LVO Tau Task Force 268 - 2/2

Total Points: 2075

T’au Empire Mont’ka Strike Force
Army Analysis
Strategic Analysis

Mobility

Strong

Alpha Strike Potential

Excellent

Ranged Threat

Excellent

Melee Threat

Critically Lacking

List Design

Strong
Summary

This T'au Empire list is a finely-tuned instrument of aggression, built around the Mont'ka Detachment's philosophy of the Killing Blow. The game plan is to execute a devastating alpha strike, leveraging superior mobility and overwhelming firepower in the first three battle rounds to cripple the opponent's key assets. The list is packed with synergistic combos, from Cadre Fireblades leading Breacher teams to a Coldstar Commander super-charging a unit of Crisis Sunforge Battlesuits. Your success hinges on effective use of the 'For the Greater Good' Guiding mechanic, with your three Stealth Suit units forming the critical lynchpin of your strategy. You must play aggressively to establish an early lead, then pivot to holding objectives once the Mont'ka benefits expire.

Army Strength

This list's primary strength is its exceptional Alpha Strike capability, amplified by the Mont'ka detachment. For the first three turns, your army gains significant offensive buffs ([Assault] and [Lethal Hits]), allowing you to dictate the pace of the game from the outset. The inclusion of the Kroot Lone-spear with 'Strike Swiftly' enables a pre-game move for key units like Hammerheads or Riptides, setting up immediate firing angles.

The army boasts a highly synergistic and potent ranged threat. With three units of Stealth Battlesuits acting as premier Observers, your key damage dealers like the Riptides, Hammerheads, and Crisis Suits will be operating at peak efficiency. The combination of high-strength, high-AP weaponry and the volume of fire from Breacher teams creates a multi-faceted threat that can handle nearly any target profile.

Army Weakness

The most glaring weakness is a near-total inability to perform in melee combat. Any dedicated melee unit that closes the distance will likely eliminate its target with ease. This necessitates careful positioning, screening, and target prioritization to keep enemies at arm's length. Your game plan must account for preventing charges, as you have no effective counter-charge units.

The list is also subject to the "Mont'ka Cliff." On turn four, the army-wide detachment benefits disappear, leading to a significant drop in offensive output. While the Cadre Fireblade with 'Exemplar of the Mont'ka' provides a late-game scalpel, the rest of the army must transition to a more defensive, objective-focused role. If you haven't inflicted enough damage by turn three, you may struggle to close out the game.

List Balance

The list is exceptionally well-balanced across its ranged capabilities, with dedicated units for anti-vehicle (Railgun Hammerhead, Sunforge Crisis), anti-elite (Riptides, Ion Hammerhead), and anti-infantry (Breacher Teams) roles. However, it is completely one-dimensional, sacrificing all melee potential for shooting supremacy. This is a common and often successful T'au strategy, but it leaves no room for error against fast-moving combat armies.

