151 CRYPTOTHRALLS These hunched humanoid creatures fulfil much the same role as servitors do for Tech-Priest within the Imperium. Mindless mechanical drones, they provide their Cryptek masters with physical labour and close protection, but have very little cognitive power of their own. In fact, without a Cryptek nearby to slave them to its neural network, a Cryptothralls’ abilities are extremely limited. When a Cryptek must travel somewhere dangerous, they will be accompanied by a pair of Cryptothralls, using them as ablative protection or sacrificing their existence to achieve a goal without a second thought. Despite their disposable nature Cryptothralls are well armed, and are quite fearsome in short-range or closecombat. Their forearm blades are capable of scything through armour easily, while their single large eye can project potent bolts of energy. Cryptek Anephteh has been known to engage in a game similar to Regicide, but using living Cryptothralls as the ‘pieces’ and watching them destroy each other. SKORPEKH DESTROYER Heavily modified by unscrupulous Crypteks, Skorpekh Destroyers have replaced their lower half with a tripod of insectile metal legs and their arms with enormous Hyperphase Threshers. This allows them to whirl through battle, cutting apart their foes in a maddening dance. Needless to say, most other Necrons regard them as insane, but they are well regarded within the Destroyer Cults. Most dynasties grudgingly allow Skorpekh Destroyers to act as shock troops, unleashing them to carve through dense enemy formations or breach strongholds. While their actions are undeniably effective, the growing presence of the Destroyer Cult within Necron society is deeply troubling to most Necrons capable of independent thought. The high casualties sustained by units such as the Skorpekh Destroyer are a relief to most of the Phaerons, but it doesn’t stop many more members of the Destroyer Cults clamouring to replace them when they fall. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
152 CRYPTOTHRALL Threat A|A|E|E|E NECRON, [DYNASTY], CANOPTEK S T A I Wil Int Fel 6 6 3 4 1 1 1 Defence Wounds Shock Resilience 3 8 2 10 (AR 3) SKILLS: Default 3, Athletics 8, Awareness 6 (Passive 2), Ballistic Skill 4, Weapon Skill 4 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Networked: When within 10m of a Threat with the CRYPTEK Keyword, a Cryptothrall can move and take actions normally. When a Cryptothrall is not networked, a Cryptothrall will not move and only takes Actions to defend itself to deter attackers. Systematic Vigour: Networked Cryptothralls gain +3 bonus dice to attack Tests and reduce the MultiAtack penalty by 2 DN when making melee attacks, as though they had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES ACTION: Scouring Eye: 12 +3 ED / AP -2 / 6 - 12 - 18 / Salvo 1 Scythed Limbs: 9 +4 ED / AP -1 / 1m REACTION: Protection Protocol: When Networked a Cryptothrall can use their reaction to force any ranged attack made against a character with the CRYPTEK Keyword within 3m to target them instead. DETERMINATION: Spend 1 Ruin to roll 6d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 1 1 5 Avg SKORPEKH DESTROYER Threat A|A|E|E|E NECRON, [DYNASTY], DESTROYER S T A I Wil Int Fel 9 9 5 5 4 3 1 Defence Wounds Shock Resilience 4 17 8 14 (AR 4) SKILLS: Default 5, Athletics 10, Awareness 8 (Passive 4), Ballistic Skill 8, Weapon Skill 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Whirling Onslaught: If this Threat makes a melee attack on its turn it may use the Parry Trait of its melee weapon to gain +1 Defence against ranged attacks. Second Strike: This Threat reduces the Multi-Atack penalty by 2 DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES ACTION: Hyperphase Threshers: 12 +4 ED / AP -3 / 1m / Parry REACTION: Protection Protocol: When Networked a Cryptothrall can use their reaction to force any ranged attack made against a character with the CRYPTEK Keyword within 3m to target them instead. DETERMINATION: Spend 1 Ruin to roll 9d6. RUIN: Hardwired for Destruction: When you spend Ruin to re-roll all failing dice for a Skorpekh Destroyer’s attack test, results of 3 and 4 count as Icons and results of 5 and 6 count as Exalted Icons. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 4 3 8 Large CANOPTEK PLASMACYTE These constructs were created to tend to the Necrons during the Great Sleep, repairing corrupted engrams in the minds of their slumbering masters. Most of them still follow this purpose, but with the rise of the Destroyer Cults, they have begun to appear on the battlefield with a new purpose. Maddened by their need to kill, Cult members often deliberately have the Canoptek Plasmacyte inject them with infectious, sentient energy which burns their minds but drives them to ever-greater heights of slaughter. An extremely dangerous practice, many Destroyers have ended up mindless shells, or driven themselves to destruction while under the influence of this energy. Strange machines, Plasmacytes float on a trio of insectile legs; their bulbous body is surrounded with tentacular appendages, one of which terminates in a sharp proboscis. Not constructed with combat in mind, the proboscis is their only real weapon. Plasmacytes scurry after the Destroyer hordes in combat, only darting forward to offer injections when ordered.
153 OPHYDIAN DESTROYER Like a vile fusion between Necron and Canoptek Wraith, Ophydians are a repellent abomination produced for the Destroyer Cults. Bristling with bladed limbs, Ophydians are capable of cutting and phasing through the ground to emerge in the heart of enemy formations and strongholds. Once they’ve entered combat, all subtlety is gone and they simply swarm towards the nearest target to rend it with their blades. Ophydians hunt in packs, and while they seem completely frenzied, there is an eerie kind of coordination to the endless threshing and slicing of their limbs. As with all Destroyer Cults, other Necrons find their presence disturbing, but the Ophydians in particular seem to be almost insectile in their mannerisms. Other Necrons find Ophydian Destroyers to be repugnant, their forms echoing aspects of servile Canoptek Wraiths and reviled Flayed Ones. None dispute that the result is a form optimised for murder OPHYDIAN DESTROYER Threat A|A|E|E|E NECRON, [DYNASTY], DESTROYER S T A I Wil Int Fel 5 5 3 4 2 1 1 Defence Wounds Shock Resilience 3 7 3 8 (AR 3) SKILLS: Default 3, Athletics 6, Awareness 4 (Passive 2), Weapon Skill 7 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Second Strike: This Threat reduces the Multi-Atack penalty by 2 DN when it attacks with both its Hyperphase Threshers and Ophydian Claws, as though it had the Dual Wield Talent (Wrath & Glory, page 133). Tunneller: This Threat can tunnel underground whilst moving. While this Threat is underground it cannot be targeted by attack Tests. ABILITIES BATTLECRY: Tunnelling Horrors: Ophydan Destroyers emerge from tunnelling. All opponents of the Ophydian Destroyer must make a DN 2 Initiative Test or are Ambushed. ACTION: Hyperphase Threshers: 8 + 3 ED / AP -4 / 1m Ophydian Claws: 7 +3 ED / AP -1 / 1m DETERMINATION: Spend 1 Ruin to roll 5d6 RUIN: Hardwired for Destruction: When you spend Ruin to re-roll all failing dice for a Ophydian Destroyer’s Weapon Skill Test, results of 3 and 4 count as Icons and results of 5 and 6 count as Exalted Icons. REACTION: Whipcoil Bodies: When targeted by a melee attack, an Ophydian Destroyer can use its Reaction to increase its Defence by +1. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 2 1 10 (Tunnelling) Avg CANOPTEK PLASMACYTE Threat A|A|E|E|E NECRON, [DYNASTY], CANOPTEK S T A I Wil Int Fel 4 5 3 3 2 2 1 Defence Wounds Shock Resilience 2 7 3 9 (AR 3) SKILLS: Default 3, Awareness 6 (Passive 3), Ballistic Skill 5, Tech 8, Weapon Skill 5 BONUSES Recall Protocol: If the Canoptek Plasmacyte starts its Turn more than 6m from a Threat with a matching [DYNASTY] Keyword and the DESTROYER Keyword it disappears as it is recalled into a hyperspace dimension. ABILITIES BATTLECRY: Dimensional Translocation: The Canoptek Plasmacyte emerges from a hyperspace dimension, appearing within 6m of a Threat with a matching [DYNASTY] Keyword and the DESTROYER Keyword and immediately takes its turn. ACTION: Monomolecular Proboscis: 6 +3 ED / AP -1 / Agonising Infused Madness: A Threat with the DESTROYER Keyword gains +4 bonus dice to melee attack Tests and +1 bonus Strength until the start of the Canoptek Plasmacyte. Additionally, roll 1d6 — if the result is a Complication, the target suffers 1d3 Mortal Wounds. DETERMINATION: Spend 1 Ruin to roll 5d6. ACTION: Monomolecular Proboscis: 6 +3 ED / AP -1 / Agonising REACTION: Evasion Protocols: If a Canoptek Plasmacyte is within 3m of a Threat with the DESTROYER Keyword it can use its Reaction to move behind it when targeted by a ranged attack Test, forcing the attack to target the Threat with the DESTROYER Keyword. Conviction Resolve Speed Size 2 1 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
154 TRIARCH PRAETORIAN Once the Triarch Praetorians were the guardians of Necrontyr culture and the judges of honour and worthiness. Even Phaerons had to accept the judgement of the Triarchs on matters of honour and custom. While most of the Necrons entered the Great Sleep, the Triarch Praetorians stayed awake. Partly they did this as penance for their perceived failures, and partly to ensure the safety of the Necron species during their slumber. Over millions of years they visited many different emerging species, trying to mould them into suitable vassals for when the Necrons emerged once more, but the Aeldari were ruthless in expunging most of these, so only a few myths and legends survived. Now that the Necrons are awakening, the Praetorians are attempting to help as many tomb-worlds as possible, once more re-inserting themselves into dynastic politics. CANOPTEK WRAITH Originally created to repair inaccessible internal systems, Canoptek Wraiths quickly became adapted for use in reconnaissance and assassination once their utility was realised. Equipped with exotic technology, Wraiths can adjust their dimensional frequency to allow themselves to become intangible. The same field also allows their claws to pass through enemy armour without hindrance. During the Great Sleep, Wraiths kept watch over the silent Necron tombs, alerting defence networks to the presence of intruders and then picking them off one at a time. Since then they have become boogeymen to many different species — horrible spectres that slip out of solid surfaces to ambush and slaughter before writhing away again. The dynasties rely on multitudes of such creatures to provide intelligence on their foes, and the Wraith’s ability to phase through solid objects means there is nowhere it cannot reach or strike. This ability to strike seemingly from nowhere is often devastating to enemy morale, and among the Necron’s enemies hushed tales are sometimes told of intangible monsters hunting soldiers through the darkened corridors of their own fortresses.
155 TRIARCH PRAETORIAN Threat A|A|E|E|E NECRON, TRIARCH S T A I Wil Int Fel 6 7 4 5 6 4 3 Defence Wounds Shock Resilience 4 13 9 12 (AR 4) SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic Skill 8, Leadership 8, Weapon Skill 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Honour Above All: If an Agent can convince a Triarch Praetorian to engage them in honourable single combat and defeats them, they will ensure they are not attacked by other Necrons to the best of their abilities for the length of a Necrontyr day, provided the Agent does not attack any Necrons. ABILITIES ACTION: Rod of Covenant (shooting): 12 +2 ED / AP -3 / 6 - 12 - 18 / Salvo 1 Rod of Covenant (melee): 9 +4 ED / AP -3 / 2m ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. DETERMINATION: Spend 1 Ruin to roll 7d6 RUIN: Hardwired for Destruction: When you spend Ruin to re-roll all failing dice for a Ophydian Destroyer’s Weapon Skill Test, results of 3 and 4 count as Icons and results of 5 and 6 count as Exalted Icons. REACTION: Whipcoil Bodies: When targeted by a melee attack, an Ophydian Destroyer can use its Reaction to increase its Defence by +1. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is Conviction Resolve Speed Size 6 5 10 (Fly) Avg MOB ABILITIES Dynastic Defenders: A Mob of Triarch Praetorians typically engages by swooping down into the fray from above. This type of Charge increases their Defence by +1 until the start of their next Turn. CANOPTEK WRAITH Threat A|A|E|E|E NECRON, [DYNASTY], CANOPTEK S T A I Wil Int Fel 5 6 5 4 2 1 1 Defence Wounds Shock Resilience 3 8 3 12 (AR 2) SKILLS: Default 3, Athletics 6, Awareness 4 (Passive 2), Weapon Skill 7 BONUSES Dimensional Destabilisation: Canoptek Wraiths can move through solid objects, treating them as Difficult Terrain. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES BATTLECRY: Lurking Horrors: Canoptek Wraiths can enter combat by emerging from a solid object. All opponents of the Hexmark Destroyer must make a DN 2 Initiative Test or are Ambushed. Additionally, all opponents of the Hexmark Destroyer must make a DN 2 Fear Test. ACTION: Vicious Claws: 10 +5 ED / AP -3 / Range 1 DETERMINATION: Spend 1 Ruin to roll 6d6 ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is Conviction Resolve Speed Size 2 1 12 Avg MOB ABILITIES Fearful Host: A Mob of Canoptek Wraiths that uses Lurking Horrors adds +2 to both the Initiative and Fear Test. Praetorians tend to hover over the battlefield, awaiting a worthy foe to face or a lapse in honour to punish. When they do strike, there is very little that can stand against them. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
156 LOKHUST DESTROYER Lokhust’s represent the most powerful modifications made by the Destroyer Cults, essentially converting them into the equivalent of a light tank. The Lokhust’s head is heavily rebuilt, while one arm is replaced with a fearsome Gauss cannon and their legs with a powerful repulsor raft which can carry them quickly into battle. The repulsor system also stabilises the Necron’s body, so that it can fire the mighty cannon without being wildly spun around. Destroyers who perform particularly well in combat may receive even further upgrades, becoming a Heavy Lokhust Destroyer, and receiving access to Gauss Destructor weaponry. Lokhust Destroyers cluster around such powerful figures hoping to gain their approval, sweeping across the battlefield in groups, raining death on fortifications and vehicles. CANOPTEK DOOMSTALKER These large, gangly insectile constructs function as mobile weapon platforms for their Necron masters. While they see extensive use in battle, they are also used as ‘watchdogs’ for sensitive areas like Necron armouries. As with all Canopteks, they have no true mind, and will follow their orders to the letter. Typically a Canoptek Doomstalker mounts an artillery piece known as a Doomsday Blaster which it can fire while moving, or root itself down to engage a much more powerful and long-ranged mode. It also carries a pair of Gauss-Flayers for fending off infantry attacks, and will engage a potent self-destruct mechanism if damaged beyond repair. Given the peculiar challenges that the Canoptek Doomstalker presents to opponents, some Astra Militarum regiments that face them regularly have taken to forming specialised units to hunt and destroy them. The cost has proved high, yet from the handful of survivors from these units some interesting insights into the Doomstalker’s tactical and physical vulnerabilities have been gained.
