T'au Empire

Homebrew (Unpublished) by TruckDriggle

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Composition

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Common Abilities and Options

Strategise (1 AP):
You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

Masters of Camouflage:
While this operative is in Cover, it has a Save characteristic of 3+

Available Equipment:
- High Intensity Markerlight

  • Drone Repair Kit
  • Emp Grenade
  • Fusion Grenade
  • Photon Grenade
  • Commspack
  • Medi-Kit

Fly:
Whenever a friendly VESPID 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).

Neutron Charge:
Neutron weapons are any weapons that have the word "Neutron" in their name. Whenever a friendly VESPID operative moves or uses FLY, its Neutron weapons have the Piercing 1 weapon rule until the end of the Turning Point.

Brute Strength:
- When this operative performs a Reposition, Dash, Fall Back or Charge action.

  • This operative can move through Light parts of a terrain feature as if they were not there.

  • This operative can move within control range of other operatives as if they were not there, but must finish the move following all requirements specified by that action.

Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.

  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.

  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.

  • This operative must not have more than one piece of equipment

New Option:

CORE
A 0
M 0"
S 0+
W 1
Abilities
Markerlight (1 AP)
Options
TAKE COVER (Strategy Ploy)BONDED (Strategy Ploy)POINT-BLANK FUSILLADE (Tactical Ploy)SAVIOUR PROTOCOLS (Tactical Ploy)

Markerlight (1 AP): Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).

An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).

Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the Dash, Charge, Fall Back or Reposition action, remove one of its Markerlight tokens.

While only some T'AU EMPIRE operatives can perform the Markerlight action, all T'AU EMPIRE operatives can benefit from its effects. Whenever a friendly T'AU EMPIRE operative is shooting with a weapon from its datacard, it has additional rules determined by the number of your Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.

  • Tokens Additional Rules
  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.
  • Saturate: The defender cannot retain Cover saves.

  • Balanced: Can re-roll one Attack die

  • Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).

TAKE COVER (Strategy Ploy): Whenever an operative is shooting a friendly T'AU EMPIRE operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

BONDED (Strategy Ploy): Whenever a friendly T'AU EMPIRE operative (excluding DRONE) is shooting or retaliating with a ranged weapon, if it’s within 3" of another friendly T'AU EMPIRE operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.

POINT-BLANK FUSILLADE (Tactical Ploy): Use this firefight ploy when a friendly T'AU EMPIRE operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.

SAVIOUR PROTOCOLS (Tactical Ploy): Use this firefight ploy when a friendly T'AU EMPIRE operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.

32
Cadre Fire Blade
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Scoped Pulse Rifle (Lethal 5+, Dev1)
4
3+
4/5
Suppressed Pulse Blaster
Short Range (Range 6", Piercing 1, Bal)
4
2+
4/5
Long Range (Piercing Crits)
4
3+
3/4
New Weapon (Bal)
3
3+
3/4
Abilities
Art Of WarBattlefield LeadershipStrategise (1 AP)
Options
New Option

Art Of War: STRATEGIC GAMBIT. Select one of the following and apply its rules until the end of the turning point. You cannot select each option more than once per battle:

  • Mont’ka: Add 1" to the Move stat of friendly T'AU EMPIRE operatives.
  • Kauyon: Friendly T'AU EMPIREoperatives can perform a free Markerlight action during their activation if they have a Conceal order

Battlefield Leadership: Once per turning point, you may use a Firefight Ploy for 0CP if the specified friendly T'AU EMPIRE operative is visible to this operative.

32CADRE FIREBLADE, T'AU EMPIRE, INFANTRY, LEADER, LORD, COMMANDER
Shaper
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Dart-Bow and Tri-Blade
Triblade (Rng 8", Tor 2", Rnd, Lim1)
4
3+
2/3
Dart-Bow (Dev2, PrcCrit1, Sil)
4
3+
2/3
Prey Hook (Rng 8", Severe, Stun, Lim1)
4
4+
3/5
Ritual Blade
4
3+
4/5
Bladestave (Brutal)
5
4+
4/5
Abilities
Masters of CamouflageRoot Of HonourStrategise (1 AP)

Root Of Honour: While a friendly CADRE MERCENARY operative is Visible and within 6" of this operative, it is not treated as being injured.