List Legality: The army is currently 2075 points, which is over the standard 2000-point limit for a Strike Force game. You will need to remove 75 points to make this list legal for matched play. Dropping a unit of Stealth Battlesuits (80pts) or Darkstrider (60pts) and a Cadre Fireblade (50pts) would require adjustments but are potential options.
Statistics
  • Total Points: 2075
  • Total Units: 19
  • Total Models: 67
  • Army Composition: 5 Characters, 2 Battleline, 12 Other
  • Elite Ratio: 50%
  • Horde Ratio: 50%
Critical Units (Auto-Includes)
  • Stealth Battlesuits (x3): The absolute core of your army's effectiveness. Their 'Forward Observers' ability is the best Guiding buff available and is essential for maximizing your damage output.
  • Commander in Coldstar Battlesuit: Provides unparalleled mobility and offensive buffs to a Crisis unit, creating a surgical strike tool that can reach anywhere on the board.
  • Hammerhead Gunship (Railgun): Your most reliable answer to enemy super-heavy vehicles and monsters. Its presence forces your opponent to play cautiously.
Anti-Vehicle
  • Crisis Sunforge Battlesuits
  • Hammerhead Gunship (Railgun)
  • Sky Ray Gunship
  • Riptide Battlesuits
  • Commander in Coldstar Battlesuit (Fusion Blasters)
Anti-Elite
  • Riptide Battlesuits
  • Hammerhead Gunship (Ion Cannon)
  • Pathfinder Team (Ion Rifles)
  • Crisis Sunforge Battlesuits
Elite
  • Riptide Battlesuit
  • Crisis Sunforge Battlesuits
  • Commander in Coldstar Battlesuit
  • Hammerhead Gunship
  • Sky Ray Gunship
Infantry
  • Breacher Team
  • Pathfinder Team
  • Kroot Farstalkers
  • Cadre Fireblade
  • Darkstrider
  • Stealth Battlesuits
Role - Fire Overwatch
  • Riptide Battlesuits (Ion Accelerator)
  • Breacher Team (at close range)
  • Commander in Coldstar Battlesuit (with attached unit)
Role - Screening & Chaff
  • Kroot Farstalkers
  • Pathfinder Team
  • Stealth Battlesuits (early game)
Ability - Scout
  • Darkstrider (Scouts 7")
  • Kroot Lone-spear (Scouts 6")
  • Pathfinder Team (Scouts 6")
Ability - Infiltrators
  • Darkstrider
  • Kroot Farstalkers
  • Pathfinder Team (via Recon Drone)
  • Stealth Battlesuits
Ability - Lone Operative
  • Kroot Lone-spear
Devastating Alpha Strike

The combination of the Mont'ka detachment, the 'Strike Swiftly' enhancement for pre-game movement, and a suite of long-range, high-damage weapons allows this army to land a crippling blow on turn one, often deciding the game before the opponent can fully respond.

Superior Ranged Firepower & Synergy

The army has an answer for every type of target at range. The core mechanic, 'For the Greater Good', is maximized by having three Stealth Suit units, ensuring your most powerful guns are always hitting on 3s (or better) and re-rolling key dice, creating a highly efficient killing machine.

High Mobility

With multiple units possessing the Fly, Scout, and Infiltrator keywords, alongside the Coldstar Commander granting a 12" move and Assault to its unit, the army can rapidly redeploy, seize advantageous positions, and dictate engagement ranges effectively.

Extreme Melee Vulnerability

The list has no dedicated melee units and will crumble under pressure from any competent combat army. This weakness can be exploited by fast-moving assault forces, forcing you into a purely defensive posture if they manage to close the gap.

The "Mont'ka Cliff"

Your army's power level dramatically decreases on turn four when the detachment rule expires. If you fail to establish a decisive advantage in the early game, you will find yourself outmatched in a prolonged war of attrition.

Reliance on Key Units

The entire army's efficiency is propped up by the Stealth Battlesuits. If an opponent can neutralize them early, your damage output will plummet as your Guiding network collapses. Protecting these units is paramount.

Decapitation Strike

The army's mobility and high-powered, precise shooting (especially from the Railgun and Crisis Suits) create opportunities to eliminate key enemy characters and heavy support units early, crippling their strategy before it can be implemented.

Board Control Through Firepower

By systematically removing threats from objectives, you can control the board without needing to hold every point with durable units. Your firepower becomes your primary tool for scoring primary and secondary objectives.

Fast Assault Armies

Armies like World Eaters, Orks, or Drukhari can cover the board quickly and engage you in melee, bypassing your primary strength. These armies represent a significant threat and require careful screening and target prioritization to defeat.

High Durability/"Damage-Ignoring" Armies

Factions with army-wide Feel No Pain abilities, damage reduction (like C'tan), or access to numerous invulnerable saves can weather your initial alpha strike. If they survive the first two turns relatively intact, they can overwhelm you in the mid-to-late game.

Disruption and Anti-Shooting Tech

Opponents with abilities that can block line of sight, inflict movement penalties, or force Battle-shock tests on your key units can severely hamper your ability to execute your game plan.

Overview

You are facing a T'au Empire list from the Mont'ka Detachment. This is a hyper-aggressive, alpha-strike build designed to cripple you in the first three turns. Expect a significant portion of their army to be able to shoot after Advancing, and for their key shots to be highly accurate and deadly thanks to their army and detachment rules. Their goal is to remove your most valuable assets from the board before you have a chance to use them. If you can survive the initial onslaught, their power level drops significantly from turn four onwards.