157 CANOPTEK DOOMSTALKER Threat A|A|E|E|E NECRON, [DYNASTY], CANOPTEK S T A I Wil Int Fel 9 10 4 3 3 2 1 Defence Wounds Shock Resilience 2 18 7 17 (AR 4, Containment Field: AR 2*) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES ACTION: Doomsday Blaster (Low Power): 15 +2 ED / AP -2 / 12 - 24 - 36 / Salvo 1 / Reliable, Mounted (Huge) Doomsday Blaster (High Power): 19 +2 ED / AP -5 / 24 - 48 - 72 / Salvo 1 / Reliable, Mounted (Huge) The Doomsday Blaster can only be fired in High Power mode if the Canoptek Stalker has not moved this Turn. Twin Gauss Flayer: 10 + 1 ED / AP -1 / 12 - 24 - 36 / Salvo 4, Rapid Fire (4) REACTION: Sentinel Construct: Once per Round when any enemy moves within range of a Canoptek Doomstalker’s Twin Gauss Flayer it can fire the Twin Gauss Flayer. DETERMINATION: Spend 1 Ruin to roll 10d6 ANNIHILATION: Explosive: When a Canoptek Doomstalker is destroyed, roll 1d6. If you roll a Complication or an Exalted Icon, the Canoptek Doomstalker explodes with the following profile: 16 +4 ED / Blast (10) Conviction Resolve Speed Size 3 2 10 Huge LOKHUST DESTROYER Threat A|A|E|E|E NECRON, [DYNASTY], DESTROYER CULT S T A I Wil Int Fel 5 6 3 3 3 2 1 Defence Wounds Shock Resilience 2 9 7 13 (AR 4) SKILLS: Default 5, Ballistic Skill 6 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES COMPLICATION: Kill Frenzy: When a Lokhust Destroyer rolls a complication, they become utterly obsessed with destroying one random enemy they can see. It will focus all efforts on chasing and attacking that target. ACTION: Gauss Cannon: 14 + 3ED / AP-3 / 12-24-36 / Salvo 1 DETERMINATION: Spend 1 Ruin to roll 6d6 RUIN: Reanimation Protocols: When a Lokhust Destroyer is killed but not destroyed outright, spend 1 Ruin to return them to life with 1 Wound Conviction Resolve Speed Size 6 - 9 (Fly) Large MOB ACTIONS Repulsor Slipstream: Mobs of Lokhust Destroyers add +1 to their Movement rate MOB ABILITIES Heavy: If a Mob of Lokhust Destroyers enters play with 5 or more members, one of them will be equipped with a Gauss Destructor: 18 + 6ED / AP -4 / 18 - 36 - 54 / Salvo 1 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
158 n a galaxy seething with strife and corruption, ravaged by constantly bloody conflict, the T’au Empire stands in direct contrast against the darkness. The rapid rise and expansion of these xenos is as much a mystery to Imperial scholars as their continued survival against the horrors of the wider Galaxy. The domes of T’au septs stand orderly and clean, as citizens of various species work hand in hand for the Greater Good of all. Outsiders are not shunned, but invited to witness the prosperity they too could share in. Yet beneath their veneer of cultured advancement and gentile diplomacy lurks the implicit threat of violence from a technologically advanced foe, a rigid caste system, presided over by the unquestionable Ethereals and an unrelenting drive to subjugate all those who would obstinately reject the Greater Good. T’au warfare makes heavy use of advanced high-precision ranged weaponry designed to preserve their comparatively small number of welltrained Fire Warriors and high-tech battlesuits — and of allied auxiliaries better suited to take the brunt of frontal assaults. The promises of the T’au are a tempting proposition amidst a Galaxy sundered by war, yet among the worlds of the T’au Empire some say there is happiness only for the conformist, and vaunted T’au diplomacy only paves the way for further unwavering expansion. THE T’AU EMPIRE
159 T’AU The T’au only attained spaceflight in the recent millenia, by Imperial reckoning. In the short few millennia since, they have accomplished astonishing feats: not only have they crushed an Ork WAAAGH! during the earliest stages of their space exploration, they also repelled the Tyranid Hive Fleet Gorgon, and stood against the mighty Imperium of Man during the Damocles Crusade. In the face of all these challenges, the T’au Empire not merely survived, but has thrived. Swift military conquest, persuasive diplomacy, and not a few veiled threats have expanded the T’au Empire substantially. Multiple former Imperial worlds and dozens of xenos species have been successfully united beneath the philosophy of the Greater Good. T’au culture is summed up in one concept: Tau’va, the Greater Good. This philosophy posits that each member of society has their place — and must accept this place in order to attain their greatest possible individual happiness, while maximising their contributions to the prosperity of all for mutual benefit. The Greater Good was introduced to the T’au by the mysterious Ethereals, who lead T’au society today. Their arrival, in the distant past, heralded an end to the constant conflicts among the four T’au castes, remembered as a time of darkness and death: the Mont’au. These mysterious but wise and charismatic leaders instantly resolved the differences between the warring factions by instituting the caste system as the T’au still follow it today. In putting aside their misgivings at each others’ differences, the T’au found strength in complementing each others’ weaknesses. Today, the Earth Caste descendants of the hill dwellers build everything from mighty T’au battlesuits to prosperous sept cities, and toil the fields to nourish the population. The Air Caste descendants of the airborne T’au serve as low-gravity adapted pilots on the voidships that carry the Greater Good to distant stars, in the unbroken expansion of the T’au Empire. The scientists and diplomats of the Water Caste, descendants of the administrators of old, ensure that T’au progress is ever advancing, and bring it to amenable aliens on the fringes of the empire. The Fire Caste, formerly menacing their fellow T’au as plundering nomads, now protect society using the technology developed by the Water Caste and built by the Earth Caste. Above all, the Ethereals watch and direct the further expansion of the Greater Good. THREAT ASSESSMENT ++Precis:X-Tau-101++ conceived by : Curnia du Nuli, Captain, Navis Imperialis Trader Varonius, with my deepest regards and appreciation, let me begin by stating unequivocally: the hull fragment located by your hirelings, floating on the oceans of Charybdion, cannot possibly originate from a T’au vessel. How you even located a reference to this obscure xenos species, and then made this leap of logic is beyond reckoning. Nevertheless, let it not be said I did not heed your request for instruction. The T’au are a young and insignificant species of xenos, confined to a very small sector at the far end of the Imperium. They crawl through their minuscule sphere of stars using spacefaring technology far inferior to Imperial methods. So you must see how utterly misplaced your concerns are! I grant you, the T’au are beyond vexing. Their Water Caste’s diplomatic machinations simply never cease! Apologies, I speak to the uninitiated: the T’au are organised in a primitive caste system, controlled by their Ethereal demagogues, and espousing to work together towards some “Greater Good”. They peddle this pitiful philosophy even on Imperial worlds, and I confess that while posted to the Damocles sector witnessed an entire world so lured from the Emperor’s light. Their promises of prosperity can only convince the truly desperate of course, but we must credit them this much: their tongues are silvered. Their weapons, too, can be of some concern. Departing during the T’au occupation force’s landing, I witnessed an entire company of Astra Militarum and their vehicles melting away under plasma bursts fired from battle automatons descending from the skies. These war machines the T’au are so fond of using must, of course, be simpleminded and easily defeated by any halfway prepared Imperial force. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
160 It is unclear just how the Ethereals managed to instigate unity so rapidly, and effortlessly maintained control of the T’au ever since — or, for that matter, even where they came from. These are questions that, even more inexplicably, seem to never even occur to any T’au. Under the Ethereals’ direction, the T’au have pursued a policy of steady expansion. They welcome any xenos into their empire who are willing to submit to the teachings of the Greater Good. This may happen only after decades of slowly building dependency on T’au traders and exposure to T’au culture, but the Ethereals are nothing if not patient. However, when their inscrutable agenda demands urgency, or a world on the fringes of the T’au Empire resists absorption all too intransigently, the T’au are by no means above the use of force. In such lamentable cases, it falls upon the Fire Caste to advance the Greater Good by conquest. Worryingly to the Imperium of Man, T’au technology often seems to effortlessly perform feats that have long been lost even to the tech-priests of the Adeptus Mechanicus, from miniaturised antigrav devices to personal stealth field projectors and advanced energy weapons. Even worse is the effect T’au propaganda has exerted on Imperial worlds struggling to survive in the face of the Noctis Aeterna. The T’au, apparently psionically deaf and mute and thus seemingly immune to the corruption of Chaos, view this phenomenon mainly as just one more challenge to overcome in unity. They were thus unaffected by the waves of despair washing through the human worlds on the outskirts of their empire, in the wake of this galaxy-wide incursion of the nightmare-realm of the Warp. The T’au thus provide stability and hope to many — even if the thought of becoming subordinate to inscrutable xenos is anathema to those whose faith in the Imperial Creed is true. THE T’AU IN GILEAD Warp Odyssey and Arrival in Gilead The Fourth Sphere of Expansion of the T’au Empire made use of a novel experimental technology — the AL-38 Slipstream Module, reverse engineered from looted Imperial vessels and Kroot technologies. FLASHPOINT: PROMETHIUM REFINERY PR-45 Realising they were trapped in the Gilead system, and with innumerable Imperial and more unidentifiable contacts lighting up their sensor sphere, Shas’el Y’eldi Oruaun was forced to make a snap decision. Reasoning that the humans probably cared little for the oceans of the worlds they inhabited, and likely monitored them less than the void of space, she ordered the II’Porrui ship to be submerged within the vast seas of Charybdion. This decision proved a double-edged sword. On the one hand, the T’au discovered that the ocean floor was littered with promethium refineries, and the seas themselves were teeming with gigantic worldfish and other abominations mutated by centuries of human industrial pollution. On the other hand, the humans seem to have abandoned a number of refineries in perfectly good condition that might be adapted for her own use. The T’au have probed some of them, and identified refinery PR-45 as potentially safe. But the T’au are playing a dangerous game of hide and seek with the Tech-Priests of the Adeptus Mechanicus, all while slowly realising there might have been good reasons PR-45 was abandoned. Unfamiliar with the arcane inner workings of its ancient and inscrutable mechanics, the Earth Caste engineers are making slow progress in re-activating PR-45. Its archaic technologies, which the T’au are only slowly and with a horrified fascination beginning to comprehend, are severely deprecated and decayed after their long abandonment. In addition, the oceans are proving less quiet by the day, as the local fauna seem to grow interested in the loitering vessel, among them Entire pods of leviathans now periodically circle PR-45, and worse, the Adeptus Mechanicus seems to have picked up signs of unusual activity, and asked Rogue Trader Varonius to provide a team to investigate. Most worryingly of all, some T’au stationed on PR-45 have started to report strange and haunting dreams of being dragged into the deep dark.