32KROOT SHAPER, T'AU EMPIRE, INFANTRY, LEADER, LORD, COMMANDER
Fire Warrior Shas'ui [17R]
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Pulse Rifle (Dev1)
4
3+
3/4
Pulse Carbine
4
3+
4/5
Pulse Blaster
Short Range (Range 6", Piercing 1, Bal)
4
3+
4/5
Long Range (Piercing Crits)
4
4+
3/4
Bonding Blade (Balanced)
3
4+
3/4
Abilities
Available Equipment
Options
OVERWHELMING FIREPOWER (Strategy Ploy)BREACH AND CLEAR (Strategy Ploy)AIMED PULSE VOLLEY (Strategy Ploy)PULSE DISCIPLINE (Strategy Ploy)RETREAT AND REGROUP (Tactical Ploy)TACTICAL REEVALUATION (Tactical Ploy)KEEN EDGE GAMBIT (Tactical Ploy)PINPOINT COUNTER OFFENSIVE (Tactical Ploy)

OVERWHELMING FIREPOWER (Strategy Ploy): Use this firefight ploy when a friendly FIRE WARRIOR operative is performing the Shoot action. After a ranged attack deals damage to an enemy operative, place a Firepower token next to that operative after that attack is completed. When an enemy operative with a Firepower token is being attacked, if it has one Firepower token, the weapon used to attack the operative gains the Piercing 1 weapon rule, or Piercing 2 if it has two or more Firepower tokens. All Firepower tokens are removed at the end of the turning point.

BREACH AND CLEAR (Strategy Ploy): Each time a friendly FIRE WARRIOR operative makes an attack with a pulse weapon that has the Range x weapon rule as the result of a Shoot or Fight action:

For that shooting attack, enemy operatives within 6” cannot retain any cover saves. In the Roll Attack Dice step of that sequence, if the target is within 3” of it, it gains the Balanced weapon rule.

AIMED PULSE VOLLEY (Strategy Ploy): Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle or a pulse carbine as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.

PULSE DISCIPLINE (Strategy Ploy): Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a pulse weapon is selected for each of those shooting attacks. A pulse weapon is a ranged weapon that includes ‘pulse’ in its name.

RETREAT AND REGROUP (Tactical Ploy): Use this firefight ploy when a friendly FIRE WARRIOR operative is incapacitated. Before that operative is removed from the kill zone, each other friendly FIRE WARRIOR operative within 4" of that operative and not in control range of enemy operatives can make a free Dash action.

TACTICAL REEVALUATION (Tactical Ploy): Remove one Markerklight token from an enemy operative. Place one Markerklight token on a different enemy operative.

KEEN EDGE GAMBIT (Tactical Ploy): Use this firefight ploy in the Firefight phase when a friendly FIRE WARRIOR operative performs a Dash, Fall Back, or Reposition action. During that action, add 2” to its Move stat, and it can move within engagement range of enemy operatives, but cannot finish that move within engagement range of them.

PINPOINT COUNTER OFFENSIVE (Tactical Ploy): Use this firefight ploy when a friendly FIRE WARRIOR operative (excluding DRONE) is incapacitated. Select one friendly FIRE WARRIOR operative (excluding DRONE) that can select that enemy operative as a valid target and make a shooting attack. For this attack, its weapons gain the Ceaseless weapon rule and if it has the Range x weapon rule, add 4” to it for the purposes of selecting valid targets for that attack.

32FIRE WARRIOR, T'AU EMPIRE, INFANTRY, LEADER
Pathfinder Shas'ui [17R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Pulse Carbine
4
3+
4/5
Ion Rifle
Standard (PrcCrit1)
5
3+
4/5
Overcharge (Hot, Lethal 5+, Prc1)
5
3+
4/5
Rail Rifle (Dev2, Lethal 5+, Prc1)
4
3+
4/4
Gun Butt (Balanced)
3
4+
3/4
Abilities
Available Equipment
Options
RECON SWEEP (Strategy Ploy)DEADLY SHOTS (Strategy Ploy)ART OF WAR (Strategy Ploy)SUPPRESSING FIRE (Strategy Ploy)A WORTHY CAUSE (Tactical Ploy)STEALTH AMBUSH (Tactical Ploy)FEARLESS IN THE FRONTLINE (Tactical Ploy)SUPPORTING FIRE (Tactical Ploy)

RECON SWEEP (Strategy Ploy): Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.

DEADLY SHOTS (Strategy Ploy): Until the end of the Turning Point, bolt weapons that friendly PATHFINDER operatives are equipped with gain the Prccrits1 critical hit rule.