Army Rule

The T'au army rule is For the Greater Good. One T'au unit (the Observer) can guide another (the Guided unit). When the Guided unit shoots the Observer's target, it gets +1 to its Ballistic Skill. If the Observer has the [Markerlight] keyword (which many of their units do), the Guided unit also gets to ignore cover. This makes their shooting extremely accurate and reliable.

Detachment Rule

They are using Mont'ka. For battle rounds 1, 2, and 3, all of their T'au Empire ranged weapons have the [ASSAULT] ability, meaning they can Advance and shoot without penalty. Furthermore, when a Guided unit shoots its target, its attacks gain the [LETHAL HITS] ability. This combination creates a highly mobile and deadly army in the early game. Crucially, this entire ability turns off at the start of battle round 4.

Top 3 Priority Targets (Kill Order)
  1. Stealth Battlesuits: These are the lynchpin of the T'au army. Killing them dismantles the 'For the Greater Good' synergy, making the entire army less accurate and less lethal. They are relatively fragile (T4, 2W, 3+ save) and should be your absolute first priority.
  2. Hammerhead Gunship (with Railgun): This vehicle is the primary anti-tank threat. Its S20, AP-5, D D6+6 railgun can one-shot almost any vehicle or monster in the game. Removing it early will protect your own heavy assets.
  3. Commander-led Crisis Suit Unit: The Coldstar Commander makes its attached unit of Crisis Sunforge Battlesuits incredibly fast and dangerous. This unit is a mobile tank-hunting scalpel that can appear anywhere via Deep Strike. Eliminating it removes a major, flexible threat.
Ability - Infiltrators
  • Darkstrider
  • Kroot Farstalkers
  • Pathfinder Team (via Recon Drone)
  • Stealth Battlesuits
Ability - Scout
  • Darkstrider (Scouts 7")
  • Kroot Lone-spear (Scouts 6")
  • Pathfinder Team (Scouts 6")
Ability - Lone Operative
  • Kroot Lone-spear
Role - Fire Overwatch
  • Riptide Battlesuits (Ion Accelerator)
  • Breacher Team (at close range)
  • Commander in Coldstar Battlesuit (with attached unit)
Core Flaws

This army has two fundamental weaknesses you can exploit. First, it has zero melee capability. If you can engage any of their units in close combat, you will almost certainly destroy them. Use this to your advantage by tying up key shooting units or clearing them from objectives. Second, the army operates on a timer. The "Mont'ka Cliff" at the start of turn four causes a massive drop in their offensive power. If you can preserve your key units through the first three turns, you will have a significant advantage in the late game.

Counter-Deployment & Movement Cues

Anticipate a turn-one alpha strike. Deploy your most valuable units completely out of line-of-sight, behind obscuring terrain, or place them in Strategic Reserves. They have numerous Infiltrator and Scout units, so use your own screening units to create a deep buffer zone and prevent them from getting early angles or board control. Be aware of the Kroot Lone-spear with 'Strike Swiftly', which will give two of their heavy units a 6" pre-game move—watch for them repositioning Hammerheads or Riptides into aggressive firing lanes before the game even begins. Your goal is to minimize the damage from their initial volley.

Unit Insights
💡 Tip This unit is your Turn 4 scalpel. Preserve it (and its bodyguards) to retain Mont'ka's benefits after the army-wide rule expires, providing a potent late-game offensive threat.
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Cadre Fireblade 6" 3 4+ 3 7+ 1
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Close combat weapon Melee 3 4+ 3 0 1
1 Fireblade pulse rifle 30 1 3+ 5 0 2
2 Gun Drone (Cannot load stats)
Abilities
Leader For the Greater Good
Volley Fire Datasheet
While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
Crack Shot Datasheet
Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.
Enhancements
Exemplar of the Mont’ka 10 pts
T’AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well.
Keywords
Faction Keywords:
Keywords: T’au Empire Cadre Fireblade Grenades Character Infantry