161 the Gilead system, and she has to locate materials to repair and refuel the Recollections after its forceful re-entry into real-space. These contradictory demands weigh heavily on commander Oruaun’s shoulders, forcing her to make decisions beyond the doctrines she has studied — and she must make them without the guidance of the young Ethereal Sva’la. In many ways, Shas’el Y’eldi Oruaun feels just as trapped in this human stronghold system as she felt in the Warp. The young commander never expected to have to shoulder this kind of responsibility so soon, but she does not shy away from it — Shas’el Y’eldi Oruaun feels that holding fast to T’au teachings in the face of this turmoil is her personal Trial of Fire. And yet, it is difficult not to feel desperation in these circumstances — but desperate times call for decisive action, and Oruaun is prepared to take it. Taking stock of what assets she had at her disposal, Oruaun decided that caution was the best course — for now. While the Recollections is out of fuel for interstellar travel, she remains quite capable of operating in her intended role and can deliver troops for rapid and covert insertion all over the Gilead system. She has a full load-out of Crisis battlesuits, including a singular Ghostkeel variant, it’s advanced sensory technologies the only prospect of Oruaun herself ever returning to battle. These are alongside a great variety of experienced troops from any branch the Fire Caste maintains, available to her if and when required. In the hours following their arrival in Gilead a further two ships were tumultuously ejected by the Immaterium, and the Recollections was able to offer quick assistance. Taking on the survivng engineers of the Earth Caste as well as scientists and diplomats of the Water Caste, rescued from their disintegrating ships. They should prove useful in deciphering the ancient human devices commander Oruaun’s scouts found littering the system, as well as the remnants of other species’ technology they keep turning up. Miraculously, her Fire Warriors even managed to assess a huge chunk of debris within the Voidmire as a potential derelict Kroot warsphere. If this turns out to be accurate, they might find both additional allies and sorely needed materials her engineers are familiar with. Her own Kroot and Vespid auxiliaries, attached to the Hunting Cadre of the Recollections, have proven worryingly argumentative and uncharacteristically restless since their protracted stay in the Warp. With this revolutionary new technology, travel through space promised to become faster than ever before for the T’au. All tests had gone exactly as predicted — however, when the entire Fourth Sphere fleet activated its drives to begin the expedition, their combined power punched them through into the Immaterium. Exposed to the horrors of the Warp, haunted by Daemons at every turn in its vast nothingness, and with no way back to real space, the Fourth Sphere expedition lost more than two thirds of its ships — either destroyed or lost in the unfamiliar Warp currents. Paradoxically, what remained of the expedition was saved when the Great Rift tore the galaxy apart, as it opened a way back to real-space for the trapped T’au. The Warp’s unpredictable nature being what it is, however, not all survivors emerged in the same place — some were separated by thousands of light years from the main fleet. The II’Porrui-class Cruiser Recollections of the Third Sphere, carrying an entire Hunter Cadre of the Fire Caste under the command of Shas’el Y’eldi Oruaun, emerged from its seemingly interminable isolation in the Warp in the Gilead system. Its Air Caste pilots executed daring but costly manoeuvres to avoid destruction, and somehow managed to preserve the ship — at the cost of exhausting its last fuel reserves, already severely depleted after months of arduous travel. Worse, the sensors and communications arrays of the Recollections went dead for just a few minutes during the transition back into real-space, overloaded with the enormous energies of the Great Rift. This left Commander Oruaun mute, deaf and blind to the charge she had protected in the Warp for so long —the barge of the young Ethereal Aun’vre Sva’la. It made the crossing alongside the II’Porrui, but when the Recollection’s sensors came back online, it was gone and did not respond to any hails — with no debris in sight. Commander Shas’el Y’eldi Oruaun’s Goals and Assets Commander Oruaun now has two aims, which make her warrior’s heart burn with a fiery and desperate impatience: find the lost Ethereal, and refuel her ship to attempt the long journey to rejoin the T’au Empire. Before she can hope to attain any of these goals, however, myriad obstacles stand in her way: she has to keep her demoralised Fire Warriors in line and maintain them as an efficient fighting force, she must preserve her limited resources while still scouting out BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
162 Threats, Opportunities, and Mysteries Some of Oruaun’s more traditionally-minded Shas’ui have argued against this overt course of action, and would have preferred to remain silent and undetected until the time is right. Shas’el Y’eldi Oruaun believes that this is not the way, however, as their resources would only dwindle on that path, and they need to take decisive action while still at the height of their power if they hope to accomplish anything. As much as it went against her own better judgement and training, this meant taking risks. Commander Oruaun tries to minimise these risks by directly contacting only those elements she believes would not spread news of the T’au presence in the system, out of nothing but self-interest — the Rogue Trader Varonius, for example, but also other xenos, such as the Aeldari, or particularly desperate or self-serving elements of the human population, such as the enclaves on Enoch that are being overrun by refugees. In addition, the T’au take great pains to conceal their true strength, as well as the basis of their operations deep within the oceans of Charybdion. So far, T’au activities in the Gilead system not aimed at pure survival are mainly directed towards obtaining information — due to a lack of star charts for this far-away region of the galaxy, they can’t even be certain where they are, exactly. The mystery of the disappearance and current whereabouts of Ethereal Aun’vre Sva’la continues to disturb commander Oruaun deeply — was she captured by the some unknown Imperial institution? Is she being held by the Varonius Flotilla, or in the clutches of one of the xenos factions established in the Gilead system — or, in the most troubling of all possibility, the one that occurs to Oruaun in her nightmares, has the Ethereal abandoned them on purpose? USING THE T’AU IN YOUR GAME T’au often initiate contact under the pretence of diplomacy, attempting to entice their opponents with promises of mutual benefit, concessions, and compromises. These are only a means to an end, however — T’au always have an ulterior motive. T’au Politics in the Gilead Diaspora In the absence of the guidance of an Ethereal, Shas’el Y’eldi Oruaun was reluctant to take full command of her small and motley crew of T’au of various castes, conscious of what evil the Fire Caste’s former attempts at seizing power over other T’au have wrought during the time of Mont’au. She is determined not to diverge from the teachings of the Ethereals — Shas’el Y’eldi Oruaun won’t disgrace herself by becoming another Farsight, abandoning all doctrine in the face of hardship. Instead, she established the Council of Castes, composed of the senior representatives of each caste present in Gilead. However, making decisions by committee is foreign to Oruaun’s training and temperament, and the tedious process seems to increasingly bring all the long-forgotten animosities between the castes to the fore. Commander Oruaun has asserted dominance more than once, and her fears of alienating the other castes only have made her search for the lost Ethereal more urgent. With her power base in the Gilead system so small and tenuous, she has decided to pursue the path T’au have always taken when facing overwhelming numerical odds: diplomacy. It became quickly apparent that there is a lot of desperation to go around in Gilead, and not just among the stranded T’au. After obtaining a few additional transport vessels — some through covert barter, some through decisive action — Oruaun has begun to dispatch the available members of the Water Caste to establish contact with well-chosen elements within the Gilead system. Their experienced lead diplomat, the silver-tongued Por’el Nao’tan, has proven quite capable of finding just the right words and fostering the precise combination of concern and hope at the T’au presence in Gilead, in order to further their goals. In the meantime, Earth Caste engineers under the direction of the ageing but ambitious Fio’ui Col’va are trying to scavenge what they can from abandoned Imperial facilities and other debris from the countless conflicts littering the Gilead system. In an unprecedented act of interference, Oruaun effectively promoted Col’va over the higher-ranking Fio’vre Na’val, because Col’va showed a greater eagerness to experiment and take risks — the very qualities that had held him back from advancement in the past. With Na’val left in charge of maintaining the II’Porrui systems, a nominally more prestigious position in their current circumstances, Col’va is leading exploration teams that tinker with alien technology.
163 While T’au may initiate and participate in negotiations much more readily than most other factions, they are quite prepared to rapidly pivot to violence when it suits their purpose — which can be even more devastating after they prepared the groundwork with their careful deceptions. To the T’au, diplomacy is merely war by different means. T’au espouse the benefits of the Greater Good to anyone who they believe can be swayed to it. This can occur overtly, but is more often done through indirect means, step by step. The T’au are a patient people, quite content to foster relationships that might bear fruit years down the line. When the time comes to strike, however, they are both unflinching and devastating. THE T’AU IN COMBAT T’au combat dogma dictates that attacks should be initiated from a position of overwhelming superiority — either through focused shock-and-awe strikes, following the Mont’ka doctrine, or by baiting enemies into ambushes, following the Kauyon doctrine. Adherence to established teachings can become a problem when T’au forces are cut off from reinforcements, or where retreat and manoeuvring are not feasible. Commander Farsight discovered this during his encounters with Chaos during the Second Sphere Expansion, and Oruaun, trapped in the Gilead system, is discovering this now. T’au troops must fight smart and stay mobile, and conceal their presence until they strike. They regularly scout out their enemy’s strength, and strive to make best use of the combat environment. Above all, T’au avoid melee combat wherever possible, as they are not equipped to withstand it for long, even against an inferior opponent. In this role, T’au instead employ their allies as shock troops — most notably the Kroot. Species XP Cost Attributes Skills Speed Species Abilities Air Caste (Kor) Agility 2 Pilot 2 8 in low or zero gravity environments 4 in terrestrial gravity. - Earth Caste (Flo) Intelligence 2 Tech 2 6 - Fire Caste (Shas) Strength 2 Ballistic Skill 2 6 - Water Caste (Por) Fellowship 2 Persuasion 2 6 - Ethereal Caste (Aun) Willpower 2 Leadership 2 6 - Vespid Agility 3 Pilot 3 14 Fly Attribute Air Caste Earth Caste Fire Caste Water Caste Ethereal Caste Vespid Strength 4 6 7 6 6 8 Toughness 4 6 7 6 6 8 Agility 10 8 8 8 8 12 Initiative 8 8 8 8 8 8 Willpower 8 8 8 8 10 8 Intelligence 8 10 8 8 8 8 Fellowship 8 8 8 10 8 5 Speed 8 6 8 6 6 14 T’AU SPECIES ATTRIBUTE RATING MAXIMUMS BY SPECIES BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
