1 unit of XV104 Riptide Battlesuits
RESTRICTIONS
None.
SPECIAL RULES
 • Relentless

Drop Zone Clear: All models in this Formation add 1 to their Ballistic Skill during the turn that they arrive by Deep Strike.

Low Altitude Deployment: If all of the units from this Formation start in Reserve, you can announce before the battle begins that they will use Low Altitude Deployment. If you do so, deploy the entire Formation using the Deep Strike special rule at the start of your second turn.

Targeted Reconaissance Cadre

RESTRICTIONS
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

FORMATION
 • 1 Flyer Wing consisting of:
  - 2 AX3 Razorshark Strike Fighters
  - 1-2 AX39 Sun Shark Bombers
RESTRICTIONS
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.

Commitment to the Greater Good: If the Formation is in an Attack Pattern, then the Flyers in the Formation receive the Commitment to the Greater Good special rule until the start of your next turn in addition to the other benefits that the Attack Pattern confers. Roll a dice if a Crew Shaken or Crew Stunned result is inflicted on a model with this special rule. On a roll of 2-6 the result is ignored and has no effect. Note that if the model lost any Hull Points as a result of the attack, these are deducted as normal.

Air Superiority Cadre

RESTRICTIONS
None.
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.

Hyperlinked Drone Network: As long as at least one model from the Formation is on the battlefield, then at the start of the Tau Shooting phase, the Tau player gains D3 markerlight counters that can be placed on any enemy units on the battlefield.

Skywatch: Units from this Formation automatically enter play from Reserves without a dice roll being made if there are any enemy Flyers, Super-heavy Flyers, Jetbikes, Skimmers, Flying Monstrous Creatures or Flying Gargantuan Creatures anywhere on the battlefield.

Counterstrike Cadre

FORMATION
 • 1 Pathfinder Team
 • 3 Strike or Breacher Teams in any combination
RESTRICTIONS
Each 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.

Tactical Surge: In their first turn, or the turn when they arrive from Reserve, all vehicles in this Formation are Fast vehicles.

Drone-net VX1-0

FORMATION
 • 4+ units of Drones
RESTRICTIONS
None.
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.

Enhanced Tactical Responses: All Drones in this Formation have the Interceptor, Jink, Outflank, Precision Shots and Split Fire special rules.

Piranha Firestream Wing

FORMATION
 • 4 units of TX4 Piranhas
RESTRICTIONS
One 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.

Target Acquisition Team: At the start of your Shooting phase, you can pick an enemy unit that is within 36" of the Target Acquisition Team and in their line of sight. All Piranhas from this Formation (including the Target Acquisition Team) add 1 to their Ballistic Skill if they shoot at that unit in the Shooting phase, and also have the Tank Hunters special rule if the target unit is a vehicle.

Ranged Support Cadre

FORMATION
 • 3 Pathfinder Teams
 • 3 units of XV88 Broadside Battlesuits
RESTRICTIONS
None.
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.

Dedicated Support Units: The Broadside units in this Formation can provide Supporting Fire for the Pathfinder Teams in this Formation at any range, as long as it does not exceed their weapon’s maximum range.

Hidden Observers: All Pathfinder Teams in this Formation have the Infiltrate and Shrouded special rules. The Shrouded special rule is lost immediately by any unit that moves from its starting location (for any reason), and by any unit that makes an attack with anything other than its markerlights.

Rapid Insertion Force

FORMATION
 • 1 unit of XV25 Stealth Battlesuits
 • 3 units of XV8 Crisis Battlesuits
 • 1 unit of XV104 Riptide Battlesuits
RESTRICTIONS
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 Defence

FORMATION
 • 1 TY7 Devilfish
 • 3 TX78 Sky Ray Gunships
RESTRICTIONS
None.
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.

Early Warning: As long as the Devilfish is not destroyed, all units in the Skysweep Missile Defence formation receive a 5+ cover save against shooting attacks made by enemy Flyers, Super-heavy Flyers, Flying Monstrous Creatures and Flying Gargantuan Creatures.

The Eight

SPECIAL RULES
 • Fearless
 • Preferred Enemy


Inspiring Leaders: As long as at least one model from this Formation is still alive and on the battlefield, all friendly units with the Tau Empire Faction have the Stubborn special rule.

Take to the Field as One: When you deploy the Eight, you can deploy them as a single unit, even though Independent Characters cannot normally join a Monstrous Creature. If you do this, all models in the unit lose the Independent Character special rule. Furthermore, no Independent Characters can join this unit.

Unbreakable Bonds of Comradeship: Models from this Formation can provide Supporting Fire to a unit containing any models from this Formation if they are within 24" of each other, rather than 6".

Ethereal Honour Guard

FORMATION
 • 1 Ethereal on Hover Drone
 • 1 Strike Team
 • 1 unit of XV8 Crisis Battlesuits
RESTRICTIONS
None.
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

RESTRICTIONS
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.

