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The document outlines a 990-point army roster for the T'au Empire in a tabletop game, detailing various units including characters, infantry, vehicles, and their respective abilities and weapons. Key rules such as 'For The Greater Good' and 'Patient Hunter' are highlighted, which enhance the tactical capabilities of the army during gameplay. The roster includes specific configurations for units like Breacher Teams, Stealth Battlesuits, and Broadside Battlesuits, along with their roles and combat strategies.

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Draq Shoru
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0% found this document useful (0 votes)
14 views8 pages

Probe

The document outlines a 990-point army roster for the T'au Empire in a tabletop game, detailing various units including characters, infantry, vehicles, and their respective abilities and weapons. Key rules such as 'For The Greater Good' and 'Patient Hunter' are highlighted, which enhance the tactical capabilities of the army during gameplay. The roster includes specific configurations for units like Breacher Teams, Stealth Battlesuits, and Broadside Battlesuits, along with their roles and combat strategies.

Uploaded by

Draq Shoru
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Xenos - T'au Empire - Probe - (990 pts)

Army Roster (Xenos - T'au Empire) (990 pts)


Rules: For The Greater Good

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Kauyon

Rules: Patient Hunter, Sustained Hits

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Character (140 pts)


Cadre Fireblade (1) Precision of the Patient Hunter
(65 pts)
Rules: For The Greater Good, Leader, Rapid Fire
Unit: Cadre Fireblade
Abilities: Volley Fire, Crack Shot, Precision of the Patient Hunter
Ranged Weapons: Fireblade pulse rifle
Melee Weapons: Close combat weapon
Abilities: Leader

Ethereal (1) Through Unity, Devastation, Warlord


(75 pts)
Rules: Leader, Feel No Pain, Lethal Hits
Unit: Ethereal
Abilities: Coordinated Leadership, Invulnerable Save (5+), Through Unity, Devastation
Melee Weapons: Honour stave
Abilities: Leader
Abilities: Failure Is Not an Option

Battleline (100 pts)


Breacher Team (10) • 9x Breacher Fire Warriors
(100 pts) • Breacher Fire Warrior Shas'ui

Rules: For The Greater Good, Assault, Pistol, Indirect Fire, Twin-linked
Abilities: Breach and Clear, DS8 Support Turret
Unit: Breacher Team (x10) (x20)
Melee Weapons: Close combat weapon (x5) (x10)
Ranged Weapons: Pulse blaster (x2) (x4), Pulse pistol (x5) (x10), Support turret

Infantry (210 pts)


Pathfinder Team (10) • 6x Pathfinders w/ pulse carbine
(90 pts) • 3x Pathfinders w/ rail rifle
• Pathfinder Shas'ui: Recon drone

Rules: Scouts 7", For The Greater Good, Infiltrators, Pistol, Heavy, Devastating Wounds
Abilities: Target Uploaded, Recon Drone
Unit: Pathfinder Team (x10) (x30)
Melee Weapons: Close combat weapon (x5) (x15)
Ranged Weapons: Pulse carbine (x2) (x4), Pulse pistol (x5) (x15), Drone burst cannon, Rail rifle

Stealth Battlesuits (3) Battlesuit support system


(60 pts) • 2x Stealth Shas'ui w/ burst cannon
• Stealth Shas'vre: Fusion blaster

Rules: Infiltrators, Stealth, For The Greater Good, Melta


Abilities: Forward Observers, Homing Beacon, Battlesuit Support System
Unit: Stealth Battlesuits (x6) (x12)
Melee Weapons: Battlesuit fists (x4) (x8)
Ranged Weapons: Fusion blaster (x8) (x8), Burst cannon (x2) (x2)

Stealth Battlesuits (3) • 2x Stealth Shas'ui w/ burst cannon


(60 pts) • Stealth Shas'vre: Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta


Abilities: Forward Observers, Homing Beacon, Battlesuit Support System
Unit: Stealth Battlesuits (x6) (x12)
Melee Weapons: Battlesuit fists (x4) (x8)
Ranged Weapons: Fusion blaster (x8) (x8), Burst cannon (x2) (x2)

Vehicle (455 pts)


Broadside Battlesuits (1) • Broadside Shas’vre: Twin smart missile system, Weapon support system, Heavy rail rifle, 2x Missile Drone
(90 pts)
Rules: For The Greater Good, Feel No Pain, Heavy, Devastating Wounds, Twin-linked, Indirect Fire
Unit: Broadside Battlesuits
Melee Weapons: Crushing bulk
Ranged Weapons: Missile pod, Heavy rail rifle, Twin smart missile system
Abilities: Weapon Support System
Abilities: Advanced Armour

Crisis Sunforge Battlesuits (3) • 2x Crisis Sunforge Shas’ui


(150 pts) • Crisis Sunforge Shas’vre

Rules: Deep Strike, For The Greater Good, Melta


Abilities: Sunforge, Invulnerable Save (4+)
Unit: Crisis Sunforge Battlesuits (x3) (x9)
Melee Weapons: Battlesuit fists (x3) (x9)
Ranged Weapons: Fusion blaster (x8) (x24)

Ghostkeel Battlesuit (1) Cyclic ion raker, Twin fusion blaster


(160 pts)
Rules: Deadly Demise D3, Infiltrators, Lone Operative, Stealth, For The Greater Good, Melta, Twin-linked,
Hazardous
Unit: Ghostkeel Battlesuit
Abilities: Stealth Drones, Damaged: 1-4 Wounds Remaining
Melee Weapons: Ghostkeel fists
Ranged Weapons: Twin fusion blaster, Cyclic ion raker - standard, Cyclic ion raker - overcharge

Piranha (1) • Piranhas: Piranha fusion blaster


(55 pts)
Rules: Deadly Demise 1, Scouts 9", For The Greater Good, Twin-linked, Assault, Melta
Unit: Piranha
Abilities: Piranha
Melee Weapons: Armoured hull[1]
Ranged Weapons: Twin pulse carbine (x4) (x4), Piranha fusion blaster

Dedicated Transport (85 pts)


Devilfish (1) 2 Twin pulse carbines
(85 pts)
Rules: Deadly Demise D3, For The Greater Good, Twin-linked, Assault
Unit: Devilfish
Abilities: Rapid Deployment
Transport: Devilfish
Melee Weapons: Armoured hull[2]
Ranged Weapons: Accelerator burst cannon, Twin pulse carbine (x4) (x4)
Rules:

For The Greater Good If your Army Faction is T’AU EMPIRE, then in your Shooting phase units from your army can work in pairs to help each other
target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy
they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit
with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of
the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy
unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:

- Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of
the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
- Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill
characteristic of the attack by 1.

Patient Hunter From the third battle round onwards, ranged weapons equipped by T’au Empire models from your army have the
[SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead while targeting their unit's Spotted unit.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Scouts 7" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Scouts 9" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Unit M T SV W LD OC

Cadre Fireblade 6" 3 4+ 3 7+ 1

Ethereal 6" 3 5+ 3 6+ 1

Breacher Team (x10) (x10) 6" 3 4+ 1 7+ 2

Pathfinder Team (x10) (x10) 7" 3 4+ 1 7+ 1

Stealth Battlesuits (x6) (x6) 8" 4 3+ 2 7+ 1

Broadside Battlesuits 5" 6 2+ 8 7+ 2

Crisis Sunforge Battlesuits (x3) (x3) 10" 5 3+ 4 7+ 2

Ghostkeel Battlesuit 10" 8 2+ 12 7+ 3

Piranha 14" 7 4+ 7 7+ 2

Devilfish 12" 9 3+ 13 7+ 2
Abilities

Volley Fire

While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

Crack Shot

Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.

Precision of the Patient Hunter

T’AU EMPIRE model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as
well.

Coordinated Leadership

In your Command phase, roll one D6: on a 4+, you gain 1CP.

