Communist Angel's Thesis V0.9.4.4
Communist Angel's Thesis V0.9.4.4
Communist Angel's Thesis V0.9.4.4
A Homebrew for playing characters of the Greater Good in Dark Heresy Second Edition.
Sources: Fear and Loathing on the Eastern Fringe, The Fringe is Yours, Official Tau Rogue Trader Supplement,
RT: Into the Storm, RT: For the Greater Good by Fr05ty, and Dmanslayer#7595 for his original version of the
thesis.
Table Of Contents
Character Creation
Race
Tau Characters
Gue’vesa Characters
Kroot Characters
Homeworld
Districts (Tau Homeworlds)
Pech (Kroot Homeworld)
Background
Castes (Tau Backgrounds)
Kindreds (Kroot Backgrounds)
Role
Specialisations (Tau Roles)
Kroot Mercenary (Kroot Role)
Elite Advances
Tau / Gue’Vesa Elite Advances
Kroot Elite Advances
Talents
Tau / Gue’Vesa Talents
Metastrategy Talents
Kroot Talents
Race
The T’au Empire is home to many races. This document covers T’au, Kroot and Gue’vesa (human)
characters.
Special Rules
The following special rules apply to some of the characters generated using this homebrew. See
each race’s section for which apply.
Non-Imperial
This character was not raised among humans, and knows little about the culture and history of the
Imperium. The laws, traditions, and religion, and superstitions of Mankind are unfamiliar and alien
to characters with this trait.
The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests
relating to the Imperium of Man.
Tau Characters
Base Characteristics
Tau characters have differing base characteristics that are determined by their Background (Caste)
from which their characteristics are determined in the homeworld. When generating characteristics by
point allocation, keep in mind that the final characteristics will be determined by the choice of Caste
and that the maximum value for a characteristic is 20 more than the base characteristic.
Skills
All Tau begin with the following skills as Known (+0) skills : Common Lore (Tau), Linguistics (Tau),
Linguistics (Low Gothic).
Talents
All Tau characters gain the following talent :
For The Greater Good (Talent)
The Tau value the group over the self and further trust their comrades and commanders to always
choose the best course of action. This enables every Tau to follow orders without hesitation or doubt.
Effect: Once per Encounter, a Tau or T'au Empire allied character may gain a +10 bonus to a Test
made while directly following an order from another Tau character. Additionally, if this order places
the character into substantial danger to benefit the group as a whole, this bonus increases to +30
(GM’s Discretion).
Special Rules
Tau characters follow the Non-Imperial and Speak Not Unto the Alien special rules. When purchasing
advancements in Willpower, instead of requiring the “Psyker” aptitude, the character may instead treat
it as if it requires the Leadership aptitude.
Gue’vesa Characters
Base Characteristics
Gue’vesa characters generate characteristics normally by the DH2E rules since they cannot select a
Tau Background (Caste).
Skills
All Gue’vesa begin with the following skills as Known (+0) Skills: Common Lore (Tau), Linguistics
(Tau).
Talents
All Gue’Vesa characters gain the T’au Weapon Training and For The Greater Good (see Tau) Talents.
Special Rules
Gue’Vesa Characters benefit from the effects of the New Allies Talent with other Gue'Vesa only.
They must purchase this talent to benefit from its effects with other non-Tau characters. When
purchasing advancements in Willpower, instead of requiring the “Psyker” aptitude, the character may
instead treat it as if it requires the Leadership aptitude. If the character has the Psyker aptitude, they
may purchase advancements in Willpower as normal.
Kroot Characters
Base Characteristics
All Kroot characters use the following base characteristics when generating characteristics.
WS BS S T Ag Int Per WP Fel
30 25 25 25 30 20 25 25 25
Skills
All Kroot characters gain the Navigate (Surface) Skill as a Known (+0) Skill.
Traits
All Kroot Characters have the following Traits :
Kroot Beak
The Kroot’s beak is a natural weapon with the following profile:
Kroot Beak: Melee; 1d10 R; pen 0; Primitive (5).
Natural Stalker
A Kroot character gains an additional +10 to all Stealth Tests, and treats forests, jungles and similar
environments as Open Terrain.
Unnatural Perception
Kroot Characters may purchase the Unnatural Perception (2) Trait at any point for a cost of 500 XP
and improve it to Unnatural Perception (3) for an additional cost of 500 XP.
Kroot Physiology
Kroot are far more comfortable wearing light armour or piecemeal protection scavenged from the
battlefield. When a Kroot wears armour that provides more than 3 AP, he loses the benefits of the
Unnatural Perception (X) and Natural Stalker Traits.
Kroot Gender
While the Kroot do possess two genders, there are no real cultural differences between a male and a
female Kroot. Physically, female Kroot are very difficult to distinguish from the males, and most
observers find it nearly impossible to tell which is which. The Kroot’s unusual senses mean that the
sexes are mostly distinct in ways unnoticeable to a human, and by the same token, most humans
appear just as sexless to the Kroot!