164 XV8 CRISIS BATTLESUIT The XV8 Crisis Battlesuit incorporates some of the most advanced technology developed by the Earth Caste. Standing more than twice as tall as the average Fire Warrior, and piloted only by experienced Shas’ui, it is a striking presence on any battlefield. The XV8 can maintain contact with T’au troops through sophisticated communication systems, even while rapidly traversing the battlefield by use of its jet packs to take out the next high-priority target. Only experienced Fire Warriors Shas’ui, who have proven their skill and courage, may don the Her’ex’evre — the Mantle of Heroes — and become battlesuit pilots. They often show favour for the XV8 as a combat and command platform, for its mobility, versatility, and firepower. In addition to its adaptable heavy weapons loadout, a Crisis Battlesuit’s drone controllers allow additional customization, and can make it into a veritable one-T’au army that strikes terror behind enemy lines. However, if the XV8’s strengths lie in its mobility, so do its weaknesses. A Shas’ui piloting their XV8 too boldly can easily find themselves outmatched when cut off from a route of retreat. XV8 operators must always ride that razor’s edge to make best use of their battlesuit’s capability — piloting it is a dangerous thrill. XV8 CRISIS BATTLESUIT SHAS’UI Threat A|A|E|E|E T’AU S T A I Wil Int Fel 7 7 8 8 5 3 4 Defence Wounds Shock Resilience 6 15 9 13 (AR 5) SKILLS: Default 6, Ballistic Skill 8, Pilot 8 BONUSES Manoeuvring Jet Packs: The XV8 can make a controlled descent from any height and never takes damage from falling. The XV8 has a Long Jump and High Jump distance of 10m and can make these jumps as part of their movement without making Athletics (S) Tests. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Drone Controller: : The XV8 can control up to two Tactical Support Drones. Twin-linked Weapons: When the XV8 is equipped with two weapons of the same type, it can fire both weapons once on its turn without suffering Multi-Attack DN penalties. XV8 Powered Battlesuit: The XV8 Crisis Battlesuit increases the wearers Strength, Toughness, Agility, and Initiative Attribute Bonuses by +4. These increases have been applied to this statblock. ABILITIES ACTION: Burst Cannon 11 +3 ED / Range 9 – 18 – 27 / Salvo 2 / Assault, Heavy (5), Rapid Fire (2), Reliable See Crisis Battlesuit Variations for more information. RUIN: Jet Pack Jump: Spend 1 Ruin. The XV25 gains a Speed of 12 (Fly) for its turn. DETERMINATION: Spend 1 Ruin to roll 7d6. Conviction Resolve Speed Size 5 4 10 Large
165 CRISIS BATTLESUIT VARIATIONS An XV8 Crisis Battlesuit has 4 Wargear slots. Each XV8 Crisis Battlesuit can have 1 of the following: u Counterfire Defence System u Early Warning Override u Multi-tracker u Shield Generator u Target Lock u Velocity Tracker And can install any of the following on their remaining Wargear slots: Installing multiple instances of the same Wargear does not increase the effectiveness of that Wargear or stack the effects, unless they are Twin-Linked Weapons. GHOSTKEEL OPTIONS The XV95 Ghostkeel Battlesuit Shas’vre can exchange their Fusion Collider for a Cyclic Ion Raker: 16 +4 ED / AP -2 / Brutal, Heavy (8), Supercharge The XV95 Ghostkeel Battlesuit Shas’vre can exchange their Early Warning Override for a Flare Launcher: The XV95 Ghostkeel Battlesuit Shas’vre can exchange their 2 T’au Flamers for either of the following: 2 Burst Cannons: 11 +3 ED / Range 9 – 18 – 27 / Salvo 2 / Assault, Heavy (5), Rapid Fire (2), Reliable 2 Fusion Blasters: 16 +1 ED / AP -4 / Range 9 – 18 – 24 / Salvo 1 / Melta, Heavy (5), Rapid Fire (2) RUIN: Flare Launcher: As a reflexive action, spend 1 Ruin when a ranged attack with 4 or more ED targets the XV95 Ghostkeel Battlesuit Shas’vre. Roll 1d6. If the result is an Icon or an Exalted Icon, the ranged attack automatically misses. Airbursting Fragmentation Projector: 10 +3 ED / AP -1 / Range 12 - 24 - 36 / Blast (6) This weapon can target anyone in range, regardless of visibility. Burst Cannon 11 +3 ED / Range 9 – 18 – 27 / Salvo 2 / Assault, Heavy (5), Rapid Fire (2), Reliable Cyclic Ion Blaster: 16 +1 ED / AP -2 / Range 9 – 18 – 27 / Salvo 2 / Rapid Fire (2), Heavy (5), Supercharge Fusion Blaster 16 +1 ED / AP -4 / Range 9 – 18 – 24 / Salvo 1 / Melta, Heavy (5), Rapid Fire (2) Missile Pod: 14 +4 ED / AP -2 / Range 15 – 30 – 45 / Salvo - / Heavy (5) Plasma Rifle: 15 +1 ED / AP -4 / Range 15 – 30 – 45 / Salvo 1 T’au Flamer: 10 +4 ED / 6 - 12 - 18 / Assault, Flamer Counterfire Defence System RUIN: Counterfire Defence System: As a reflexive action, spend 1 Ruin to increase Defence by +4 Early Warning Override RUIN: Early Warning Override: Spend 1 Ruin. As a reflexive action, make a ranged attack. Multi-Tracker: Whenever this Threat targets a Mob with a ranged attack Test, they gain +4 bonus dice. Shield Generator: This Threat gains AR 3*. Target Lock RUIN: Target Lock: Spend 1 Ruin. This Threat ignores the effects of cover until the end of its turn. Velocity Tracker: Whenever this Threat targets an individual that is flying with a ranged attack Test, they gain +4 bonus dice. CRISIS SUIT WARGEAR OPTIONS BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
166 XV95 GHOSTKEEL BATTLESUIT SHAS’VRE Threat A|A|A|A|A T’AU S T A I Wil Int Fel 8 10 9 9 7 5 4 Defence Wounds Shock Resilience 6 18 11 11 (AR 5) SKILLS: Default 7, Awareness 10 (Passive 5), Ballistic Skill 12, Leadership 10, Pilot 12, Stealth 12, Weapon Skill 9 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. Drone Controller: : The XV95 can control up to two Stealth Drones. Twin-linked Weapons: When the XV95 is equipped with two weapons of the same type, it can fire both weapons once on its turn without suffering Multi-Attack DN penalties. Manoeuvring Jet Packs: : The XV95 can make a controlled descent from any height and never takes damage from falling. The XV95 has a Long Jump and High Jump distance of 12m and can make these jumps as part of their movement without making Athletics (S) Tests. XV95 Powered Battlesuit: The XV95 Ghostkeel Battlesuit increases the wearers Strength, Agility, and Initiative Attribute Bonuses by +4, and the wearers Toughness Bonus by +5. These increases have been applied to this statblock. ABILITIES ACTION: Fusion Collider: 18 +2 ED / AP -4 / Range 12 – 24 – 36 / Salvo 1 / Melta, Heavy (8), Rapid Fire (2) 2 T’au Flamers: 10 +4 ED / 6 - 12 - 18 / Assault, Flamer Ghostkeel Fists: 10 +4 / AP -1. RUIN: Jet Pack Jump: Spend 1 Ruin. The XV95 gains a Speed of 20 (Fly) for its turn. Early Warning Override: Spend 1 Ruin. As a reflexive action, make a ranged attack. DETERMINATION: Electrowarfare Suite: Spend 1 Ruin to roll 10d6. Any Wounds negated by an Exalted Icon are ignored instead of being converted to Shock. ANNIHILATION: Explodes: When a XV95 Ghostkeel Battlesuit is destroyed, roll 1d6. If you roll a Complication, the XV95 Ghostkeel Battlesuit explodes with the following profile: 16 +4 ED / Blast (12). Conviction Resolve Speed Size 6 5 12 Huge XV25 STEALTH BATTLESUIT SHAS’UI Threat A|A|E|T|T T’AU S T A I Wil Int Fel 5 5 6 6 3 4 3 Defence Wounds Shock Resilience 5 9 5 10 (AR 4) SKILLS: Default 5, Awareness 8 (passive 4), Ballistic Skill 8, Pilot 7, Stealth 10 BONUSES Camouflage Fields: This Threat has +3 bonus Defence against ranged attacks. Champion: This Threat may use Ruin Actions and has 1 personal Ruin. Drone Controller: This Threat can control 1 Tactical Support Drone. XV25 Powered Battlesuit: The XV25 Stealth Battlesuit increases the wearers Strength, Toughness, Agility, and Initiative Attribute Bonuses by +2. These increases have been applied to this statblock. ABILITIES BATTLECRY: Stealth Infiltrator A XV25 Stealth Battlesuit Shas’ui will typically attack from Stealth, using their Camouflage fields to remain hidden. When they emerge from hiding they Seize the Initiative without spending Ruin and all opponents of the XV25 Stealth Battlesuit Shas’ui must make a DN 4 Initiative Test or are Ambushed. ACTION: Burst Cannon: 11 +3 ED / Range 9 – 18 – 27 / Salvo 2 / Assault, Heavy (5), Rapid Fire (2), Reliable RUIN: Fade Away: Spend 1 Ruin. The XV25 makes a Stealth (A) Test as a Free Action. It resets its Stealth Score with the result. Jet Pack Jump: Spend 1 Ruin. The XV25 gains a Speed of 12 (Fly) for its turn. DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 3 2 8 Avg MOB OPTIONS Four-Strong Team: In a Mob of four or more XV25 Stealth Suits, one XV25 can exchange their Burst Cannon for a Fusion Blaster. Fusion Blaster: 16 +1 ED / AP -4 / Range 9 – 18 – 24 / Salvo 1 / Melta, Heavy (5), Rapid Fire (2)
167 XV25 STEALTH BATTLESUIT As one of the smallest T’au battlesuits in regular deployment, the XV25 stealth suit neither packs the impressive punch nor boasts the durability under fire of the larger models. Nonetheless, the mere rumour of its presence in the area of operation strikes fear into experienced Imperial guardsmen. A sudden burst of fire that wipes out a squad without warning, a markerlight illuminating a position out of nowhere to herald the impact of a seeker missile, a crucial communications station or supply depot blowing up without warning — these are all they see of a skilled XV25 Stealth Battlesuit operator. The XV25 was designed by the Earth Caste for one purpose: just large enough to fit the newest generation of stealth field generators, it is a ghost on the battlefield. Operating behind enemy lines, these battlesuits are piloted by Fire Caste warriors often considered peculiarly aloof and even antisocial by their fellow T’au. These very qualities mark them as perfect infiltrators and saboteurs of course, and their independent thinking has produced more than a few revered tacticians. Operating outside of the tight-knit formations of the Fire Caste, however, sometimes for weeks on end, still makes them somewhat suspect among their kin. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
168 FIRE WARRIOR Fire Warriors are the reliable backbone of the T’au forces. They are highly disciplined and well-trained professional soldiers, recruited from the Fire Caste. Fire Warrior infantry makes up the majority of most T’au armies, and every Fire Caste recruit starts out among their ranks. They are all equipped with either the standard T’au pulse rifle or carbines, powerful long-ranged weapons that can be devastatingly more effective than the Imperial equivalent standard-issue Lasgun. T’au weapons training emphasises precision. Fire Warriors prefer to mass fire from a stationary position, to pick off enemies before they can get into melee range. Holding the line requires Fire Warriors to operate in close-knit squads, where every soldier can rely on their fellows. Should even one among the squad’s discipline break under fire, all may be lost. Their specialised training means Fire Warriors are less effective in close combat, where their only defence is symbolic: a Bonding Knife, which every one of them carries. This is an essential weapon but its main use lies before combat, not during. The mutual trust of all Fire Warriors is emphasised in a ritual ceremony known as Ta’lissera, where they become one blood through use of the Bonding Knife. FIRE WARRIOR Threat T|T|T|T|T T’AU S T A I Wil Int Fel 2 2 3 3 3 2 3 Defence Wounds Shock Resilience 2 4 4 6 (AR 3) SKILLS: Default 3, Athletics 4, Awareness 6 (Passive 3), Ballistic Skill 6, Stealth 4 ABILITIES ACTION: Pulse Rifle: 12 +2 ED / AP -1 / Range 18 – 36 – 54 / Salvo 2 / Rapid Fire (1), Reliable Pulse Carbine: 12 +2 ED / Range 12 – 24 – 36 / Salvo 2 / Assault, Rapid Fire (2), Reliable Pulse Pistol: 12 +2 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Reliable Bonding Knife: 4 +2 ED / Range 1 DETERMINATION: Spend 1 Ruin to roll 2d6. Conviction Resolve Speed Size 3 2 6 Avg MOB OPTIONS Eight-Strong Strike Team: A Mob of eight or more Fire Warriors can control one Tactical Support Drone. Sixteen-Strong Strike Team: A Mob of sixteen or more Fire Warriors can control two Tactical Support Drones. MOB ABILITIES Focused Fire: This Mob gains bonus dice equal to the Tier of the game x2 when all individuals target the same individual with a ranged attack. Ta’lissera: A Mob of Fire Warriors gains +1 Conviction and Resolve.