Invulnerable Save (5+)

This model has a 5+ invulnerable save.

Through Unity, Devastation

T’AU EMPIRE model only (excluding KROOT SHAPER models). While this model is leading a unit, each time that unit is an Observer unit, until the end of the
phase, ranged weapons equipped by models in their Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit.

Breach and Clear

Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

DS8 Support Turret

In your Movement phase, if this unit Remains Stationary, until the start of your next turn, its Shas’ui model is equipped with the support turret weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.

Target Uploaded

Once per turn, when using the For the Greater Good ability, you can select this unit to be an Observer unit for a second time. When doing so, you can change
which enemy unit is this unit’s Spotted unit.

Recon Drone

The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.

Forward Observers

Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted
unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Homing Beacon

Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and not within 9" of any enemy
units.
Designer’s Note: Place a Homing Beacon token next to this unit, removing it once this ability is used.

Battlesuit Support System

The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.

Weapon Support System

Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.

Sunforge

Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the
Damage roll.

Invulnerable Save (4+)

This unit has a 4+ Invulnerable Save

Stealth Drones
Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0.

Designer’s Note: Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Piranha

At the end of your Movement phase, select one enemy unit within 12" of this unit; that enemy unit must take a Battle-shock test.

Rapid Deployment

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act normally in the remainder of the turn.

Ranged Weapons Range A BS S AP D Keywords

Fireblade pulse rifle 30" 1 3+ 5 0 2 Rapid Fire 1

Pulse blaster (x2) (x2) 10" 2 3+ 6 -1 1 Assault

Pulse pistol (x5) (x5) 12" 1 4+ 5 0 1 Pistol

Support turret 30" 2 5+ 5 0 1 Indirect Fire, Twin-linked

Pulse carbine (x2) (x2) 20" 2 4+ 5 0 1 -

Drone burst cannon 18" 4 5+ 5 0 1 -

Rail rifle 30" 1 5+ 10 -4 3 Devastating Wounds, Heavy

Fusion blaster (x8) (x8) 12" 1 4+ 9 -4 D6 Melta 2

Burst cannon (x2) (x2) 18" 4 4+ 5 0 1 -

Missile pod 30" 2 5+ 7 -1 2 -

Heavy rail rifle 60" 2 4+ 12 -4 D6+1 Heavy, Devastating Wounds

Twin smart missile system 30" 4 4+ 5 0 1 Indirect Fire, Twin-linked

Twin fusion blaster 12" 1 4+ 9 -4 D6 Melta 2, Twin-linked

Cyclic ion raker - standard 36" 6 4+ 7 -1 2 -

Cyclic ion raker - overcharge 36" 6 4+ 8 -2 3 Hazardous

Twin pulse carbine (x4) (x4) 20" 2 4+ 5 0 1 Assault, Twin-linked

Piranha fusion blaster 12" 1 4+ 9 -4 D6 Melta 4

Accelerator burst cannon 18" 4 4+ 6 -1 1 -

Melee Weapons Range A WS S AP D Keywords

Close combat weapon Melee 3 4+ 3 0 1 -

Honour stave Melee 2 4+ 5 0 1 -

Close combat weapon (x5) (x5) Melee 1 5+ 3 0 1 -

Battlesuit fists (x4) (x4) Melee 2 5+ 4 0 1 -

Crushing bulk Melee 3 5+ 6 0 1 -

Battlesuit fists (x3) (x3) Melee 3 5+ 5 0 1 -

Ghostkeel fists Melee 3 5+ 6 0 2 -

Armoured hull[1] Melee 2 5+ 4 0 1 -

Armoured hull[2] Melee 3 5+ 6 0 1 -


Transport

Devilfish

This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.

Abilities

Leader

This model can be attached to the following units:


- BREACHER TEAM
- STRIKE TEAM

Abilities

Failure Is Not an Option

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

Abilities

Advanced Armour

Models in this unit have the Feel No Pain 4+ ability against mortal wounds.

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