ART OF WAR (Strategy Ploy): Select one of the following and apply its rules until the end of the turning point. You cannot select each option more than once per battle:

  • Mont’ka: Add 1" to the Move stat of friendly PATHFINDER operatives.
  • Kauyon: Friendly PATHFINDER operatives can perform a free Markerlight action during their activation if they have a Conceal order.

SUPPRESSING FIRE (Strategy Ploy): Whenever an enemy operative is performing the Shoot action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn’t the closest valid target, your opponent cannot re-roll their attack dice. Ignore friendly PATHFINDER operatives that have a Conceal order or are obscured when determining this.

A WORTHY CAUSE (Tactical Ploy): Use this firefight ploy at the start of the Firefight phase. One friendly T'AU EMPIRE operative (excluding DRONE) can immediately perform a free mission action.

STEALTH AMBUSH (Tactical Ploy): Use this firefight ploy when a friendly PATHFINDER operative makes a shooting attack in an activation in which its order was changed from Conceal to Engage, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice; if the target isn’t ready, you can re-roll any or all of your attack dice results of one result (e g. results of 2) instead.

FEARLESS IN THE FRONTLINE (Tactical Ploy): A PATHFINDER operative can perform the Markerlight action while within control range of an enemy operative (taking precedence over the Markerlight action’s normal conditions). In addition, this operative can perform the Fall Back action for 1 less AP.

SUPPORTING FIRE (Tactical Ploy): Use this firefight ploy when a friendly T'AU EMPIRE operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly T'AU EMPIRE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

32PATHFINDER, T'AU EMPIRE, INFANTRY, LEADER
Longquill [17R]
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Kroot Rifle
4
3+
3/4
Kroot Scattergun
4
2+
3/3
Kroot Hunting Rifle (Dev3, Heavy, Balanced)
4
2+
3/3
Pulse Rifle (Dev1)
4
3+
3/4
Pulse Carbine
4
3+
4/5
Tanglebomb launcher (Blast 2'')
4
2+
2/4
Blade
3
2+
3/4
Abilities
Available EquipmentMasters of Camouflage
Options
HUNTING CALL (Strategy Ploy)CUT-THROATS (Strategy Ploy)PREY (Strategy Ploy)PATIENT STALKERS (Strategy Ploy)A GORY FEAST (Tactical Ploy)SLIP AWAY (Tactical Ploy)POACH (Tactical Ploy)VENGEANCE FOR THE KINBAND (Tactical Ploy)

HUNTING CALL (Strategy Ploy): Until the end of the Turning Point, each time a friendly KROOT operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

CUT-THROATS (Strategy Ploy): Until the end of the Turning Point, add 1 to the Attacks characteristic of melee weapons friendly KROOT operatives are equipped with (to a maximum of 5).

PREY (Strategy Ploy): Until the end of the Turning Point, friendly KROOT operatives gain the following ability:

Prey: Each time this operative is activated, you can use this ability. If you do so, until the end of the Turning Point, ranged weapons this operative is equipped with (excluding quill grenades) gain the Balanced and Heavy special rules.

PATIENT STALKERS (Strategy Ploy): Until the end of the Turning Point, friendly KROOT operatives can perform a Charge action while they have a Conceal order.

A GORY FEAST (Tactical Ploy): Use this Tactical Ploy when a friendly KROOT operative incapacitates an enemy operative in combat. Add 1 to that friendly operative’s APL and it regains up to D6 lost wounds.

SLIP AWAY (Tactical Ploy): Use this Tactical Ploy when a friendly KROOT operative is activated. Until the end of its activation, that operative can perform the Fall Back action for one less action point (to a minimum of 0AP).

POACH (Tactical Ploy): Use this Tactical Ploy when a friendly KROOT operative is activated. Until the end of its activation, that operative only needs to be within the required range of an objective marker or token to perform mission actions and the Pick Up action associated with that objective marker (they do not need to control it). In addition, they can do so while within Engagement Range of an enemy operative.

VENGEANCE FOR THE KINBAND (Tactical Ploy): Use this Tactical Ploy when a friendly KROOT operative is incapacitated by an enemy operative. Until the end of the battle, each time another friendly KROOT operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice. You cannot use this Tactical Ploy in the battle again until that enemy operative is incapacitated.