169 FIRE WARRIOR SHAS’UI The Shas’ui are honoured Fire Warrior veterans who are forged in flames — literally, for promotion to the rank requires a traditional Trial by Fire. Some Shas’ui pilot battlesuits, but most command Fire Warriors in the field. This is no lesser honour, and Shas’ui are chosen for this role based on their courage and ability to lead from the front. A Fire Warrior must have accumulated at least four years of frontline experience before they can attempt their first Trial by Fire. This is an all-encompassing test of the competitor’s martial skill, knowledge of T’au war doctrine, endurance in the face of hardship, tactical acumen, and ability to lead. The exact nature of the Trial by Fire varies by T’au sept, and can even be modified to produce Shas’ui most qualified for the challenges faced in a particular theatre of war. Typically, the Trial by Fire is a ritualistic, often almost gladiatorial, affair. However, septs on the expanding frontiers of the T’au Empire also conduct Trial by Fire through extreme combat missions that require courage and risk-taking above and beyond the call of duty — and there is never a lack of volunteers. FIRESIGHT MARKSMAN If the central tenet of T’au war doctrine is to attack from extreme range, in order to deny the enemy any ability to fight back effectively, then the Firesight Marksman must be considered the culmination of this principle. To maximise the abilities of a skilled marksman, they are not themselves aiming a singular sniper rifle, but instead controlling a group of Sniper Drones. This arrangement allows the marksman to remain at a distance from targets which effective shots would typically be impossible, by moving in their remote drones. This is made possible through some of the most sophisticated targeting sensors and drone uplinks the Earth Caste can provide outside of a battlesuit. FIRE WARRIOR SHAS’UI Resilience 7 (Combat Armour: 3 AR) Toughness Willpower Conviction Resolve 3 4 4 3 RUIN: Lessons of Mont’ka: Spend 1 Ruin whenever the Fire Warrior Shas’ui or a Mob they are part of is charged. The Fire Warrior Shas’ui and any other Threats with the <T’AU> Keyword within 6m may fire their ranged weapons at the charging individual. DETERMINATION: Spend 1 Ruin to roll 4d6. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
170 FIRESIGHT MARKSMAN Threat E|T|T|T|T T’AU S T A I Wil Int Fel 2 3 3 3 3 3 2 Defence Wounds Shock Resilience 2 5 4 7 (AR 3) SKILLS: Default 3, Awareness 8 (Passive 4), Ballistic Skill 10, Stealth 8, Survival 4, Tech 6 BONUSES Firesight Targeting Platform: The Firesight Marksman can link with up to three Sniper Drones at a range of up to 1km; a Sniper Drone cannot be linked to more than one Firesight Marksman. While linked, the Firesight Marksman can issue commands to the Sniper Drones as a Free Action. Personal Stealth Field: If this Threat does not move on its turn, attacks from more than 12m away suffer a +3 DN penalty. ABILITIES ACTIONS: Pulse Pistol 12 +2 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Reliable Fire Markerlight: This Threat illuminates an individual within 36m with a Markerlight. Until the start of this Threat’s next turn, any Threat with the T’AU Keyword gains +2 bonus dice to ranged attack Tests targeting the individual affected by the Markerlight. The effects of Markerlights do not stack. DETERMINATION: Spend 1 Ruin to roll 2d6. Conviction Resolve Speed Size 3 2 6 Avg Despite their best efforts, the resulting portable unit is still extremely bulky, all but eliminating the possibility of effective manoeuvring once a Firesight Marksman has taken up their position. Fortunately, a personal stealth field affords the marksman some protection. A skilled marksman further obscures their position by varying the angles at which their drones engage the enemy. The Firesight Marksman thus combines enormous striking potential with a flexibility not typically encountered in a sniper — at the price of extreme vulnerability should their position be discovered. SNIPER DRONE Threat T|T|T|T|T T’AU, DRONE S T A I Wil Int Fel 2 4 4 3 1 2 1 Defence Wounds Shock Resilience 3 6 - 8 (AR 3) SKILLS: Default 2, Ballistic Skill 6 BONUSES Artificial Helper: A Sniper Drone cannot perform any Actions except Attack, Multi-Attack, and Reload. It can only attack one additional time when performing a Multi-Attack. If disconnected from the Firelight Marksman Uplink, the Sniper Drone will do nothing on its turn, and only take movements and Actions to preserve itself. Drone: This Threat is immune to the Bleeding, Exhausted, Poisoned, and Prone Conditions, cannot Suffocate, and cannot roll Determination. It is unaffected by any abilities that target the mind and never needs to make a Resolve Test to continue fighting, provided it is still connected via a Firelight Marksman Uplink. Firelight Marksman Uplink: While linked to a Firesight Marksman, the Sniper Drone has Ballistic Skill 10. ABILITIES ACTION: Longshot Pulse Rifle 12 +2 ED / AP -2 / Range 24 – 48 – 72 / Salvo 2 / Rapid Fire (2), Reliable, Sniper (2) Fire Markerlight: This Threat illuminates an individual within 36m with a Markerlight. Until the start of this Threat’s next turn, any Threat with the T’AU Keyword gains +2 bonus dice to ranged attack Tests targeting the individual affected by the WRATH: Hit to Vitals: When a Sniper Drone linked to a Firesight Marksman rolls a Wrath Critical as part of an Attack, the target suffers the Bleeding Condition. Conviction Resolve Speed Size 1 1 10 (Fly) Small MOB ABILITIES Linked AIs: A Mob of 3 or more Sniper Drones has Intelligence 3, Default Skill 3, and Ballistic Skill 8.
171 PATHFINDER Pathfinder teams are the eyes and ears of the Fire Caste. The T’au rely on occupying favourable firing positions with their Fire Warrior teams from which they can make best use of their superior range. Accurate battlefield information, therefore, is essential for success. The Fire Caste thus requires specialised cadres who scout the battlefield for enemies approaching from blind spots in their firing lines, and to find the most advantageous positions in the ever-shifting environment of combat. Competition to be admitted to the ranks of the Pathfinders is fierce, despite their less prominent role in combat. The T’au value stealth and cunning just as much as martial skill, and even more importantly is that Pathfinder assignments are often riskier than those of the average Fire Warrior, as they must operate independently and often in close contact with the enemy. Becoming a Pathfinder is thus considered highly honourable, and a direct path to Shas’ui. Pathfinder teams are equipped with state-of-the-art encrypted communication devices, to relay their observations back to those other T’au units whose lives depend on that information. Otherwise, Pathfinders travel light, with silenced weaponry and armour that emphasises quietness and mobility over protection. PATHFINDER SHAS’UI While many Fire Warriors promoted to the rank of Shas’ui covet a flashy battlesuit assignment, leading a Pathfinder team is a close contender, not lacking in honour or responsibility. Shas’ui lead their fellow Pathfinders into combat equipped with choice pieces of advanced — and experimental — technology unavailable to other T’au troops. This includes miniaturised versions of target acquisition and tracking systems typically mounted on battlesuits, cybernetically wired directly into the Pathfinder Shas’ui’s nervous system. These augmentations allow them to visualise the battlefield and coordinate fire across multiple T’au units with almost transcendent clarity and precision. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
172 In addition, Pathfinder Shas’ui often carry heavier weapons than the standard issue pulse carbine. This includes the experimental and highly volatile ion rifle, which is effective both against heavy infantry and even light vehicles. This additional firepower allows Pathfinder teams to annihilate light resistance on their scouting missions, allowing them to penetrate further behind enemy lines and keep relaying information even after being discovered. These weapons are currently only entrusted to Shas’ui veterans, both due to their scarcity and because they can pose as much danger to the operator’s team as to the enemy, in inexperienced hands. PATHFINDER Threat T|T|T|T|T T’AU S T A I Wil Int Fel 2 2 4 3 2 3 2 Defence Wounds Shock Resilience 2 4 3 5 (AR 2) SKILLS: Default 3, Athletics 4, Awareness 8 (Passive 4), Ballistic Skill 6, Stealth 8 BONUSES Orbital Uplink: The Pathfinder can broadcast encrypted voice messages and relay its position to any other Threat with the T’AU Keyword within 100 kilometres. ABILITIES ACTION: Fire Markerlight: This Threat illuminates an individual within 36m with a Markerlight. Until the start of this Threat’s next turn, any Threat with the T’AU Keyword gains +2 bonus dice to ranged attack Tests targeting the individual affected by the Markerlight. The effects of Markerlights do not stack. Pulse Carbine 12 +2 ED / Range 12 – 24 – 36 / Salvo 2 / Assault, Rapid Fire (2), Reliable Pulse Pistol 12 +2 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Reliable RUIN: Neuroweb System Jammer Spend 1 Ruin to target an individual or Mob within 20m. The DN of all ranged attack Tests the target makes is increased by +2. DETERMINATION: Spend 1 Ruin to roll 2d6. Conviction Resolve Speed Size 2 1 7 Avg MOB OPTIONS Four-Strong Pathfinder Team: A Mob of eight or more Pathfinders can control one Tactical Support Drone, and one Pathfinder can exchange their Pulse Carbine for a Rail Rifle with a tripod. Rail Rifle: 16 +2 ED / AP -4 / Range 15 – 30 – 45 / Salvo 1 / Sniper (2), Heavy (6), Reliable PATHFINDER SHAS’UI Resilience 6 (Recon Armour: 3 AR) Defence Wounds Shock 2 5 4 Toughness Willpower Conviction Resolve 3 4 4 3 BONUSES Battlefield Awareness: The Pathfinder Shas’ui’s Passive Awareness is doubled (8). Drone Controller: The Pathfinder Shas’ui can control one Tactical Support Drone. ABILITIES ACTION: Ion Rifle 14 +2ED / AP -2 / Range 15 – 30 – 45 / Salvo 1 / Supercharge RUIN: Lessons of Kauyon: Spend 1 Ruin. All Threats with the T’AU Keyword within 10m of the Pathfinder Shas’ui suffer only half (rounded up) the usual Stealth Score reduction on their next turn. COMPLICATION: Experimental Technology: When the Pathfinder Shas’ui rolls a Complication on a Supercharge Attack with their Ion Rifle, the weapon explodes for: 10 +6 ED / AP -2 / Blast (4). DETERMINATION: Spend 1 Ruin to roll 3d6.
173 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
174 However, T’au field commanders have discovered that linking the AIs of several Gun Drones provides just enough independence for a squadron of these simpleminded automatons to lay down smart fire support in tactically critical situations. Since gun drones are so basic, they are cheap to produce and generally considered expendable. When a Fire Warrior team must leave its entrenched position, a Gun Drone squadron can be deployed to cover them — as the first to emerge, the drones draw fire and are unlikely to survive for long, but better them than a valuable team of Fire Warriors. Gun Drone squadrons are also often deployed to probe enemy positions, or harass enemy lines to soften them up in preparation for an assault. T’AU DRONES Advanced technology is the true strength of the T’au, and the basis upon which the rapid expansion of their empire is built, allowing them to compensate for a relative lack of manpower, compared to their more established neighbours. Nothing drives home this fact better than the sight of drones swarming all over T’au septs: assisting Earth Caste labourers by carrying heavy loads, serving as data uplinks and recorders for Water Caste scientists, and accompanying Fire Caste warriors into combat. T’au combat drones fulfil a great variety of roles, either as auxiliaries that increase or expand the capabilities of regular T’au troops, or even as semi-independent combat platforms in their own right. Tactical Support Drones are specifically designed to augment troops, while Stealth Drones projects camouflage fields to aid the T’au doctrine of Kauyon, the Patient Hunter. Marker Drones pinpoint enemies to improve accuracy, and Shield Drones protect traditionally lightly armoured T’au units. Any T’au troops with a drone control capability listed in their stat block can control Tactical Support Drones, which modifies their stat block as listed in the respective drone entries. Other T’au drones are designed as extensions of an individual warrior, such as the Sniper Drones controlled by the Firesight Marksman. The advanced AIs installed in some drones allow them to operate independently as well. The most prominent examples for these are the Gun Drone, which some T’au armies positively swarm with, and the Recon Drone, which scouts out the perimeter of T’au advances or explores unknown terrain. While some of these drones fulfil functions equivalent to those performed by flesh-andblood Fire Warriors, they are decidedly less adept and flexible. Nonetheless, these nimble platforms shouldn’t be underestimated when encountered in force. GUN DRONE The gun drone design is as basic as it is efficient: twinlinked pulse carbines mounted on an antigrav unit, with a short-range uplink to direct the drone. Their AIs, too, are of strictly limited capability, as their function is straightforward: lock onto a target and destroy it. Gun drones are most commonly mounted on T’au vehicles, such as the Devilfish, from where they can be detached to support landed troops while remaining under direct control by the pilot. GUN DRONE Threat T|T|T|T|T T’AU, DRONE S T A I Wil Int Fel 2 4 4 3 1 2 1 Defence Wounds Shock Resilience 3 3 - 8 (AR 3) SKILLS: Default 1, Ballistic Skill 3 BONUSES Artificial Helper: This Threat cannot perform any Actions except Attack, Multi-Attack, and Reload. It can only attack one additional time when performing a Multi-Attack. Drone: This Threat is immune to the Bleeding, Exhausted, Poisoned, and Prone Conditions, cannot Suffocate, and cannot roll Determination. It is unaffected by any abilities that target the mind and never needs to make a Resolve Test to continue fighting. Twin-linked Weapons: The first additional attack of the Gun Drone when performing a Multi-Attack does not suffer any penalties when both attacks are made against the same target. ABILITIES ACTION: 2 Pulse Carbines: 12 +2 ED / Range 12 – 24 – 36 / Salvo 2 / Assault, Rapid Fire (2), Reliable REACTION: Programmed Sacrifice: When a Threat with the T’AU Keyword within 5m of the Gun Drone is targeted by a ranged attack, the Gun Drone can move to interpose itself, suffering the attack instead. REACTION: Programmed Sacrifice: When a Threat with the T’AU Keyword within 5m of the Gun Drone is targeted by a ranged attack, the Gun Drone can move to interpose itself, suffering the attack instead. Conviction Resolve Speed Size 1 1 10 (Fly) Small MOB ABILITIES Linked AIs: A squadron of 8 or more Gun Drones has Ballistic Skill 6.