Kroot characters gain a +20 bonus to any attempt to resist seduction against a non-Kroot.
Special Rules: Kroot characters follow the Non-Imperial and Speak Not Unto the Alien special rules.
Sept
● T’au and Gue’vesa characters must choose a Sept among the following Septs, excluding Pech.
● Kroot Characters have no choice of Sept and simply get the Pech Sept.
Septs (Pre-Homeworld)
T’au and Gue’vesa characters must choose one of the following Septs
Bork’an
It is a centre of learning and academia, and is the home of many of the T'au's
universities and scientific research facilities. The includes the most
prestigious military training centre in all of the empire. The warriors of
Bork'an are known to be cerebral and restrained in their tactics.
● Gain two Scholastic Lores as Known (+0) Skills
● Gain the Peer (T’au Empire) Talent
● Gain +5 to Intelligence
Dal’yth
Dal'yth is among the core worlds of the T'au Empire and was settled during
the First Sphere Expansion, becoming the hub of trade and commerce for the
T'au Empire. As a result, a disproportionate number of Water Caste
merchants dominate its culture.
● Gain Commerce as a Trained (+10) skill
● Gain a +10 to all Requisition tests to acquire non-T’au Equipment
● Gain the Contact Network Talent
Farsight Enclaves
The Farsight Enclaves are a series of heavily-fortified T'au colony worlds
that are independent and indeed opposed to the rule of the T'au Empire. They
are led or ruled by the legendary T'au Fire Caste Commander Farsight and
lie on the far side of the Damocles Gulf region of the Segmentum Ultima in
the Eastern Fringe of the Milky Way Galaxy.
● Gain Scholastic Lore (Metastrategy - Mont’ka) as a Known (+0)
Skill
● Gain the Hip Shooting Talent
● Gain a +5 to Weapon Skill
● Any Combat Knife starting item is replaced with a Power Sword
Sa’cea
Sa'cea is a hot, densely populated Tau world. When the planet was originally
settled by the Tau during the First Sphere of Expansion, the world was
overrun with fierce flesh-eating predators that had to be hunted down and
destroyed by the Fire Caste before settlers would dare to land. It is highly
militarised and has one of the greatest proportion of fire warriors in the Tau
Empire.
● Gain Command as a Known (+0) Skill
● Gain the Resistance (Fear) Talent
● Gain the Peer (Fire Caste) Talent
T’au
The warriors who come from the T'au Sept are known as wise and
experienced troops, descendants of the original T'au explorers who fought
the first battles during the initial phase of the T'au expansion into the galaxy,
known as the First Sphere Expansion of the T'au Empire. The T'au Sept is
also the template upon which all other newly founded T'au colonies are
based.
● Gain Command as a Trained (+10) Skill
● Gain the Peer (T’au Empire) Talent
● Gain +5 to Ballistic Skill
Vior’la
Vior'la is well known among the T'au and their allies for the Fire Warriors
drawn from the members of its population's Fire Caste, because they are
more aggressive than any other in the T'au military.
● Gain +5 to Willpower
● Gain the Die Hard Talent
● Gain the Hatred Talent towards one of the following: Orks, Y’he
(Tyrannids), Dark Eldar, Imperium
Other Septs
While these 6 Septs are the main ones featured in Tabletop and are present in a larger amount of lore
for the Tau Empire, there exist many others. GMs should discuss with their players if they want to
play as separate septs from these listed, and the GM should decide the benefits and drawbacks (if any)
of those Septs.
Agricultural district
Enclave Primus Characteristic Modifiers: +Fellowship,
Characteristic Modifiers: +Fellowship +Strength, -Agility
+Influence -Toughness Fate: 3
Fate: 5 Bonus: Reap That Which You Sow:
Bonus: Words Of The Wise: +10 to all Tests Agricultural characters gain +1 to their
with the interaction subtype with tau or tau strength bonus when determining their carry
“Liberated” forces. weight, and gain a +10 to all survival checks
Wounds: 1d5+7 Wounds: 1d5+8
Aptitude: Fellowship Aptitude: Strength
Background
● Tau characters must choose a Background among the Caste Backgrounds. This choice
determines the Base Characteristics used when generating Characteristic scores.
● Gue’Vesa characters choose a Background amongst those available in the DH2E rulebooks.
● Kroot characters must choose a Background among the following Kindred Backgrounds.
Castes (Tau Backgrounds)
Shas Rules
A Character with the Shas Background applies the following benefits :
Starting Skills
Athletics, Awareness, Medicae, Dodge OR Parry, Survival
Starting Talents
Rapid Reload, Quick Draw or Nowhere to Hide, T’au Weapon Training
Starting Traits
Bonding Knife Ritual: In addition to the normal use of Fate Points, a Fire Caste Tau may spend a Fate Point once per
encounter to count the source of a Fear Test as two steps lower for themselves and any number of tau within FBx3 meters
of them. If the source of Fear is reduced to Fear (0), no test is needed. Must be done before any rolls are made against
fear.