32KROOT, T'AU EMPIRE, INFANTRY, LEADER
Strain Leader [20R]
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Neutron Blaster (Dev2)
4
3+
3/3
Claws
3
4+
3/4
Abilities
Available EquipmentCommuneFlyNeutron Charge
Options
HARDENED EXOSKELETON (Strategy Ploy)AIRBORNE PREDATORS (Strategy Ploy)STING (Strategy Ploy)AERIAL AGILITY (Strategy Ploy)NEUTRON OVERLOADOCELLIVICIOUS VENOMDARTING FLIGHT

Commune: When selecting your operatives for the battle, also select one T'AU EMPIRE strategy ploy. Whenever this operative is in the killzone and isn’t within control range of enemy operatives, that ploy costs you 0CP.

HARDENED EXOSKELETON (Strategy Ploy): Whenever a friendly VESPID operative is fighting or retaliating, Normal Dmg of 4 or more inflicts 1 less damage on it.

AIRBORNE PREDATORS (Strategy Ploy): Whenever a friendly VESPID operative moves or uses FLY during its activation, its weapons have the Balanced weapon rule until the end of that activation.

STING (Strategy Ploy): Improve the Hit stat of friendly VESPID operatives’ claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.

AERIAL AGILITY (Strategy Ploy): Whenever an operative is shooting a friendly VESPID operative while counteracting, or during an activation in which that shooting operative moved or was set up, roll one D6 whenever an attack dice would inflict Normal Dmg: on a 5+, ignore that inflicted damage. You cannot ignore more than one attack dice per Shoot action sequence this way.

NEUTRON OVERLOAD: Use this firefight ploy when you resolve a critical success for a friendly VESPID operative that’s shooting with a neutron weapon during an activation in which it’s moved or used FLY. If the target is within 4" of it, inflict D3 additional damage.

OCELLI: Use this firefight ploy when a friendly VESPID STINGWING operative performs the Shoot action during an activation in which it’s used FLY. Until the end of that action, it gains all benefits from the first and second main features of Vantage terrain. When determining the height difference between operatives for Vantage terrain rules, treat that friendly operative as being 3" higher than it currently is.

VICIOUS VENOM: Use this firefight ploy when a friendly VESPID operative is fighting and you strike with a critical success. Inflict D3 additional damage.

DARTING FLIGHT: Use this firefight ploy when a friendly VESPID operative performs the Reposition action. Until the end of that action, it can move an additional D3", or be set up an additional D3" away if it uses FLY. In either case, it cannot perform Shoot or Fight actions for the rest of the turning point.

32VESPID, T'AU EMPIRE, INFANTRY, LEADER
Crisissuit Shas'vre [30R]
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
3+
3/4
Sweeping (Ceaseless, Torrent 1")
4
3+
3/4
Fusion Blaster
Short range (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Long range (Range 12", Piercing 1)
4
3+
4/5
Flamer (Rng 8", Sat, Tor 2")
6
2+
3/3
Plasma Rifle (Dev1)
4
3+
4/5
Fists
3
4+
3/4
Missile Pod (Piercing 1, Blast 2'')
4
3+
3/4
Abilities
Available Equipment
Options
CAMOUFLAGE FIELD ENGAGEMENT (Strategy Ploy)PATIENT HUNTERS (Strategy Ploy)PREPARE AMBUSH (Strategy Ploy)HOLOWAVE COUNTERMEASURES (Strategy Ploy)ELIMINATE TARGETS (Tactical Ploy)SCRAMBLING SYSTEM (Tactical Ploy)REACTIVE ARMOUR (Tactical Ploy)VECTORED RETRO-THRUSTERS (Tactical Ploy)

CAMOUFLAGE FIELD ENGAGEMENT (Strategy Ploy): Until the end of the Turning Point, friendly STEALTHSUIT operatives can perform the following action:

*Camouflage Field Engagement: Change this operative’s order.

PATIENT HUNTERS (Strategy Ploy): Whenever a friendly ELITE operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.

PREPARE AMBUSH (Strategy Ploy): Place one of your Ambush markers wholly within your territory and more than 2" from enemy operatives. Whenever a friendly ELITE operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule. If you do, remove that marker and that friendly operative’s ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.

HOLOWAVE COUNTERMEASURES (Strategy Ploy): Whenever an operative is shooting a friendly STEALTHSUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.

ELIMINATE TARGETS (Tactical Ploy): Until the end of its activation, if a friendly CRISISSUIT operative does not perform a Fight action, it can perform two Shoot actions during that activation.