175 MB3 RECON DRONE Threat T|T|T|T|T T’AU, DRONE S T A I Wil Int Fel 2 5 4 3 1 2 1 Defence Wounds Shock Resilience 2 7 - 9 (AR 3) SKILLS: Default 3, Awareness 6 (Passive 3), Ballistic Skill 6, Stealth 6 BONUSES Drone: This Threat is immune to the Bleeding, Exhausted, Poisoned, and Prone Conditions, cannot Suffocate, and cannot roll Determination. Orbital Uplink: The MB3 can broadcast encrypted voice messages and relay its position to any other Threat with the T’AU Keyword within 100 kilometres. Recon Suite: This Threat and any other Threats with the T’AU Keyword within 6m gain +2 bonus dice when targeting an individual in cover. Sensor Suite: The MB3 constantly generates a three-dimensional map of all terrain within 50m of itself. It detects all life signs that aren’t specifically shielded, and the discharge of any las, plasma, melta, or flame weapon within this area; the MB3 knows the number and direction of these phenomena, but not their exact position. ABILITIES ACTION: Burst Cannon 11 +3 ED / Range 9 – 18 – 27 / Salvo 2 / Assault, Heavy (5), Rapid Fire (2), Reliable Conviction Resolve Speed Size 1 1 10 (Fly) Avg proceed, and its processing power borders on what many tech-priests would consider heretical. They would surely be worried by reports that some Pathfinders, operating isolated for weeks except for the company of a Recon Drone, converse with their MB3 as with an old friend. Due to their high cost during production, MB3’s are programmed to disengage and preserve themselves when encountering overwhelming opposition. However to be able to fulfil their role effectively they are mounted with an anti-infantry burst cannon that allows them to dispatch light resistance. MB3s can relay their findings and position across vast distances, calling in T’au troops where required. MB3 RECON DRONE To support the ever expanding T’au Empire, the Earth Caste has developed the MB3 Recon Drone. It is the largest drone the T’au regularly employ, and fitted with a sophisticated AI that allows it to operate without supervision for extended periods of time. Its main role is to scout far ahead of T’au troops, sometimes in conjunction with Pathfinder teams, but more often completely independently, as the T’au lack of manpower makes it impossible to cover all areas of interest.In this role, the MB3 must make judgement calls of how to BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
176 SUPPORT DRONE BONUSES T’au troops that are capable of controlling drones, as listed in their stat blocks, can add the bonuses conferred by each specific drone type to their own, as listed below. Numerical bonuses from multiple drones of the same type do not stack, unless stated otherwise. Marker Drone The Marker Drone is identical to the Gun Drone but does not have Twinlinked Weapons and replaces its 2 Pulse Carbines with the following: Fire Markerlight: This Threat illuminates an individual within 36m with a Markerlight. Until the start of this Threat’s next turn, any Threat with the T’AU Keyword gains +2 bonus dice to ranged attack Tests targeting the individual affected by the Markerlight. The effects of Markerlights do not stack. Shield Drone The Shield Drone is identical to the Gun Drone but does not have Twinlinked Weapons and replaces its 2 Pulse Carbines with the following: Shield Projector: This Threat gains AR 3*, raising its Resilience to 11 (Drone Plating: 3 AR, Shield Projector AR 3*) Stealth Drone The Stealth Drone is identical to the Gun Drone, but has Stealth 6, does not have Twin-linked Weapons, and replaces its 2 Pulse Carbines with the following: Stealth Field Generator: This Threat has +3 bonus Defence against ranged attacks that are made from 18m or further. All Threats with the T’AU Keyword within 10m gain +2 bonus dice to Stealth Tests. TACTICAL SUPPORT DRONES While some drones are encountered as independent operators, most are designed to enhance the capabilities of other T’au troops. One drone that is a welcome sight to any Fire Warrior is the Marker Drone. As most T’au troops are focused on long-range combat, anything that enhances their targeting capability greatly increases their efficiency. Marker Drones can illuminate enemies with a markerlight, which Fire Warriors and other units use to guide their fire. Indeed, the characteristic laser light pattern Marker Drones project is known as the “dot of death” among the ranks of the Gilead Gravediggers. The Shield Drone is often deployed to keep specific high-value individuals safe, such as a Shas’ui or an Ethereal, but it can also provide an added layer of protection for regular T’au troops. Shield Drones project an energy field that covers an individual or an entire area, mitigating incoming fire. These shields can shrug off some low-calibre infantry fire entirely, and they typically at least dampen the effects of heavy weapons. Finally, Stealth Drones are deployed to obscure the positions of members of the Fire Caste while they are encamped or moving in the field. Like Shield Drones, they project sophisticated energy fields, but in this instance they are designed to camouflage visual patterns and dampen energy emissions that could be picked up by enemy sensors. This confers, in a limited way, the kind of stealthiness otherwise only enjoyed by XV25 Stealth Battlesuit pilots to regular T’au troops.
177 THE KROOT role, with their greater strength, height, and vicious beaks. The Kroot have become such a vital part of their armies that it is difficult to imagine how the T’au could have prevailed without them. While their home-world of Pech shows no signs of advanced industry, the Kroot were mysteriously able to construct spacefaring warspheres, and establish several off-world colonies. They have also proven quite adept at operating advanced technology gifted to them by their T’au allies, or looted from defeated enemies. The Kroot have proven themselves incredibly adaptable, by virtue of a unique biological ability: when they eat fallen foes, they “shape” themselves by incorporating a portion of the genetic characteristics of their prey — Kroot who eat Orks become tougher, while Kroot who eat Aeldari display heightened grace and dexterity. They honour both their slain enemies and their own fallen in this way, believing that consuming their dead perpetuates their warrior spirit. This tradition is central to Kroot culture, and even the various Kroot war forms — from sleek hound to terrifying knarloc — have evolved from this process. The alliance between T’au and Kroot is one of the earliest and one of the most successful examples of T’au inter-species diplomacy — and one of the most unlikely. Where the T’au consider themselves an enlightened people adverse to violence, the Kroot are a cannibalistic culture revelling in bloodshed. They align perfectly with the T’au Fire Caste’s warrior spirit and sense of honour, however. Indeed, the two species were first drawn together when a T’au commander could not bear to stand by and watch a valiant Kroot force be slaughtered by a superior (but mindless) Ork attack. When the T’au sided with the Kroot, they were drawn into a savage decade-long war with a mighty Ork WAAAGH! — there, the bond of Kroot and T’au was sealed in blood. Ever since, the Kroot have served as shock troops for the T’au — a valuable addition, as T’au war doctrine and physiology results in poor close-combat capabilities. Kroot are naturally equipped for this BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
178 THE KROOT IN GILEAD Commander Oruaun carries a full complement of Kroot warriors to Gilead within her overcrowded vessel. Picked up from on of the disintegrating T’au ships that emerged from the Warp, these Kroot are under the lead of Shaper Tartox. Tartox has been immensely grateful to Shas’el Oruaun, and pledged himself and his people to her in a personal renewal of the original vows of loyalty between Kroot and T’au. While Tartox does not hold a seat among the Council of Castes established by Oruaun, he regularly attends their meetings and holds an unofficial vote via the advice he provides to Oruaun. While this arrangement is somewhat unusual, so are the circumstances of the crew of the Recollections of the Third Sphere within the Gilead system. It has proven difficult for the other caste representatives to argue against the status quo, anxious that this might be considered an insult to such a loyal — and numerous — group of auxiliaries. In any event, Tartox invariably lending his voice of support to Shas’el Oruaun has allowed her to break more than one deadlock. Despite these cordial relations, the Kroot auxiliaries have caused Oruaun some headaches. Her own T’au are, if not content, at least able to maintain military discipline in their deep-sea confinement. The Kroot, however, do not seem to fare well in such confined quarters, and having to share living space with them has proven a drain on the composure of the T’au as well. There have even been one or two violent incidents, and both Commander Oruaun and Shaper Tartox have been at pains not to let the particulars become public knowledge — out of a desire not to inflame emotions unnecessarily in the T’au’s, and out of shame in the Kroot’s case. The reasons for this abnormal behaviour are unclear. The Kroot are more susceptible to psychic influences than the T’au. Both the prolonged exposure to the unknown Warp and the strange nightmarish creatures that roam the depths of Charibdyon’s oceans provide fuel for speculation among the Water Caste scientists. As a possible resolution to the situation, Oruaun has reluctantly given in to Tartox’s suggestion of resettling the Kroot to a planetary surface. Locations are being scouted on the agri world Ostia, where lush jungles might provide both a familiar and concealing environment. Ranking high on the priority list of both Oruaun and Tartox is a recently discovered piece of space junk in the Voidmire, designated debris 1562B. This asteroidsized hunk of metal was almost ignored by the diligent T’au AIs comparing sensor data to in-depth databases, but this would explain why it has seemingly been ignored by the humans for millennia. Engineer Fio’ui Col’va is convinced that its signature is that of a derelict Kroot warsphere, one of the lost wonders of Kroot technology. How this warsphere could have made its way to Gilead is anyone’s guess, but these vessels do make use of Warp-Engines similar to those of the Imperium. After the T’au’s recent experience with their own experimental AL-38 Slipstream Module, anything seems possible. Excitingly for the young engineer, he might finally get to see one of the Kroot Warp-Engines up close — the secrets of which, used in reverse engineering the Slipstream Module, have been much too well-guarded for his junior position. Commander Oruaun entertains little hope of finding more Kroot to bolster her forces on the warsphere after such a long time, but Shaper Tartox feels a strange call from the ancient relic — the call of his ancestors.
KROOT CARNIVORE A squad of Kroot Carnivores is terrifying to behold — if their prey even manages to detect them before they jump out of the shadows, all sharpened beaks and tearing claws. Kroot warriors are called “carnivores” with good reason — they feast on those fallen in battle, even if it includes their own dead. The terror instilled by this reputation is a weapon in its own right. These groups of hunters are the most commonly encountered Kroot outside of their home-world Pech, and indeed likely the most numerous T’au auxiliaries by a wide margin. While they share a special bond of blood and honour with the T’au, by whom they are valued just as much as Fire Warriors, they are perfectly willing to serve as mercenaries for other factions. Kroot Carnivores are armed with the bladed Kroot staff rifles, modelled on their traditional combat sticks. They fire this weapon competently enough, but their main strength lies in close-quarters combat. A common Kroot tactic is to stealth as close to prey as possible, and then bridge the remaining distance with a vicious charge, peppering their foes with bullets before tearing into them with blade and beak. KROOT CARNIVORE Threat T|T|T|T|T KROOT S T A I Wil Int Fel 5 3 4 4 3 2 2 Defence Wounds Shock Resilience 3 5 4 4 (AR 0) SKILLS: Default 3, Athletics 6, Awareness 6 (Passive 3), Ballistic Skill 5, Stealth 6, Survival 6, Weapon Skill 6 BONUSES Feasting Fighters: Whenever the Kroot Carnivore slays a creature that doesn’t have the CHAOS, T’AU, or TYRANID Keywords and is made of biological matter, the Kroot Carnivore can spend an Action to feast and regain 1d3 Wounds and 1d6 Shock. Stealthy Hunters: While in cover this Threat has +2 bonus Defence. ABILITIES BATTLECRY: Ambushing Predators: This Threat has 10 Speed on its first turn. ACTION: Kroot Rifle: 8 +1 ED / Range 12 – 24 – 36 / Salvo 2 / Rapid Fire (1) Kroot Rifle (melee): 9 +4 ED / Range 1 DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 3 2 7 Avg MOB OPTIONS BATTLECRY: You Are Prey: All opponents that can see a Mob of 10 or more Kroot Carnivores must make a DN 2 Fear Test. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