Precision Sweep: Models from the Strike Team in a Tidewall Counterstrike Cadre can re-roll failed To Hit rolls whilst on a Tidewall Gunrig or Droneport from their Formation.

Rapid Advance: Tidewall fortifications from a Tidewall Counterstrike Cadre can move up to 9" in the Movement phase so long as they end their move closer to the Pathfinder Team from the same Formation.

Ethereal Council

FORMATION
 • 3-7 Ethereals1
RESTRICTIONS
None.

1 Aun’Va and/or Aun’Shi may be taken in place of Ethereals in the council.
SPECIAL RULES
 • Fearless

Collective Elemental Power: As long as the Ethereal Council has at least two members, it invokes all four elemental powers each turn instead of only one power per member. The Ethereal Council, and all friendly non-vehicle units that have the Tau Empire Faction within 12" of it, benefit from the effects of all four elemental powers until the start of the Council’s next Movement phase.

Fanatical Fervour: The range of the Failure is Not An Option special rule is increased from 12" to 24" for all of the models in the Ethereal Council that have the rule.

United Council: The members of the Ethereal Council form a single unit, and are treated as Characters rather than Independent Characters as long as least two members of the council remain alive.

Ghostkeel Wing

FORMATION
 • 3 units of XV95 Ghostkeel Battlesuits
RESTRICTIONS
None.
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.

Networked Stealth Field: Any friendly unit with the Tau Empire Faction that is within 12" of two or more units from this Formation has the Stealth special rule. If the unit already has Stealth, it receives the Shrouded special rule. If it already has Stealth and Shrouded, it receives no additional benefit.

Phantom Charge: Enemy units cannot make Overwatch attacks against a unit from this Formation that is within 6" of another unit from this Formation when the Overwatch attack would be made.

Riptide Wing

FORMATION
 • 3 units of XV104 Riptide Battlesuits
RESTRICTIONS
None.
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.

Networked Reactors: Each Riptide from this Formation that is within 6" of another Riptide from the Formation can re-roll failed Nova Reactor attempts.

Riptide Hailfire: Once per battle, this Formation can make a Riptide Hailfire attack. If it does so, any units from this Formation that did not move in their Movement phase can shoot twice in their Shooting phase, making each attack at a different target if desired. Carry out the shooting attacks separately, one after the other. The unit cannot move in the Assault phase of the same turn. If a model uses Ripple Fire in the turn in which it makes a Riptide Hailfire attack, it can fire the relevant weapon four times rather than twice.

Apocalypse Formations


Air Superiority Wing

APOCALYPSE FORMATION
 • 3-5 AX3 Razorshark Strike Fighters
RESTRICTIONS
None.
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.

Networking Drones: As long as at least one model from the formation is on the battlefield, then at the start of the Tau Shooting phase, the Tau player gains D3 markerlight counters that can be placed on any enemy units.

Counterstrike Cadre

APOCALYPSE FORMATION
 • 1 Pathfinder Team
 • 2-4 Fire Warrior Teams
RESTRICTIONS
Each unit in the formation must take a Devilfish.
TYPE
 • 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.

Tactical Surge: In their first turn, or the turn when they deploy if placed in Strategic Reserve, all vehicles in the formation are Fast vehicles.

Kroot Hunting Pack

APOCALYPSE FORMATION
 • 3-5 units of Kroot Carnivores
RESTRICTIONS
None.
TYPE
 • Battle Formation

SPECIAL RULES
 • Furious Charge

Crafty Fighters: The Hunting Pack has the Outflank special rule. There is no need to roll for the table edge on which they arrive - the owning player decides.

Optimised Stealth Group

APOCALYPSE FORMATION
 • 3+ units of XV25 Stealth Battlesuits
RESTRICTIONS
None.
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.

Unexpected Attack: Weapons used by the Optimised Stealth Group have the Ignores Cover special rule.

Rapid Insertion Force

APOCALYPSE FORMATION
 • 1 unit of XV25 Stealth Battlesuits
 • 3-5 units of XV8 Crisis Battlesuits
 • 0-1 unit of XV104 Riptide Battlesuits
RESTRICTIONS
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 Wing

APOCALYPSE FORMATION
 • 3+ units of XV104 Riptide Battlesuits
RESTRICTIONS
None.
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.

Networked Reactors: Each Riptide within 6" of another Riptide from its own formation can re-roll failed Nova Reactor tests.

Skysweep Missile Defence

APOCALYPSE FORMATION
 • 1 TY7 Devilfish
 • 2-4 TX78 Sky Ray Gunships
RESTRICTIONS
The 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.

Early Warning: As long as the Command Vehicle is not destroyed, all friendly Tau units within 60" of it have the Shrouded special rule against shots from enemy Flyers, Super-heavy Flyers, Flying Monstrous Creatures and Flying Gargantuan Creatures.