SCRAMBLING SYSTEM (Tactical Ploy): Use this Tactical Ploy at the start of the Firefight phase. Select one enemy operative Visible to and within of a friendly CRISISSUIT operative. Until the end of the Turning Point, that enemy operative cannot be activated until another enemy operative has been activated (unless it is the only remaining enemy operative).

REACTIVE ARMOUR (Tactical Ploy): Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly CRISISSUIT operative. You can change one of your retained normal saves to a critical save.

VECTORED RETRO-THRUSTERS (Tactical Ploy): Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly ELITE operative. Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.

32CRISISSUIT, T'AU EMPIRE, ELITE
Fire Warrior [12R]
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Pulse Rifle (Dev1)
4
4+
4/4
Pulse Carbine
4
4+
4/5
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing 1, Crits)
4
5+
3/4
Gunbutt
3
5+
2/3
Abilities
Available Equipment
32FIRE WARRIOR, T'AU EMPIRE, INFANTRY
Pathfinder [12R]
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
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
Marksman Rail Rifle
Standard (Dev2, Lethal 5+, Prc1,Heavy)
4
4+
4/4
Dart Round (Prc1, Silent,Heavy)
4
3+
3/4
Gun Butt
3
5+
2/3
Abilities
Available Equipment
Options
New Option
32PATHFINDER, T'AU EMPIRE, INFANTRY
Carnivore [12R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Kroot Scattergun
4
3+
3/3
Kroot Hunting Rifle (Dev3, Heavy)
4
2+
3/3
Tanglebomb launcher (Blast 2'')
4
3+
2/4
Blade
3
3+
3/4
Abilities
Available EquipmentMasters of Camouflage
32KROOT, T'AU EMPIRE, INFANTRY
[15R]
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Neutron Blaster (Dev2)
4
4+
3/3
Neutron Rail Rifle
Standard (Dev2)
4
4+
4/4
Aimed (Dev2, Hvy(Dash), Lethal 5+)
4
3+
4/4
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Neutron Grenade Launcher (Blast 2", Dev2, Sat)
4
4+
3/3
Claws
3
4+
3/4
Abilities
Available EquipmentFlyNeutron Charge
32VESPID, T'AU EMPIRE, INFANTRY
Crisissuit [20R]
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
3+
3/4
Sweeping (Ceaseless, Torrent 1")
4
3+
3/4
Fusion Blaster
Short range (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Long range (Range 12", Piercing 1)
4
3+
4/5
Flamer (Rng 8", Sat, Tor 2")
6
2+
3/3
Plasma Rifle (Dev1)
4
3+
4/5
Fists
3
4+
3/4
Missile Pod (Piercing 1, Blast 2'')
4
3+
3/4
Abilities
Available Equipment
32CRISISSUIT, T'AU EMPIRE, HEAVY
Stealthsuit [20R]
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless, Torrent 1")
4
4+
3/4
Fusion Blaster
Short range (Range 6", Devastating 4, Piercing 2)
4
4+
6/3
Long range (Range 12", Piercing 1)
4
4+
4/5
Fists
3
4+
3/4
Abilities
Available EquipmentCamouflage FieldCovert Protocols

Camouflage Field: Each time an enemy operative makes a shooting attack, unless it is within 2'' of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules.

Covert Protocols: This operative can counteract regardless of its order, but if it has a Conceal order during that counteraction, it cannot perform any actions other than Pick Up Marker, Place Marker or mission actions.

32STEALTHSUIT, T'AU EMPIRE, HEAVY
Ox [25R]
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Kroot Repeater Cannon (Rending)
4
4+
5/6
Kroot Ox Fists (Brutal)
5
3+
4/6
Abilities
Brute Strength
32KROOT, T'AU EMPIRE, HEAVY
Ox Rampager [20R]
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Kroot Pistol (Rng 8'')
4
3+
3/4
Kroot Ox Fists (Brutal)
5
3+
4/6
Abilities
Brute Strength
32KROOT, T'AU EMPIRE, HEAVY
Drone [12R]
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Available EquipmentDrone
32DRONE T'AU EMPIRE, SUPPORT
Recon Drone [12R]
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
4+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1")
4
4+
3/4
Ram
3
5+
2/3
Abilities
AnalyseDrone

Analyse: Whenever this operative performs the Markerlight action, each other enemy operative that’s both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.

32DRONE T'AU EMPIRE, SUPPORT, ELITE
Equipment
Ploys

Strategic - New Ploy:


Strategic - New Ploy:


Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.