Base Characteristics
15 35 20 20 30 25 25 25 30
Background Aptitudes
Ballistic Skill, Offense, Agility
Por (Water Caste)
Por Rules
A Character with the Por Background applies the following benefits :
Starting Skills
Charm, Deceive or Commerce, Interrogation, Scrutiny
Starting Talents
Lexographer, Clues from the Crowd, Peer (Water Caste), Peer (Other Case of choice)
Starting Traits
Master of a Thousand Words: A Water Caste Tau may reroll a failed Charm or Deceive test, and on
any successful Charm or Deceive test, they gain 1 additional DoS
Base Characteristics
15 20 20 20 20 30 30 30 40
Background Aptitudes
Fellowship, Social, Perception
Kor (Air Caste)
From basic messengers to the Admirals of entire
Navies, the T’au of the Air Caste hold dominion
over the skies and void. Their bones are hollow
and they are easily the tallest caste, with long,
slender arms and legs. These traits are also
exacerbated by the fact that most Air Caste
members are reluctant to remain on the surface
of planets, due to how gravity wells affect their
skeletal and muscular structures. Long ago, the
Kor had membranes between their limbs, which
allowed them to glide along air currents and
deliver messages.
Kor Rules
A Character with the Kor Background applies the following benefits :
Starting Skills
Dodge, Awareness, Tech-Use, Acrobatics
Starting Talents
Catfall, Hotshot Pilot, Technical Knock
Starting Traits
Masters of Flight: May reroll any failed Operate tests, and on any successful Operate tests, the
character gains an additional DoS
Base Characteristics
15 25 25 25 30 35 35 25 30
Background Aptitudes
Agility, Finesse, Fieldcraft
Fio Rules
A Character with the Fio Background applies the following benefits :
Starting Skills
Tech-Use, Security, Operate (Drone), Trade (Any Three)
Starting Talents
Armour Monger, Iron Jaw
Starting Traits
Master of Technology: A Fio can re-roll any failed Tech-Use or Security roll, and successful tests
grant the character 1 additional DoS
Fio Implants: Functions the same as Mechanicus Implants
Base Characteristics
15 20 30 30 20 40 35 30 15
Background Aptitudes
Tech, Intelligence, Knowledge
Aun (Ethereal Caste)
Philosopher Kings of the T’au Empire, they rule
over all of the other castes. The Ethereals are
small in total numbers, but have almost complete
authority over the rest of the T’au Empire. When
faced with a difficult choice, the Ethereal will
consult high-ranking members of the other
Castes, but in the end, the choice lies upon the
Ethereal. Their physique is similar to the Fire
Caste and Water Caste, however they have a
small diamond shaped “organ” on their forehead.
Aun Rules
A Character with the Aun Background can advance Scholastic Lores pertaining to Tau
Metastrategies above Known without any Elite Advances. They also apply the following benefits :
Starting Skills
Command, Charm, Interrogation or Scrutiny
Starting Talents
Peer (Tau) 4, Halo of Command, New Allies, Invocation of Elements
Starting Traits
All Who Hear My Voice Tremble: When using the Inspire special use of the Command skill, instead
of applying a +10, they apply a +20. In addition, when using the Terrify special use of the
Command skill, they count as having the Fear (2) Trait or their own Fear value, whichever is higher.
Base Characteristics
WS BS S T Ag Int Per WP Fel
25 25 15 15 20 30 25 30 40
Background Aptitudes
Offense, Intelligence, Knowledge, Leadership
Invocation of Elements
Once per turn as a reaction or free action, an Ethereal may invoke one of the following powers. The
effects of the Invocation last for the single turn they were used in.
Calm of Tides: Friendly Tau Characters within FelBx5m gain a +20 to WP checks
Storm of Fire: Friendly Tau Characters within FelBx5m can reroll one hit roll once if they rolled
from an 86-100, provided the character did not perform an action with the movement subtype
Sense of Stone: Friendly Tau Characters within FelBx5m gain an additional number of wounds
equal to their TB, and when calculating soak, their TB is counted as 2x
Zephyr’s Grace: Friendly Tau Characters within FelBx5m can perform a Half Move as a reaction
GMing Tips: A good indicator of what rank a player should be would be based off of their Influence
0-24: La
30-59: Ui
60-74: Vre
74-84: El
84-100: O
Kindreds (Kroot Backgrounds)
Bold Hunter
Starting Skills
Survival, Awareness, Stealth, Dodge or Parry
Starting Talents
Keen Intuition, Jaded
Starting Traits
Unnatural Ballistic Skill (1)
Background Aptitudes
Perception, Strength, Agility
Background Bonus:
Gain a +10 to Survival tests involving animals, and an additional +10 to resist Fear and Pinning
Cunning Hybrid
Starting Skills
Deceive, Intimidate, Interrogate, Awareness
Starting Talents
Disturbing Voice (+10 to Intimidate and Interrogate, -10 to Fel tests in non-threatening manner.)