180 KROOT SHAPER The Kroot’s most unique ability, to adopt the physical characteristics of the prey they consume, while a great strength also presents incalculable risks. It is the responsibility of the Kroot Shapers to ensure that Kroot physiology does not catastrophically deteriorate or radiate into chaotically divergent forms — which can easily result from indiscriminate gorging. Due to the deep cultural significance consuming their prey as well as their own dead has to the Kroot, this gives the shapers great military, political, and spiritual authority. Shapers lead Kroot Carnivores in combat, much like T’au Shas’ui lead Fire Warriors, allowing them to seek out foes with useful physiological characteristics. The shapers direct what is consumed by whom, to produce lines that ensure the Kroot prosper — this “shaping” is aided by their ability to sample a prey’s genetic make-up. Based on this capability to “taste” a creature’s biological essence, the shapers have declared Tyranids and beings mutated by Chaos “inedible” — a term that signifies great revulsion and taboo among the Kroot. The shapers’ instinctual access to genetic information seems to go as far as to allow them to access their ancestors’ genetic memory in visions, to guide them in times of crisis. SHAPER’S ARMOURY Grenade Belt (1): 14 +4 ED / Range 6 / Blast (10) Pulse Rifle: 12 +2 ED / AP -1 / Range 18 – 36 – 54 / Salvo 2 / Rapid Fire (1), Reliable Kroot Pistol: 12 +2 ED / AP -1 / Range 6 – 12 – 18 / Salvo - / Brutal KROOT SHAPER Threat A|E|E|T|T KROOT S T A I Wil Int Fel 5 5 4 4 6 3 4 Defence Wounds Shock Resilience 3 9 8 6 (AR 0) SKILLS: Default 4, Athletics 8, Awareness 8 (Passive 4), Ballistic Skill 6, Cunning 4, Stealth 6, Survival 10, Weapon Skill 8 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. Stealthy Hunters: While in cover this Threat has +2 bonus Defence. The Shaper Commands: All Threats with the KROOT Keyword within 10m of the Kroot Shaper gain +2 bonus dice to all attack Tests. Wisest of Their Kind: Threats with the KROOT keyword within 10m of the Kroot Shaper use the Kroot Shaper’s Conviction and Resolve in place of their own, if their own is lower. ABILITIES BATTLECRY: Ambushing Predators: This Threat has 10 Speed on its first turn. ACTION: Shaper Kroot Rifle: 8 +1 ED / Range 12 – 24 – 36 / Salvo 3 / Rapid Fire (2) Ritual Blade: 7 +3 ED / AP -1 / DETERMINATION: Visions of the Ancestors: Spend 1 Ruin to roll 5d6. Any Wounds negated by an Exalted Icon are ignored instead of being converted to Shock. RUIN: Just a Taste: Spend 1 Ruin immediately after hitting a creature with the Ritual Knife. The Kroot Shaper learns all physical characteristics of the target, gaining +2 bonus dice to all further Attacks against it. Conviction Resolve Speed Size 6 5 7 Avg
181 KROOT HOUNDS Kroot Hounds are the answer to the question: what if Kroot were allowed to fully indulge their hunter’s instincts and shape themselves into the perfect pack predator? The Kroot use them as trackers on the hunt, as the hound’s senses exceed even those of the most skilled Kroot Carnivore. In addition to the hound’s keen eyesight, their entire spine ridge is covered in quills studded with sensory apparatus. By raising these quills up, Kroot Hounds can feel the vibrations in the air that herald the movement of their prey. They can sample a wide range of molecules wafting on the wind, far in excess of what any ordinary sense of smell could detect. Once they know their target’s location, they tug their quills in tight to produce a sleek shape, ideal for the pursuit. While highly intelligent, and able to follow complex commands, it is also clear why the shapers consider the Kroot Hound a dead end: they are irascible and difficult to control — even experienced handlers have been killed by hounds they raised from pups. The Kroot thus often allow hounds to roam free in war, unleashing their instincts on the enemy without the danger of handling them directly. KROOTOX The lumbering Krootox is one of the few entirely deadend branches of Kroot evolution. Unlike the vicious Kroot Hounds, they are relatively easy to tame and quite docile — until whipped into a battle frenzy by a Kroot herder, that is. Once roused to anger, a Krootox charging forward on the knuckles of its muscle-packed arms can quickly shatter formations of enemy infantry. The herders ride their beast into combat, with a heavy cannon mounted on its back. In many ways, the Krootox thus fulfils the roles of a biological tank, and its thick hide is almost as well armoured. Due to their limited intelligence and simple, brutish nature, Krootox are thankfully easy to control. Bonded to a steady rider, they stay calm even in the heat of battle and can provide reliable heavy fire support as easily as they can wreck havoc among enemy lines. The Krootox’ are also fiercely loyal and will fight valiantly to defend their handler and packmates. Some have even been observed stubbornly fighting against insurmountable odds to defend the shattered remains of their handlers killed in combat. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
182 KROOTOX Threat A|E|T|T|T KROOT S T A I Wil Int Fel 8 7 2 2 3 1 2 Defence Wounds Shock Resilience 1 11 5 10 (AR 2) SKILLS: Athletics 10, Awareness 4 (Passive 2), Ballistic Skill 5, Weapon Skill 7 BONUSES Handler: The Krootox is ridden by a Kroot handler, who uses the statistics of a Kroot Carnivore. The riding Kroot Carnivore and the Krootox must both use their Action to fire the Kroot Gun. The Kroot Carnivore can be targeted separately to the Krootox. If a Kroot Carnivore is not riding the Krootox the Kroot Gun cannot be fired, and COMPLICATION: Riderless immediately activates. ABILITIES BATTLECRY: Ambushing Predators: This Threat has 10 Speed on its first turn. ACTION: Kroot Gun: 14 +2 ED / AP -1 / Range 24 – 48 – 72 / Salvo 1 / Heavy (8) Krootox Fists: 10 +4 ED / AP -2 / Range 1 / Brutal COMPLICATION: Riderless: The Krootox will stand over and fight to defend its rider however it must make a DN 2 Willpower Test. If it fails, it immediately becomes Frenzied, attempting to charge the nearest Threat. An individual with the KROOT Keyword can attempt a DN 3 Leadership Test to calm a Frenzied Krootox, and may then mount it using their movement. DETERMINATION: Spend 1 Ruin to roll 7d6. Conviction Resolve Speed Size 3 2 7 Large KROOT HOUNDS Threat T|T|T|T|T KROOT, BEAST S T A I Wil Int Fel 3 3 4 4 1 1 1 Defence Wounds Shock Resilience 3 5 2 4 (AR 0) SKILLS: Default 2, Athletics 5, Awareness 5 (Passive 3), Stealth 6, Weapon Skill 6 BONUSES Sensory Ganglia: The Kroot Hound can make a DN 3 Awareness Test as a Free Action to sniff out any biological creatures within 30m. On a success, it learns their exact positions. The Kroot Hound cannot move during a turn on which it is using these senses. Stealthy Hunters: While in cover this Threat has +2 bonus Defence. ABILITIES BATTLECRY: Ambushing Predators: This Threat has 10 Speed on its first turn. ACTION: Ripping Fangs 5 +3 ED / AP -1 / Range 1 / Brutal COMPLICATION: Frenzy: When a Kroot Hound rolls a Complication, it becomes Frenzied and regards everyone in sight as an enemy. An individual with the KROOT Keyword can make a DN 3 Leadership Test to end this Frenzied Condition. RUIN: Voracious Predators: When you spend Ruin to re-roll all failing dice for a Kroot Hound’s Weapon Skill Test, results of 3 and 4 count as Icons and results of 5 and 6 count as Exalted Icons. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 1 1 12 Avg MOB ABILITIES Prowling Pack: A Mob of 10 or more Kroot Hounds gains +2 Speed and +2 bonus dice to Athletics, Awareness, and Stealth Tests.
183 KNARLOC Sinuous muscles ripple beneath the smooth skin of the Knarloc, and every part of its anatomy seems designed for one purpose: to kill. Their fearsome beak can crunch through Space Marine armour, their talons rip Imperial guardsmen limb from limb, and their muscular legs propel them into battle even across the roughest of terrain. Their cunning makes these predators even more terrifying, as they are perhaps second only to the Kroot Carnivores and their shapers in intelligence among the myriad Kroot lines. Finally, as if one Knarloc wasn’t a grim enough prospect, they typically hunt in packs of half a dozen or more. Knarlocs fulfil a role that would be taken up by light tanks in other forces, and due to them having evolved as apex predators in the jungles of Pech, can traverse difficult terrain more easily and stealthily than any mechanised vehicle. GREAT KNARLOC What could be more terrible to encounter in battle than a Knarloc? To the dismay of the Imperial guard, the Kroot bloodlines provide an answer: the Great Knarloc, four-times the size and ten-times the weight of its smaller cousin. Fortunately, these beasts don’t form hunting packs as their smaller brethren do. Kroot handlers don’t shy away even from taming these distant evolutionary relatives, and young Great Knarlocs reared in captivity are surprisingly docile. To the Kroot, they are often most useful as beasts of burden — with their enormous strength and seemingly endless endurance, they can carry entire Kroot encampments from place to place, through even the roughest terrain. Great Knarlocs are thus central to the amazing self-sufficiency and mobility of Kroot armies on campaign. This is not to say that Kroot wouldn’t unleash the terrible fury of Great Knarlocs. Even tamed ones are prone to unpredictable bouts of aggression, which is why they are always kept muzzled and chained — right up until battle, when they are goaded towards the enemy. For these occasions, the Kroot mount heavy weapons on their backs — even though they can rip open battle tanks perfectly well with their beaks. PECH’RA These carnivorous, bird-like creatures have a short curved beak for tearing flesh, thick grey and blue plumage and four independent eyes mo. Native to the Kroot ancestral homeworld of Pech, where almost all creatures share a distant ancestral link the Pech’ra shares the same beak and feather-analogue quills observable in many Kroot lines. Raised by Kroot Trackers from an egg they are known to form intense and productive relationships with their handlers. When fully grown and bonded with a Kroot Tracker the Pech’ra soars high into the air on their densely feathered wings, its four eyes are capable of spotting and tracking prey at incredible distances. Once spotted the Pech’ra alerts its handler to their prey’s presence with shrill cries and low swooping dives ensuring its handler can quickly dispatch the target and preventing them from being able to seek shelter. PECH’RA Threat E|T|T|T|T KROOT S T A I Wil Int Fel 1 1 6 4 3 1 2 Defence Wounds Shock Resilience 4 3 4 2 (AR 0) SKILLS: Awareness 8 (Passive 4), Stealth 8, Weapon Skill 6 BONUSES Good Omen: Threats with the KROOT Keyword within 2m of the Kroothawk gain +1 bonus dice to all Tests. Skirmisher: Reflexive attacks made against this Threat suffer a +2 DN Penalty. ABILITIES ACTION: Serrated Beak 3 +4 ED / Range 1 / Silent DETERMINATION: Spend 1 Ruin to roll 1d6. Conviction Resolve Speed Size 3 2 10 (Fly) Small BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
184 KNARLOC Threat A|E|T|T|T KROOT S T A I Wil Int Fel 5 8 3 4 3 1 3 Defence Wounds Shock Resilience 2 10 5 9 (AR 2) SKILLS: Athletics 8, Awareness 4 (Passive 2), Weapon Skill 6 BONUSES Bonded Rider: A Knarloc is typically ridden by a bonded rider, who uses the statistics of a Kroot Carnivore.The bonded rider may take actions as normal while mounted, and can be targeted separately to the Knarloc. If the bonded rider is killed or otherwise removed from the Knarloc during combat, COMPLICATION: Riderlessimmediately activates. Loping Stride: When this Threat runs or charges, they have Speed 20 instead of Speed 14. Second Strike: This Threat reduces the MultiAtack penalty by 2 DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). Thunderous Pounce: This Threat gains +2 Strength when it charges. ABILITIES ACTION: Knarloc Beak & Talons: 10 +5 / AP -2 / Range 1 / Brutal COMPLICATION: Riderless: The Knarloc must make a DN 1 Willpower Test. If it fails, it throws off its rider if it hasone, and immediately becomes Frenzied, attempting to violently destroy all enemies in sight. The Frenzied Condition ends if all the Knarloc’s enemies are destroyed or no longer visible, or if an individual with the KROOTKeyword succeeds on a DN 4 Leadership Test, at which point the Kroot may mount the Knarloc using theirmovement. DETERMINATION: Spend 1 Ruin to roll 8d6. Conviction Resolve Speed Size 3 2 7 Large GREAT KNARLOC Threat A|A|A|A|A KROOT S T A I Wil Int Fel 15 13 3 5 5 1 2 Defence Wounds Shock Resilience 2 20 9 16 (Great Knarloc Hide: 2 AR) SKILLS: Awareness 4 (Passive 2), Weapon Skill 8 BONUSES Baggage Harness: Threats within 2m of the Great Knarloc can gain 1 Reload for a weapon with the KROOT Keyword as a free action by pulling them from the Great Knarloc’ Baggage Harness. Crushing Strike: When this Threat charges, all individuals within 2m must make a DN 3 Initiative Test or suffer 1d6 Mortal Wounds. Handlers: The Great Knarloc is typically ridden by two handlers, who use the statistics of Kroot Carnivores. Onehandler may take actions as normal, while the other operates the Kroot Bolt Thrower. The Kroot Carnivores can betargeted separately to the Great Knarloc. If both handlers die or are otherwise removed from the Great Knarloc, COMPLICATION: Lost Control immediately activates. Loping Stride: When this Threat runs or charges, they have Speed 20 instead of Speed 14. ABILITIES BATTLECRY: Great Knarloc Roar: All opponents of the Great Knarloc must make a DN 5 Fear Test. ACTION: Great Knarloc Beak & Talons: 18 +6 ED / AP -4 / Range 2m Kroot Bolt Thrower: 16 +3 ED / AP -1 / Range 18 COMPLICATION: Lost Control: Whenever the Greater Knarloc or one of its handlers rolls a Complication, theGreater Knarloc becomes Frenzied. While Frenzied, the Great Knarloc will attempt to kill and eat everything insight, including its own handlers if there are no other suitable individuals within 10m. An individual with the KROOT Keyword can attempt a DN 8 Leadership Test to calm a Frenzied Great Knarloc, and may then mount it using their movement. DETERMINATION: Spend 1 Ruin to roll 13d6. Conviction Resolve Speed Size 5 4 7 Huge
185 THE VESPID While the Kroot are, the most frequently encountered T’au allies, the closest second are the insectoid Vespid. Their initial contact with the T’au Empire was much rockier than that of the Kroot. Even the most gifted Water Caste diplomats and scientists had trouble making themselves understood, and struggled trying to decipher the alien mindset of the Vespid. Unlike the Kroot and despite their advanced technology, the Vespid did not seem to share any common values with the T’au. Vespid evolved in an exceedingly unusual environment: a thin layer of breathable air in the atmosphere of a gas giant, where they clung to floating rocks dotted with radioactive crystals and held aloft by trapped gasses. In these unique conditions, they developed sensory mechanisms that are so different from those of other species that they literally perceive a different reality. Indeed, it wasn’t even clear to the T’au diplomats if the Vespid recognized the T’au as sentient — or even had a concept of sentience themselves. This communication deadlock was only broken when the Ethereals provided instructions for the construction of an interface headset: the so-called “communion helmet”. Once this was gifted to the Vespid, they immediately realised that their own philosophy and that of the T’au were in perfect alignment, and willingly submitted to the Greater Good. The hierarchical structure of Vespid society smoothed this monumental shift — whatever one leader of a Vespid strain decides, the other Vespid under their wing willingly adopt. How exactly the communion helmet functions is a query that is politely ignored by the Water Caste scientists involved in their development. The main reason the T’au invested such time and effort to establish communication with the Vespid is their unique technology. It is based entirely on sonic manipulation of the oscillation frequencies of crystals that are encountered nowhere in the known galaxy but the Vespid’s homeworld. The Vespid manipulate these crystals by hyper-sonic beating of their wings, in a finely tuned feedback with the altered electromagnetic pulses the crystals emit in response. T’au scientists are fascinated by the potential inherent in this technology, but have so far been unable to create an artificial replica of the Vespid physiology that seems necessary to interface with it. Fortunately, the Vespid have joined the T’au forces, where they wield weapons such as the crystal-based neutron blaster. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