Unit Insights
ℹ️ Info Leading a unit of Breachers, the Cadre Fireblade's 'Volley Fire' ability increases the squad's total shots from 20 to 30, a massive boost in firepower.
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Cadre Fireblade 6" 3 4+ 3 7+ 1
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Close combat weapon Melee 3 4+ 3 0 1
1 Fireblade pulse rifle 30 1 3+ 5 0 2
2 Gun Drone (Cannot load stats)
Abilities
Leader For the Greater Good
Volley Fire Datasheet
While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
Crack Shot Datasheet
Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.
Keywords
Faction Keywords:
Keywords: T’au Empire Cadre Fireblade Grenades Character Infantry

Unit Insights
ℹ️ Info The Coldstar grants its attached unit a 12" move and the [ASSAULT] ability, turning a unit of Crisis Suits into a hyper-mobile threat capable of striking anywhere on the board.
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Commander In Coldstar Battlesuit 12" 5 3+ 6 7+ 2
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Battlesuit fists Melee 3 4+ 5 0 1
3 Fusion blaster 12 1 3+ 9 -4 D6
2 Gun Drone (Cannot load stats)
1 Shield Generator (Cannot load stats)
Abilities
Deep Strike Leader For the Greater Good
Coldstar Commander Datasheet
While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.
Battlesuit Support System Wargear
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.
Shield Generator Wargear
The bearer has a 4+ invulnerable save.
Weapon Support System Wargear
Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
Keywords
Faction Keywords:
Keywords: T’au Empire Vehicle Walker Fly Character Battlesuit Commander in Coldstar Battlesuit

Unit Insights
💡 Tip Darkstrider's 'Jammer Array' creates a valuable 12-inch deep strike denial zone, making him an excellent utility piece for screening your backline.
  M T Sv W Ld OC
Darkstrider 7" 3 4+ 3 7+ 1
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Close combat weapon Melee 3 4+ 3 0 1
1 Shade 18 2 2+ 5 0 2
Abilities
Infiltrators Leader Scouts 7" For the Greater Good
Structural Analyser Datasheet
While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll.
Jammer Array Datasheet
Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.
Keywords
Faction Keywords:
Keywords: T’au Empire Character Infantry Epic Hero Markerlight Darkstrider

Unit Insights
💡 Tip Use the pre-game 6-inch move from 'Strike Swiftly' on two other units (like Hammerheads or Riptides) to gain early firing angles for an alpha strike or to reposition defensively.
  M T Sv W Ld OC
Kroot Lone-Spear 12" 5 5+ 6 7+ 2
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Close combat weapon Melee 3 3+ 4 0 1
1 Kalamandra’s bite Melee 4 4+ 5 -1 1
1 Kroot long gun 36 1 3+ 6 -2 3
Abilities
Lone Operative Scouts 7" Stealth
Advanced Scouting Datasheet
Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.
Fire and Fade Datasheet
In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
Enhancements
Strike Swiftly 25 pts
T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T’AU EMPIRE units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.
Keywords
Faction Keywords:
Keywords: T’au Empire Lone-Spear Kroot Character Mounted

Unit Insights
💡 Tip Remember this unit can re-roll all Wound rolls when attacking an enemy on an objective marker, making them exceptionally deadly at clearing contested points.
💡 Tip When led by a Cadre Fireblade, this squad gains +1 attack per Pulse Blaster, resulting in a devastating volley of 30 shots.
💡 Tip For maximum effect, target an enemy on an objective, ensure the Breachers are led by a Cadre Fireblade, Guide them with Stealth Suits, and use the 'Focused Fire' stratagem. This combination can force an opponent to make over 20 saving throws at AP-2.
  M T Sv W Ld OC
Breacher Team (10 models) 6" 3 4+ 1 7+ 2
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Support turret 30 2 5+ 5 0 1
1 Close combat weapon Melee 1 5+ 3 0 1
1 Guardian Drone (Cannot load stats)
1 Gun Drone (Cannot load stats)
1 Pulse blaster 10 2 3+ 6 -1 1
1 Pulse pistol 12 1 4+ 5 0 1
9 Close combat weapon Melee 1 5+ 3 0 1
9 Pulse blaster 10 2 3+ 6 -1 1
9 Pulse pistol 12 1 4+ 5 0 1
Abilities
For the Greater Good
Breach and Clear Datasheet
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 Datasheet
In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon. Designer’s Note: Place a Support Turret token next to this unit to remind you.
Keywords
Faction Keywords:
Keywords: T’au Empire Infantry Grenades Markerlight Fire Warrior Breacher Team Battleline