Starting Traits
Unnatural Intelligence (1)
Background Aptitudes
Finesse, Agility, Intelligence
Background Bonus:
+10 to Trade and Deceive tests, and a +1 to Initiative
Greenskin Hybrid
Starting Skills
Parry, Survival, Athletics
Starting Talents
Sound Constitution, Iron Jaw
Starting Traits
Unnatural Toughness (2)
Background Aptitudes
Toughness, Strength, Defense
Headhunter
Certain Kindred of Kroot have fed upon the
most poisonous creatures they could hunt. The
resulting generations of Kroot are nearly
impervious to all forms of poison and are
capable of secreting a highly corrosive acid
that burns the exposed flesh of their enemies.
Starting Skills
Survival, Stealth, Awareness
Starting Talents
Takedown, Sound Constitution
Starting Traits
Toxic (1)
Background Aptitudes
Toughness, Agility, Finesse
Background Bonus
The Kroot’s beak loses the Primitive Quality, and gains the Toxic (1) Weapon Quality. They also
automatically pass all Toughness Tests to resist toxins and weapons with the Toxic Quality
Stalker
Starting Skills
Stealth, Survival, Awareness, Dodge or Parry
Starting Talents
Sound Constitution, Blind Fighting, Catfall
Starting Traits
N/A
Background Aptitudes
Agility, Finesse, Perception
Background Bonus
May make an opposed Stealth test to disappear from sight, even if directly observed. Gain an
additional 1 DoS on successful Stealth Tests.
Role
● Tau characters must choose a Role among the specialisation Roles. Note that the choice of
specialisation is limited by the choice of Caste (Background).
● Gue’Vesa characters may choose a Background amongst those available in the DH2E
rulebooks or a Tau specialisation among Fire Warrior, Pathfinder and Breacher. If they select
a Tau specialisation, they gain this specialisation’s starting equipment instead of their
Background starting equipment.
● Kroot characters have no choice of Role and simply get the Kroot Mercenary Role.
Kroot Huntsman
Cost: 150 XP
Instant Changes: A Kroot Huntsman:
● Gains a Kroot Hound with the following profile and may Requisition additional Kroot Hounds
with an Availability of Rare.
● A Kroot Huntsman may control a number of Kroot Hounds up to their Per Bonus.
● Kroot Hounds, as long as they are present in the session, gain the same amount of experience
as their rider. They have the following aptitudes: General, Weapon Skill, Offense, Agility,
Perception
● Kroot Hounds are considered as being a part of the same “Kindred” (Background) as their
huntsman, and gains any benefits associated with that
● Kroot Hounds also gain any traits gained from uses of the “Strength of our Enemies” talent.
This includes traits gained before this elite advance was purchased
Kroot Hound
Characteristics Scores
WS BS S T Ag Int Per WP Fel
4
44 -- 41 34 40 18 45 30 06
Movement: 8/16/32/48
Wounds: 16
Total TB: 3
Armour: None
Skills: Athletics (S) +20, Awareness (Per), Stealth (Ag) +20.
Talents: Hyperactive Nymune Organ†, Frenzy, Sprint, Heightened Senses (Hearing, Smell)
† See Kroot Talents.
Traits: Bestial (without its rider or handler, a single kroot mercenary or shaper); Deadly Natural
Weapons, Eater Of The Dead, Natural Weapon (Beak), Kroot Leap.
Weapons
Ripping Beak : Melee; 1d10+8 R; Tearing.
Knarloc Rider
Cost: 750 XP
Instant Changes: A Knarloc Rider Character :
● Gains the Leadership Aptitude.
● Gains a Knarloc with the following profile and may Requisition additional Knarlocs with an
Availability of Ext. Rare.
● Knarlocs, as long as they are present in the session, gain the same amount of experience as
their rider. They have the following aptitudes: General, Weapon Skill, Offense, Defense,
Toughness, Agility, and Strength.
● The Knarloc is considered as being a part of the same “Kindred” (Background) as their rider,
and gains any benefits associated with that
● The Knarloc also gains any traits gained from uses of the “Strength of our Enemies” talent.
This includes traits gained before this elite advance was purchased
Knarloc
Characteristics Scores
WS BS S T Ag Int Per WP Fel
7
46 -- 52 47 46 15 36 40 04
Movement: 8/16/32/48
Wounds: 50
Total TB: 4
Armour: Thick Hide (All 3)
Skills: Athletics (S) +20, Awareness (Per).
Talents: Hyperactive Nymune Organ†, Frenzy, Thunder Charge.
† See Kroot Talents.
Traits: Bestial (without its rider or handler, a single kroot mercenary or shaper); Deadly Natural
Weapons, Eater Of The Dead, Natural Weapon (Beak), Size (5), Unnatural Strength (2).
