Tau NPOS
Composition
Common Abilities and Options
Behaviour:
This model will try to stay within range of the most friendly units to provide volly fire
Markerlight (1AP):
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens
1 Saturate and Balanced weapon rules. 2 Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). 3 The target cannot be obscured. 4 Seek Light weapon rule. 5 Seek weapon rule.
Fly:
Whenever a friendly VESPID STINGWING operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Cadre Fireblade
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fireblade Pulse Rifle (Prc1) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
BehaviourVolley Fire (Aura)Fire Warrior
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse carbine | 4 | 3+ | 4.5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightBreacher
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Rng 6", Prc1) | 4 | 4+ | 5/6 |
| Long Range (Rng 12") | 4 | 4+ | 4/4 |
| Weapon Butt | 3 | 4+ | 2/3 |
Abilities
BehaviourClose Quarters DisciplineGrenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Grenade (Rng 6", Dev2, Lim1, Prc2, Sat) | 4 | 3+ | 4/3 |
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightVeteran Fire Warrior
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Pulse Carbine (Silent) | 4 | 3+ | 4/5 |
| Bionic Arm | 3 | 4+ | 3/4 |
Abilities
Behaviour0AP: Veteran MarkerlightMarksman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Marksman Rail Rifle | |||
| Standard (Dev2, Lethal 5+, Prc1) | 4 | 3+ | 4/4 |
| Dart round (Prc1, Silent) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 5+ | 3/4 |
Abilities
BehaviourInertial Dampener1AP: MarkerlightMedical Technician
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightMedic!1AP: MedikitShas'La
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
BehaviourGroup Activation1AP: MarkerlightTranspectral Interference
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: Markerlight1AP: System JamWeapons Expert
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ion Rifle | |||
| Standard (PrcCrit1) | 5 | 4+ | 4/5 |
| Overcharge (Hot, Lethal 5+, Prc1) | 5 | 4+ | 4/5 |
| Rail Rifle (Dev2, Lethal 5+, Prc1) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightMB3 Recon Drone
A 3
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless, Hvy(Repos), Punishing)) | 5 | 4+ | 3/4 |
| Sweep (Ceaseless, Hvy(Repos), Punishing, Tor 1") | 4 | 4+ | 3/4 |
| Ram | 3 | 5+ | 2/3 |
Abilities
AnalyseBehaviour1AP: MarkerlightMV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Carbine (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
Behaviour1AP: MarkerlightShield GeneratorMV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
BehaviourHigh-Intensity Markerlight1AP: MarkerlightHound
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping fangs (Balanced) | 4 | 3+ | 3/4 |
Abilities
BehaviourLeap and BoundCarnivore Launcher
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tanglebomb Launcher (Blast 2") | 4 | 4+ | 2/5 |
| Blade | 3 | 3+ | 3/4 |
Abilities
BehaviourStealth Battlesuit
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweep (Ceaseless, Tor1") | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Long Rnage (Rng 12", Prc1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Behaviour1AP: MarkerlightStealth ShieldsLongsting
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Rail Rifle | |||
| Standard (Dev2, *Neutron Fragment) | 4 | 4+ | 4/4 |
| Aimed (Dev2, Hvy(Dash), Lethal 5+, *Neutron Fragment)) | 4 | 3+ | 4/4 |
Abilities
*Neutron FragmentBehaviourFlyWarrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Blaster (Dev2) | 4 | 4+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
BehaviourFlyNeutron ChargeSwarmguard
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer | |||
| Default (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Skytorch (Sat, Torrent 1") | 4 | 2+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
BehaviourFlyCrisis star scythe Nemesis
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon (Ceaseless, Tor1") | 5 | 3+ | 3/4 |
| Heavy Flamer (Rng8", Sat, Tor2") | 5 | 2+ | 3/3 |
| Fists (Brutal) | 5 | 5+ | 5/7 |
Abilities
BehaviourShield DroneSupporting FireTowering SizeUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.