Unit Insights
💡 Tip With their innate re-rolls against Monsters and Vehicles, they are your dedicated big-game hunters. Use Deep Strike or the Coldstar's mobility to get them into optimal Melta range (6").
  M T Sv W Ld OC
Crisis Sunforge Battlesuits (3 models) 10" 5 3+ (4+) 4 7+ 2
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Battlesuit fists Melee 3 5+ 5 0 1
2 Fusion blaster 12 1 4+ 9 -4 D6
1 Gun Drone (Cannot load stats)
1 Shield Drone (Cannot load stats)
2 Battlesuit fists Melee 3 5+ 5 0 1
4 Fusion blaster 12 1 4+ 9 -4 D6
2 Gun Drone (Cannot load stats)
2 Shield Drone (Cannot load stats)
Abilities
Deep Strike For the Greater Good
Sunforge Datasheet
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.
Keywords
Faction Keywords:
Keywords: T’au Empire Sunforge Battlesuit Fly Walker Crisis Vehicle

Unit Insights
ℹ️ Info The Railgun is most efficient against high-wound, single-model targets that lack an invulnerable save to fully leverage its high damage and AP.
  M T Sv W Ld OC
Hammerhead Gunship 10" 10 3+ 14 7+ 3
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Armoured hull Melee 3 5+ 6 0 1
1 Railgun 72 1 4+ 20 -5 D6+6
2 Seeker missile 48 1 4+ 14 -3 D6+1
2 Smart missile system 30 3 4+ 5 0 1
Abilities
Deadly Demise D3 For the Greater Good
Armour Hunter Datasheet
Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array Datasheet
Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
One Shot Wargear profile
The bearer can only shoot with this weapon once per battle.
Keywords
Faction Keywords:
Keywords: T’au Empire Vehicle Hammerhead Gunship Fly

  M T Sv W Ld OC
Hammerhead Gunship 10" 10 3+ 14 7+ 3
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Armoured hull Melee 3 5+ 6 0 1
1* Ion cannon – standard 60 D6+3 4+ 7 -1 2
1* Ion cannon – overcharge 60 D6+3 4+ 8 -2 3
2 Seeker missile 48 1 4+ 14 -3 D6+1
2 Smart missile system 30 3 4+ 5 0 1
* Indicates multiple weapon profiles - select one when firing
Abilities
Deadly Demise D3 For the Greater Good
Armour Hunter Datasheet
Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.
Targeting Array Datasheet
Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
One Shot Wargear profile
The bearer can only shoot with this weapon once per battle.
Keywords
Faction Keywords:
Keywords: T’au Empire Vehicle Hammerhead Gunship Fly

Unit Insights
💡 Tip Use their Bounty Hunters ability on a key enemy character or unit leader to give their attacks [LETHAL HITS] and [PRECISION]. This can be surprisingly effective for sniping out support characters.
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FARSTALKERS & KILL-BROKER 7" 3 6+ 1 7+ 1
  M T Sv W Ld OC
KROOT HOUNDS 12" 3 6+ 1 7+ 0
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Farstalker firearm 24 1 4+ 4 0 1
1 Kroot pistol 12 1 4+ 4 0 1
1 Ritual blade Melee 3 3+ 5 0 1
9 Close combat weapon Melee 2 3+ 4 0 1
9 Farstalker firearm 24 1 4+ 4 0 1
9 Kroot pistol 12 1 4+ 4 0 1
2 Ripping fangs Melee 3 3+ 3 0 1
Abilities
Infiltrators Stealth
Pech’ra Wargear
Ranged weapons equipped by the bearer’s unit have the [IGNORES COVER] ability.
Bounty Hunters Datasheet
At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.
Keywords
Faction Keywords:
Keywords: T’au Empire Infantry Kroot Grenades Farstalkers