Weapons
Vicious Beak : Melee; 1d10+10 R; Pen 4; Tearing.
Krootox Rider
Cost: 1500 XP
Instant Changes: A Knarloc Rider Character :
● Gains the Leadership Aptitude.
● Gains a Krootox with the following profile and may Requisition additional Krootox with an
Availability of Ext. Rare
● Krootox, as long as they are present in the session, gain the same amount of experience as
their rider. They have the following aptitudes: General, Weapon Skill, Offense, Defense,
Toughness, and Strength.
● The Krootox is considered as being a part of the same “Kindred” (Background) as their rider,
and gains any benefits associated with that
● The Krootox also gains any traits gained from uses of the “Strength of our Enemies” talent.
This includes traits gained before this elite advance was purchased
● When firing the Kroot gun while riding a Krootox, the rider is treated as having the Auto-
Stabilized trait as well as the Bulging Biceps talent
Krootox
Characteristics Scores
WS BS S T Ag Int Per WP Fel
18 10
40 -- 60 55 30 10 25 25 0
Movement: 3/6/9/18
Wounds: 80
Total TB: 10
Armour: Thick Hide (All 3)
Skills: Athletics (S) +20, Awareness (Per).
Talents: Hyperactive Nymune Organ†, Frenzy, Thunder Charge, Furious Assault, Leap Up
† See Kroot Talents.
Traits: Bestial (without its rider or handler, a single kroot mercenary or shaper); Deadly Natural
Weapons, Eater Of The Dead, Natural Weapons (Beak, Fists), Size (5), Unnatural Strength (12),
Unnatural Toughness (5)
Weapons
Beak : Melee; 1d10+18 R; Pen 0; Tearing.
Fists : Melee; 2d10+18 I; Pen 2; Concussive (1)
Kroot gun : Ranged; 150m; S/2/-; 3d10+8 I; Pen 6; Clip 10; Rld Full).
Special Rules:
Kroot-served Weapon Platform: The Krootox and the rider are treated as two separate targets. When
fired at from the front, the rider may benefit from the cover afforded him by the sheer muscular bulk
of the Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike
the other instead.
Psyker Consumption
Prerequisites: GM Fiat during character generation.
Cost: 500 XP (or consume any Psyker).
Instant Changes: A character with this Elite Advance:
● Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1
● Counts as having the Psyker Elite Advance for the purchasing of Psychic Powers, as well as
Psy rating as outlined in the core DH2E Rulebook
● As the character does not have the Sanctioned trait, they immediately gain 1d10+1 Corruption
Points.
Untouchable Consumption
Prerequisites: GM Fiat during character generation.
Cost: 500 XP (or consume any Untouchable).
Instant Changes: A character with this Elite Advance:
● Can no longer gain the Psyker trait for any reason
● Gains the Resistance (Psychic Powers) talent.
● Fellowship characteristic always counts as one-half (rounding up) its value for tests or other
game usage. When interacting with anyone who has a psy rating or the Psyniscience skill, the
Fellowship characteristic counts as 1
● Can never gain nor benefit from the positive effects of Psychic Powers or any other related
unnatural talents, traits, or abilities that call on the Warp for power. This does not include
Shaper powers.
● Automatically ignores any effects resulting from Psychic Phenomena (see page 195 of the
core DH2E Rulebook), and gains a +30 bonus on any tests to resist effects from a Perils of the
Warp result (see page 197 of the core DH2E Rulebook).
● An Untouchable character gains access to a special set of talents. These talents are only
available to an Untouchable character, and are purchased with experience in the same way as
regular talents are purchased. These talents can be found on page 92 of the core DH2E
Rulebook.)
Kroot Shaper
Prerequisites: GM Fiat or Peer (Kroot)
Cost: 1000 XP
Instant Changes: A Kroot Shaper Character:
● Gains the Instinctual Understanding† and Shamanic Powers†† Traits.
● Increases its size by 1.
● Increases its Unnatural Strength and Unnatural Toughness Traits by 1 each.
● Gains the Leadership and Willpower Aptitudes if they do not already have them.
● Gains a Fetish Pouch, filled with various powders, rocks and bones.
● Becomes able to use a Kroothawk Totem†††.
†Instinctual Understanding: The Shaper may select one target that he can see. If the Shaper has
previously devoured an example of the target’s race, the Shaper may make a Challenging (+0)
Scrutiny Test against the target as a Half Action. If successful, the Shaper may determine the number
of Wounds that the target possesses, and may further determine a number of the target’s characteristic
bonuses equal to the degrees of success on the Scrutiny Test, including any traits. The Shaper may
select which characteristic bonuses he discovers when using this ability. The Shaper may use this
ability once per target per encounter.