186 VESPID STINGWING The staple force of the Vespids in T’au war complements, Stingwings are highly mobile, by virtue of their hyper-sonic beating wings. They are deployed in support of T’au units who can keep up with them, such as Crisis Battlesuits, or those in desperate need of mobile anti-armor firepower, such as Pathfinder teams. The Vespid’s signature weapon is the neutron blaster, based on their unique crystal technology and blended with T’au ingenuity. This exotic weapon literally strips atoms off its target and while it may slow-acting, its effect is reliable and constant, and neither ceramite nor flesh can withstand it. The neutron blaster is surprisingly light for a weapon with such devastating effect, but can only be operated by Vespid, due to the constant harmonic feedback modulation the crystals require. A distinct and severe potential difficulty with Stingwings employed in the service of the T’au is the complete and utter impossibility of direct communication with them. Only Vespid Strain Leaders are equipped with the rare Vespid communion helmets, which facilitates understanding. Vespid Stingwings who become isolated from theirstrain leader can become very confused and, worryingly, even hostile to their allies. VESPID LEADER Vespid society is organised along typical hierarchal lines and further subdivided into so-called “strains”, each of which is controlled by one individual: the strain leader. This highly hierarchical structure serves the T’au well, as it means that not every individual has to be convinced separately of the Greater Good — once a strain leader is on their side, so are all the other Vespid under their direction. This also means that the T’au only have to provide their high-tech communion helmets to the strain leaders — a good thing, as they are difficult to produce. The strain leaders guide other Vespid in battle , relaying the wishes of T’au commanders to every individual in their own language, which has proven so impenetrable to outsiders. Except for this communion helmet, strain leaders are not better equipped and are indistinguishable from other Vespid — for all their strict hierarchy, the Vespid seem to be a strangely egalitarian society. This, if true, is something they share with the T’au, and it is perhaps the basis of their mutual understanding. What strain leaders provide, however, is a vastly improved level of coordination and reliability to the troops under their command. VESPID STRAIN LEADER Threat E|T|T|T|T VESPID S T A I Wil Int Fel 5 6 5 3 4 3 1 Defence Wounds Shock Resilience 2 8 3 10 (AR 3) SKILLS: Default 3, Awareness 8 (Passive 4), Ballistic Skill 6, Leadership 6, Pilot 6, Survival 6, Weapon Skill 6 BONUSES Communion Helmet: The Vespid Strain Leader can communicate with and receive commands from any Troop with the <T’AU> Keyword. It never needs to make a Resolve Test to continue fighting while there is a Threat with the <T’AU> Keyword within 10m. This bonus also applies to any Vespid Stingwings within 10m of the Vespid Strain Leader. ABILITIES ACTION: Neutron Blaster 12 +4 ED / AP -3 / Range 9 – 18 – 27 / Salvo 1 / Arc (2), Assault, Melta Stingwing Claws 7 +2 ED / AP -1 / Range 1 DETERMINATION: Spend 1 Ruin to roll 6d6. ANNIHILATION: Sonic Feedback: Any Vespid Stingwing within 10m of the Vespid Strain Leader becomes Frenzied. Conviction Resolve Speed Size 4 3 14 (Fly) Avg VESPID STINGWING Threat T|T|T|T|T VESPID S T A I Wil Int Fel 5 5 5 3 2 2 1 Defence Wounds Shock Resilience 2 7 3 9 (AR 3) SKILLS: Default 3, Awareness 6 (Passive 3), Ballistic Skill 6, Pilot 6, Survival 5, Weapon Skill 6 BONUSES Alien Mind: When anyone attempts to communicate with or issue a command to a Vespid Stingwing without a Vespid Strain Leader within 10m, they must succeed on a DN 10 Leadership (Wil) Test. On a failure, the Vespid Stingwing is unresponsive. A Complication on the Test causes the Vespid Stingwing to attack whoever made the communication attempt. ABILITIES ACTION: Neutron Blaster 12 +4 ED / AP -3 / Range 9 – 18 – 27 / Salvo 1 / Arc (2), Assault, Melta Stingwing Claws 7 +2 ED / AP -1 / Range 1 DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 2 1 14 (Fly) Avg
187 DEVILFISH The Devilfish is the work-horse of T’au military vehicles, able to carry a full strike team of Fire Warriors into battle, and then lay down fire to cover them. The Devilfish can also provide limited long-range fire support via its seeker missiles, which can be guided by the markerlight systems used by Pathfinders. The Devilfish’s armament is completed by two characteristic drone docking stations to either side of the cockpit, typically used for Gun Drones. These can either fire while directly linked to the hull, or be deployed to float into a more advantageous firing position. A wonder of T’au engineering, the entire vehicle and all its weapons systems are semi-automated and can be operated by just one single Air Caste pilot. T’AU VEHICLES Commander Oruaun’s vehicle assets are very limited, but she has managed to preserve a handful of Devilfish which she is holding in reserve for the moment. You may make use of this vehicle along with the rules found in Church of Steel. The T’au make heavy use of antigrav vehicles, especially for quick troop insertions and re-deployments on the battlefield. T’au war doctrine, focused on obtaining favourable positions for their Fire Warriors to utilise their long range weapons and then moving on once a holdout becomes untenable, would be impossible without the mobility provided by these vehicles. The larger variants can further provide heavy fire support to the T’au infantry they deploy or extract. Spd Man Res W Size 40 4 12 16 Huge KEYWORDS: TANK, T’AU, TRANSPORT CREW COMPLEMENT 1 Pilot, 12 Passengers TRAITS Flyer, Hover, Reliable, Sealed WEAPONS WARGEAR Accelerator Burst Cannon 2 Seeker Missiles 2 Gun Drones DEVILFISH T’AU VEHICLE WEAPONS Accelerator Burst Cannon: The accelerator burst cannon is essentially a scaled-up version of the rapid-fire weapons mounted on battlesuits, such as the XV25 Stealth Suit. Its main role is to suppress enemy infantry while T’au vehicles deploy embarked troops. Seeker Missile: T’au do not accept the mobility limitations of classical artillery, but are still in need of delivering highyield payloads. The seeker missile is the answer: a self-propelled AI-guided smart weapon, equipped with a targeting system that can pick up any T’au markerlight and thus hit targets beyond line of sight ofthe position it is launched from. It is fortunate for the enemies of the T’au Empire that the advanced technology integrated into the seeker missile makes it almost prohibitively expensive to produce. Name Damage ED AP RANGE S M L Salvo Traits Value Rarity Keywords Accelerator Burst Cannon 12 4 -1 9 – 18 – 27 4 Mounted (Huge), Rapid Fire (4) 10 Uncommon PROJECTILE, T’AU Seeker Missile 16 8 -3 36 – 72 – 108 – Mounted (Huge), 16 Very Rare EXPLOSIVE, T’AU T’AU VEHICLE WEAPONS BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
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INDEX A Acolyte Hybrid ................... 113 Additional Ruin Actions ......... 7 Alchemicus Familiar........... 130 Archon ................................. 63 Atalan Jackal ...................... 128 Autarch ................................ 28 Avatar Of Khaine.................. 27 B Beast Snagga Boy................. 93 Beastmaster.......................... 73 Big Mek................................ 83 Biophagus .......................... 130 C Canoptek Doomstalker........ 157 Canoptek Plasmacyte.......... 153 Canoptek Reanimator......... 145 Canoptek Scarab................. 145 Canoptek Wraith................. 155 Chronomancer.................... 141 Clawed Fiend........................ 73 Corsair Prince ....................... 46 Crisis Suit Wargear Options 165 Cronos.................................. 77 Cryptothrall ........................ 152 D Dark Reaper ......................... 38 Death Jester.......................... 55 Deathmark ......................... 146 Deathworld Battlezone Hazards................................ 15 Deff Dread.......................... 101 Devilfish............................. 186 Dire Avenger ........................ 34 F............................................. Farseer................................. 29 Fate Dealer........................... 49 Felarch ................................. 47 Fire Dragon .......................... 37 Fire Warrior........................ 168 Firesight Marksman ........... 170 Flash Gitz............................. 88 Flayed One ......................... 149 Forgeworld Battlezone.......... 21 Frozen Tundra Battlezone..... 19 G............................................. Gorkanaut .......................... 103 Great Knarloc ..................... 183 Gretchin ............................... 94 Grotesque............................. 71 Guardian Defender ............... 31 Gun Drone.......................... 173 H Haemonculus ....................... 67 Harlequin Player................... 56 Hellion ................................. 75 Hexmark Destroyer ........... 147 Hive City Battlezone ............. 13 Howling Banshee ................. 35 Hybrid Aberrant................. 120 Hybrid Abominants............ 120 Hybrid Metamorphs............ 118 I Immortal............................. 144 Incubi................................... 70 Jackal Alphus ..................... 128 K Kabalite Warrior................... 69 Kelermorph......................... 124 Khymerae............................. 74 Killa Kan ............................ 100 Knarloc............................... 183 Kommando........................... 89 Kroot Carnivore .................. 178 Kroot Hounds..................... 181 Kroot Shaper ..................... 179 Krootox .............................. 181 Kurnathi............................... 49 L Locus ................................. 123 Lokhust Destroyer.............. 157 Loota.................................... 98 Lychguard .......................... 148 M Magus ................................ 110 Mandrake............................. 71 Mb3 Recon Drone............... 174 Meganob .............................. 85 Mek...................................... 99 Morkanaut ......................... 103 N Necron Lord........................ 136 Necron Warrior................... 142 Neophyte Hybrids............... 114 Nexos ................................. 123 O Ophydian Destroyer............ 153 Ork Boy................................ 92 Ork Nob................................ 84 Overlord ............................. 137 P Painboy................................ 86 Pathfinder .......................... 172 Patriarch............................. 108 Pech’ra ............................... 182 Plasmancer......................... 141 Primus................................ 109 Psychomancer .................... 140 Purestrain Genestealer........ 117 R Ranger ................................. 33 Razorwing Flock................... 74 Reductus Saboteur ............. 126 Royal Warden..................... 138 Runtherd.............................. 94 S Sanctus .............................. 125 Sanctus Familiar................. 126 Scourge ................................ 76 Shade Runner....................... 50 Shadow Spectre .................... 41 Shadowseer.......................... 57 Skorpekh Destroyer............ 152 Smashasquig........................ 97 Sniper Drone ...................... 170 Solitaire................................ 54 Soul Weaver ......................... 48 Space Hulk Battlezone.......... 11 Squig.................................... 97 Squighog.............................. 96 Squighog Boyz ..................... 96 Sslyth................................... 68 Starstorm Duellist................. 50 Storm Guardian.................... 32 Stormboy.............................. 90 Striking Scorpion.................. 36 Succubus.............................. 65 Swooping Hawk ................... 39 T T’au Species ....................... 163 T’au Vehicle Weapons......... 186 Talos..................................... 77 Tankbusta ............................ 91 Technomancer .................... 139 Triarch Praetorian............... 155 V Vespid Stingwing................ 185 Vespid Strain Leader........... 185 Voidreaver............................ 51 Volcanic Wastes Battlezone Hazards .............. 17 W Warboss ............................... 82 Warlock................................ 30 Warp Spider.......................... 40 Way Seeker .......................... 48 Weirdboy.............................. 87 Wrack................................... 67 Wraithblade.......................... 43 Wraithguard......................... 42 Wraithlord............................ 44 Wych.................................... 65 X Xv25 Stealth Battlesuit....... 166 Xv8 Crisis Battlesuit........... 164 Xv95 Ghostkeel Battlesuit.. 166
190 UNCOVER THE SECRETS OF THEGILEADSYSTEM! Find out more about the full range of exciting Warhammer 40,000 Roleplay: Wrath & Glory games at www.cubicle7games.com TM TM
191 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE EXPLORE A SYSTEM FORSAKEN BY THE GREAT RIFT The Forsaken System Player’s Guide contains a wealth of information for running and playing Warhammer 40,000 Roleplay: Wrath & Glory. Find out more at www.cubicle7games.com Pre-order now and receive the PDF straight away. Cubicle 7 Entertainment Ltd.© Games Workshop 2021