Super Sent'au Taurangers
Common Abilities and Options
Markerlight (1AP):
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 PATHFINDER operatives can perform the Markerlight action, all PATHFINDER operatives can benefit from its effects. Whenever a friendly PATHFINDER operative is shooting with a weapon from its datacard (excluding ASSAULT GRENADIER’S fusion grenade), 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).
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.
Fearless On The Frontline:
This 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.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly PATHFINDER SHAS’LA operative (if able) before your opponent activates.
When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Operatives
1. Emmissary from Hell, Tauranger Red
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 3+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Art Of War1AP: MarkerlightNotes
The natural born leader of the Taurangers. Red is a level headed and intelligent tactition. But he secretly worries that he isnt good enough since his brother was originally Tauranger Red on a previous iteration of the team, he holds his brothers death close to his heart and is eager to bring vengence to the orks that slew him and bring honour to his family.
2. Striking Wind Fury, Tauranger Blue
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
Drone Controller1AP: Markerlight1AP: Remote PilotNotes
the most technologically adept of the super sentau, tauranger blue is placed in charge of the drones that accompany the team into battle. he is also entrusted with studying new and alien tech captured in battle
3. Mystical love Monarch, Tauranger Pink
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
Medic!1AP: Medikit1AP: MarkerlightNotes
the compassionate one, Tauranger Pink is always quick to heal and patch up any of her teammates on the battlefield with the healing power of love, combat STIMS and morphine. She has an intense crush on Tauranger Red, but will not let that blind her from the mission at hand.
4. Lightning claw talon, Kiruranger Yellow
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
Multi-Dimensional Vision1AP: Markerlight1AP: System JamNotes
a true assault troop, tauranger yellow charges the field jamming high threat level enemies or sniping them with his mutlidimmensional spectrum
5. unstoppable rage beast, kiruranger Black
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
Grenadier Specialist1AP: MarkerlightNotes
armed to the teeth in explosives, Tauranger Black is one of the few Taurangers who isnt hesitant to get upclose and personal with the enemy. Forgoing the usual Neo crystaline headgear used by most grenadiers in the empire in favour of the sleaker streamlined helmet for aerodynamics
6. Hurricane wind demon, Tauranger Green
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+ | 2/3 |
Abilities
Inertial DampenerMarkerlightNotes
A loner amungst the team, Tauranger Green prefers to keep to himself. while odd amungst other Tau it is handy for a sniper position. Tauranger Green's weapon has 2 different settings. silent and loud, to represent his darker past when he stood against the Taurangers to now when he has fully converted to their cause
7. patient stealth tiger, Tauranger white
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rail Rifle (Dev2, Lethal 5+, Prc1) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
MarkerlightNotes
trusted with the powerful rail rifle, Tauranger White could possibly lead the Taurangers should Red ever fall in battle, White respects and trusts Red however, and will gladly fight alongside Red, taking orders without question. He harbours feelings for Tauranger Pink, but nothing comes before the mission
8. Musical Siren Song, Tauranger Purple
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Fists | 3 | 5+ | 2/3 |
Abilities
1AP: Markerlight1AP: SignalNotes
known for her keen eyesight and ability to make snap decisions Tauranger purple is best suited for the comms array on the team, but just because she hangs back to issue orders doesnt make her cowardly or lazy, and she will join the battle as soon as she needs to. she also harbours a crush on Tauranger Blue and in her offtime she can be studying the physiology of vespids and theirdialects
9. Radiant sun Blaze, Tauranger orange
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 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
MarkerlightNotes
Hotheaded and aggressive, Tauranger Orange carries the devastating ion rifle to shatter the toughest enemy, He understands the risks of wielding such a weapon, and if some slight injuries are the price he must pay for anhialating hostile threats the empire he will gladly pay it. While Pink sometimes follows Orange to keep healing him up, he resents her for it saying he doesnt need a babysitter. He does get along with Black sharing in his appetite for destructive blasts
10. Titanium Metal alloy, Tauranger silver
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Pulse Carbine (Silent) | 4 | 3+ | 4/5 |
| Bionic Arm | 3 | 4+ | 3/4 |
Abilities
Veteran1AP: MarkerlightNotes
the mysterious final member of the super sentau team, tauranger silver is a veteran from a previous supersentau squad and the sole survivor, more machine than flesh after a frag grenade tore off his arm vocal chords and face, Silver has learned the art of stealth and can shoot while concealed. what the team doesnt know is that silver is tauranger red's older brother, believed to be dead. he cannot reveal to him that information for it may compromise the mission.
11. Kirudrone GOLD LIGHTAN!!!
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
AnalyseDrone1AP: Markerlight12. MV1 “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
DroneMarkerlight13. MV4 “shield”
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneShield GeneratorMarkerlight14. MV7 “Lighter”
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneHigh-Intensity Markerlight1AP: Markerlight15. Generic foot soldier, tauranger Gray
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
Fearless On The FrontlineGroup Activation1AP: MarkerlightNotes
there is nothing special about tauranger gray. he doesnt even have a special weapon, what is he doing on this team? hes a big dumb idiot and i would hate to be him.
16. Generic foot soldier, tauranger grey
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
Fearless On The FrontlineGroup Activation1AP: MarkerlightNotes
Tauranger Grey is the coolest member of the team, he doesnt even need extra weapons or abilities to carry on this team! He is innoquivicably the best troop you could ask for
17. Vicious Tidal Wave, Tauranger Teal
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rail Rifle (Dev2, Lethal 5+, Prc1) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
MarkerlightNotes
Usually calm and collected, Teal harbours a dislike for Orange and will not work alongside him unless the mission absolutely requires it. She has no problems with rhe rest of the team and even sports a playful competition with White when sniping enemies.
18. MV33 “Disco Ball”
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneGrav-InhibitorMarkerlight19. Charging doom menace, Tauranger Brown
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 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
MarkerlightNotes
A relative newcomer to the team despite being older than most of the taurangers, Brown accepts his role as weapons expert and fires his ion rifle at heavy armoured enemies without hesitation. He shares a companionship with Orange and rarely goes on missions with White or Teal.
Equipment
Target Analysis Optic
Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it is treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.
Orbital Survey Uplink
Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible). This is not cumulative with the high-intensity Markerlight or Analyse rules.
High-Intensity Markerlight
Up to twice per turning point, when a friendly PATHFINDER operative (excluding MV7 MARKER DRONE) performs the Markerlight action, you can use this rule. If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).
Photon Grenade
Once per turning point, a friendly PATHFINDER operative that has the Markerlight action on their datacard (excluding DRONE) can perform the following unique action:
PHOTON GRENADE (1 AP):
Select one enemy operative visible to this operative and roll one D6:
On a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat. An operative cannot perform this action while within control range of an enemy operative.
Ploys
Bonded
Strategy PloyWhenever a friendly PATHFINDER operative (excluding DRONE) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly PATHFINDER operative (excluding DRONE),
that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Recon Sweep
Strategy PloySelect 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.
Suppressing Fire
Strategy PloyWhenever 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.
Take Cover
Strategy PloyWhenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
A Worthy Cause
Firefight PloyUse this firefight ploy at the start of the Firefight phase. One friendly PATHFINDER operative (excluding DRONE) can immediately perform a free mission action.
Point-Blank Fusillade
Firefight PloyUse this firefight ploy when a friendly PATHFINDER 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.
If that friendly operative is ready, has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).
Supporting Fire
Firefight PloyUse this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Saviour Protocols
Firefight PloyUse this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly PATHFINDER 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 if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Tac Ops
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.