††Shamanic Powers: One of the many roles of a Shaper within Kroot society is to act as a focus for
the practice of ancestor worship. Kroot Shapers have a great mastery of rituals that call upon the
ancestor spirits of their Kindred. These rituals often have unusual effects that lend Shapers a reputation
for supernatural powers. The Kroot Shaper may select certain advances that have this trait as a
prerequisite. These advances are known as Shamanic Talents. Each must be activated by the Shaper,
usually involving a sonorous chant and access to the powders, rocks and bones kept within the
Shaper’s fetish pouch. Activating a Shamanic Talent is a Full Action.
†††Kroothawk Totem: If a Shaper carries a Kroothawk totem, it gains the benefits of one additional
Fate point. However this point cannot be burned.
Talents
The following new Talents are intended for use with characters of the T’au Empire only. On the other
hand, some Talents, especially those relating to Faith in the Emperor do not fit with characters of the
T’au Empire only Characters. The GM has the final say on whether such a character should be able to
take a particular Talent from the DH2E rulebooks. By default:
● All the Talents in DH2E Core Rulebook and the Skilled Rider Talent are approved for all
Races.
● The Bodyguard, Push the Limit and Unshakable Faith Talents are approved for Tau and
Gue’Vesa characters.
● The Mounted Warrior Talent is approved for Kroot Characters.
● If a Talent is listed as a Prerequisite for one of the following talents, it is approved.
Adept Machinist None. Intelligence Tech Assist allied T’au with +20.
Blessing of the
WP 40 Willpower Defense Unshakable morale.
Ethereals
Exemplar Of The
Command +10 Fellowship Leadership Lead by example.
Selfless Cause
Furious Fusillade BS 40 Ballistic Skill Offense +1 DoS on Aimed Semi-Auto and Full Auto.
Phalanx of Faith Str 30 Weapon Skill Strength May use Strength for Parry tests
Supporting Fire None Ballistic Skill Finesse Attack an enemy charging your allies.
Scholastic Lore
(Metastrategy -
Tactical Flexibility Intelligence Leadership Help your allies disengage.
Mont’ka or
Kauyon)
Weapon Skill
Work an unmastered weapon efficiently for a
Technological Insight Tech-Use +10 or Ballistic Tech
brief time.
Skill
Firesight
May spend a Fate Point to increase
Deadly Aim Marksman Elite Ballistic Skill Fieldcraft
penetration of MV71 Sniper Drones
Advance
Operate (Drone)
Drone Commander Intelligence Tech Doubles the maximum commanded drones.
+30
Fire Support BS 40, Fel 35 Ballistic Skill Fieldcraft Mark target for a seeker missile.
Battlesuit Pilot,
Has not taken Improve use of all Hard Point Weapons
Jack Of All Blades Offense Fieldcraft
Weapon slightly.
Preference
Ag 45, Hard
Offer an opening to allies when evading
Opportunist’s Evasion Target, Pathfinder Agility Finesse
attacks.
Role
Operate
Supersonic Agility Offense Move faster towards a target.
(Battlesuit) +30
Trade
Technology
(Armourer), Intelligence Tech Improve a piece of Technology.
Triumphant
Tech-Use+20
Ag 45, Operate
Veteran’s Reflexes Offense Fieldcraft Jink battlesuits more efficiently.
(Battlesuit) +10
Battlesuit Pilot,
Improve use of a specific Hard Point
Weapon Preference † Has not taken Offense Fieldcraft
Weapon.
Jack of all Blades
† Specialist Talents.
Talent Descriptions
Tier : 1
Adept Machinist Prerequisites : None
Aptitudes : Intelligence, Tech
Effect : Whenever a character with this talent Aptitudes : Willpower, Defense
assists an allied Tau Character with a Tech- Effect : Whenever the Character is suffering
Use test, they grant a +20 bonus rather than the from Critical Damage, he is immune to the
normal +10 bonus. effects of Fear and Pinning, but disengaging
from combat or backing down from a fight
Aegis of Tau’va without a direct order from a superior requires
a Challenging (+0) Willpower Test.
Tier : 3
Prerequisites : N/A Branched Nova Charge
Aptitudes : Weapon Skill, Defense
Effect : When this character performs the Tier : 3
Defensive Stance or Guarded Action action, Prerequisites : Operate (Battlesuit) +10
they may add the AP of their shield to all parts Aptitudes : Toughness, Fieldcraft
of their body. They also gain a PR 20 Force Effect : When this character succeeds on a
field that does not overload for the duration. Nova Charge test, they may instead pick two
effects instead of one.