  M T Sv W Ld OC
Pathfinder Team (10 models) 7" 3 4+ 1 7+ 1
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Close combat weapon Melee 1 5+ 3 0 1
2 Gun Drone (Cannot load stats)
1 Pulse carbine 20 2 4+ 5 0 1
1 Pulse pistol 12 1 4+ 5 0 1
1 Recon Drone (Cannot load stats)
1* Semi-automatic grenade launcher – EMP 18 1 4+ 3 0 1
1* Semi-automatic grenade launcher – fusion 18 1 4+ 6 -1 3
9 Close combat weapon Melee 1 5+ 3 0 1
3* Ion rifle – standard 30 3 5+ 7 -1 1
3* Ion rifle – overcharge 30 3 5+ 8 -2 2
6 Pulse carbine 20 2 4+ 5 0 1
9 Pulse pistol 12 1 4+ 5 0 1
* Indicates multiple weapon profiles - select one when firing
Abilities
Scouts 7" For the Greater Good
Target Uploaded Datasheet
Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability.
Grav-inhibitor Drone Wargear
Subtract 2 from Charge rolls made for any enemy unit that declares a charge against the bearer’s unit (this is not cumulative with any other reductions to that Charge roll).
Pulse Accelerator Drone Wargear
Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit.
Recon Drone Wargear
The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.
Keywords
Faction Keywords:
Keywords: T’au Empire Markerlight Pathfinder Team Grenades Infantry

Unit Insights
💡 Tip Use the 'Nova Charge' ability on the Ion Accelerator when targeting a high-value, multi-wound target to fish for Devastating Wounds. This can swing a turn.
⚠️ Warning The supercharged Ion Accelerator profile has [Hazardous]. Be mindful of this, especially if the Riptide has already taken damage.
  M T Sv W Ld OC
Riptide Battlesuit 10" 9 2+ (4+) 14 7+ 4
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1* Ion accelerator – standard 72 6 4+ 9 -2 3
1* Ion accelerator – supercharge 72 6 4+ 10 -3 4
2 Missile Drone (Cannot load stats)
1 Riptide fists Melee 6 5+ 6 0 2
1 Twin plasma rifle 18 1 4+ 8 -3 3
* Indicates multiple weapon profiles - select one when firing
Abilities
Deadly Demise D6 For the Greater Good
Battlesuit Support System Datasheet
The bearer is eligible to shoot in a turn in which it Fell Back.
Nova Charge Datasheet
Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability.
Weapon Support System Datasheet
Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.
Keywords
Faction Keywords:
Keywords: T’au Empire Walker Riptide Battlesuit Vehicle Fly

  M T Sv W Ld OC
Sky Ray Gunship 10" 10 3+ 14 7+ 3
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Armoured hull Melee 3 5+ 6 0 1
1 Seeker missile rack 48 3 4+ 14 -3 D6+1
2 Smart missile system 30 3 4+ 5 0 1
Abilities
Deadly Demise D3 For the Greater Good
Velocity Tracker Datasheet
Each time this model makes a ranged attack that targets a unit that can FLY, you can re-roll the Hit roll.
Targeting Array Datasheet
Each time this unit is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.
Keywords
Faction Keywords:
Keywords: T’au Empire Markerlight Fly Vehicle Sky Ray Gunship

Unit Insights
💡 Tip This unit can perform an Action and still use its 'Forward Observer' ability. Use this to score objectives while providing crucial Guiding support.
⚠️ Warning Despite having the [Infiltrators] keyword, their importance as Observers means they should be deployed cautiously to protect them from early elimination.
  M T Sv W Ld OC
Stealth Battlesuits (3 models) 8" 4 3+ 2 7+ 1
Unit Weapons
Qty Weapon Range A BS/WS S AP D
1 Battlesuit Support System (Cannot load stats)
1 Battlesuit fists Melee 2 5+ 4 0 1
1 Fusion blaster 12 1 4+ 9 -4 D6
1 Homing Beacon (Cannot load stats)
1 Marker Drone (Cannot load stats)
1 Shield Drone (Cannot load stats)
2 Battlesuit fists Melee 2 5+ 4 0 1
2 Burst cannon 18 4 4+ 5 0 1
Abilities
Infiltrators Stealth For the Greater Good
Battlesuit Support System Wargear
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.
Homing Beacon Wargear
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.
Forward Observers Datasheet
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 a Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Keywords
Faction Keywords:
Keywords: T’au Empire Infantry Fly Battlesuit Stealth
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