Advanced Battlesuit Training
Deadly Aim
To a skilled pilot, a battlesuit is like a second
skin, providing its wearer with incredible Tier : 3
offensive capability and stout protection with Prerequisites : Firesight Marksman
little to no sacrifice in mobility and dexterity. Aptitudes : Ballistic Skill, Fieldcraft
Tier : 3 Effect : Once per an encounter, When a
Prerequisites : Agility 40, Operate (Battlesuit) character fires any number of their MV71
+10 Sniper drones, they may spend a fate point to
Aptitudes : Agility, Finesse add 4 the penetration of the weapons the
Effect : This Character no longer suffers a MV71 Sniper Drones are equipped with for a
penalty to Operate Tests due to Size while single turn. If the MV71 Sniper drone is
attempting to Jink Battlesuit Vehicles of Size equipped with a Longshot Pulse Rifle, and the
6. target being fired upon is also within half
range, instead add 8 Penetration. This applies
Blessing of the Ethereals to up to 3 MV71 Sniper Drones currently
under control of the character
At some point in life, this Character was
blessed by an Ethereal for some worthy feat. In Defence in Numbers
times of great peril, he is able to draw upon
this memory to find reserves of strength and Tier : 3
determination to soldier on when others would Prerequisites : Fellowship 30
falter and fail. Aptitudes : Defense, Fieldcraft
Tier : 1 Effect : Once per encounter, as a reaction a
Prerequisites : Willpower 40 Character may spend a Fate Point. If they do
so, each Bonded T’au Ally within 10m as well character currently engaged in melee with his
as the Character gain the Unnatural Toughness target may make a Disengage Action as a Free
(4) trait for that turn. If they are in Battlesuits Action.
or a similar Vehicle, instead of the characters
themselves, the Vehicles are treated as having Envoy Of The Greater Good
an Unnatural Toughness of 4.
Defensive Pilot From long practice, the T'au Empire has
established first contact practices that have
Tier : 3 served them well in establishing positive and
Prerequisites : Operate (Any) +30 productive relationships with new groups and
Aptitudes : Defense, Fieldcraft species they encounter.
Effect : The character can make one additional Tier : 2
Jink Vehicle Action per round. In effect, this Prerequisites : Fellowship 45, Charm +10
gives him a second Reaction that can only be Aptitudes : Fellowship, Social
used for Jink attempts, allowing two Jinks in Effect : The Character permanently loses the
each turn. However, he can still only attempt a Speak Not Unto The Alien Trait. Additionally,
single Jink against each individual attack. whenever this Character meets an organisation
or race that has not previously encountered
Drone Commander Tau, he may spend a Fate Point and make a
Routine (+20) Charm Test. If he succeeds, he
Tier : 3 gains a +10 bonus on all Interaction Skill Tests
Prerequisites : Operate (Drone) +30 with this group for the remainder of the
Aptitudes : Intelligence, Tech encounter. Furthermore, through this
Effect : The character now has a number of conversation, he is able to extract some
Drone Slots equal to double their Intelligence important piece of information about the
Bonus. culture, group, or species with which he is
speaking that might be helpful in subsequent
dealings with the group (subject to the GM’s
Dauntless Bulwark
discretion).
Tier : 3 Tier : 3
Prerequisites : Ballistic Skill 45, Precision Prerequisites : Ballistic Skill 40
Killer (Ranged) Aptitudes : Ballistic Skill, Perception
Aptitudes : Ballistic Skill, Finesse Effect : This character, if equipped with a
Effect : Whenever this Character hits a target Markerlight, may use the Expose Weakness
with a markerlight, other characters who attack action (Type: Full Action; Subtypes:
the Marked target may apply two different Concentration, Ranged; The Character makes a
effects from the Markerlight to the target. Challenging (+0) Ballistic Skill Test using a
markerlight. If he succeeds, he chooses a Hit
Location on his target (e.g. Head, Body, Left
Opportunist’s Evasion
Arm, Right Arm, Left Leg, or Right Leg). Although normally weak in close combat,
Each allied Tau character who attacks the same many Tau Warriors find additional strength
target may skip the Determine Hit Location when fighting alongside their allies.
Step of the Attack and hit the declared Tier : 2
Location instead. Attacks against the target’s Prerequisites : Fellowship 40, Shas (Fire
Declared Location gain +2 to Penetration and Caste) background
an additional +1 to Penetration for each Degree Aptitudes : Leadership, Offense
of Success the Precise Hunter scored on his Effect : When engaged in Melee combat, for
Ballistic Skill Test). each Player Character with the Bonding Knife
Ritual Trait engaged with the same enemy, the
Priority Fire Character gains an additional +5 bonus to
Weapon Skill Tests and inflicts an 1 additional
Tier : 2 Damage with Melee Attacks.
Prerequisites : Perception 35, Quick Draw,
Operate (Drone) +10 Student of Puretide
Aptitudes : Tech, Offense
Effect : Once per Round, as a Half Action or Tier : 3
Reaction, this Character may have one Drone Prerequisites : Rank of Shas’O
under his control immediately make an Attack Aptitudes : Intelligence, Leadership
Action against any foe within range. This Effect : The character may take one additional
counts as a Free Action for the drone and it Path of <Metastrategy> Mastery Talent. This
may act as normal during its own Turn. The talent may be taken more than once.
use of this ability counts as an action with the
Attack subtype for the Character (he cannot Supersonic
attack with personal weapons in the same
round). Tier : 3
Prerequisites : Operate (Battlesuit) +30
Rapid Reaction Aptitudes : Agility, Offense
Effect : When driving a Battlesuit Vehicle, as
The character has honed his reactions to a a Half Action, the character may nominate a
razor’s edge, allowing him to act while most target within line of sight. If the character is
stand dumbfounded. flying at the end of their turn, they may spend
Tier : 1 their Reaction when the nominated Target ends
Prerequisites : Agility 40 their Turn to make a Half or Full Tactical
Aptitudes : Agility, Defense Manoeuvering Action towards the Target.
Effect : When surprised or ambushed, a
successful Agility Test allows the character to When driving a Battlesuit Vehicle or Wearing
act normally. a set of Suit Armour with the Jetpack
Battlesuit Quality, the Character may nominate
Strength Through Unity a target within line of sight. If the character is
flying at the end of their turn, they may spend
their Reaction when the nominated Target ends have it affect a number of drones up to his
their Turn to move towards the target. If Intelligence Bonus instead.
driving a Battlesuit Vehicle, they perform a
Half or Full Tactical Manoeuvering Vehicle Tactical Flexibility
Action. If wearing an Armour suit, they
perform a Half or Full Move action. Tier : 2
Prerequisites : Prerequisite, Prerequisite
Supporting Fire Aptitudes : Intelligence, Leadership
Effect : Once per encounter, as a Half Action,
Tau prefer ranged combat over barbaric melee, the character may make a Challenging (+0)
and seek to cut down their foes before they Scholastic Lore (Any Tau Metastrategy) Test.
reach close combat. If they succeed, they and every Tau ally within
Tier : 2 10 metres x Fellowship Bonus may
Prerequisites : None immediately make a Disengage action as a
Aptitudes : Ballistic Skill, Finesse Free Action.
Effect : Any time an enemy makes a Charge
Action to become engaged in melee with an Technological Insight
allied Tau character that is within a range of
Fellowship Bonus x10 metres, the Character Tier : 2
may spend his Reaction to make a Standard Prerequisites : Prerequisite, Prerequisite
Ranged Attack at a –20 penalty against the Aptitudes : Weapon Skill or Ballistic Skill,
enemy. This attack resolves before the target Tech
completes its Charge Action. Effect : When wielding a weapon for which he
lacks the appropriate Weapon Training
Swarm Protocols (including Exotic Weapons), the character may
make a Challenging (+0) Tech-Use Test as a
A truly skilful Drone Handler can direct his Half Action. If he succeeds, he can operate the
charges with such finesse and keen perception weapon without penalty (as if he had the
that they appear to act on their own, reacting to appropriate Talent) for one Round, plus one
their own battlefield conditions and additional Round per Degree of Success he
circumstances, yet with a unity of purpose that scores on the Test.
transcends squads of even the most seasoned
veterans. Technology Triumphant
Tier : 2
Prerequisites : Intelligence 45, Operate The Tau take much of their military strength
(Drone) +10 from their everadapting technology, and use
Aptitudes : Tech, Finesse improvements and innovations to gain an edge
Effect : Whenever this Explorer takes an on the battlefield.
Action that gives directions to one or more of Tier : 3
his drones using a Drone Controller, he may Prerequisites : Trade (Armourer), Tech-
Use+20
Aptitudes : Intelligence, Tech characters who hit it with ranged attacks may
Effect : Once per game session, the character roll twice for Damage, taking the higher result.
may work to enhance a single piece of
technology by making a Hard (–20) Tech-Use Veteran’s Reflexes
Test. If he succeeds, he permanently improves
the Craftsmanship of the item from Poor to Tier : 3
Common, Common to Good, or Good to Best. Prerequisites : Agility 45, Operate (Battlesuit)
The amount of time this upgrade process takes +10
varies by item, based on the GM’s discretion Aptitudes : Offense, Fieldcraft
(as obviously, modifying a plasma pistol is a Effect : A Pilot with this talent considers the
smaller undertaking than completely Size of his Battlesuit as two steps smaller
reengineering a plasma drive). when attempting Jink Tests. The lowest Size
attainable being Size 4. They may also use
Through Unity, Devastation their Dodge Skill in place of any Jink tests.
Metastrategy Talents
Only Tau and Gue’Vesa characters may take the following Talents. See under the Race section about
rules for advancing Scholastic Lore (Metastrategy) specialisations.
Adept of Mont’ka
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Mont’ka) +10
Aptitudes : Offense, Leadership
Effect : Negates the penalty to Ballistic Skill or Weapon Skill tests caused by making a Half Action
with the movement subtype.
Disciple of Mont’ka
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Mont’ka) +20, Adept of Mont’ka
Aptitudes : Offense, Leadership
Effect : When the character strikes an Unaware target, they inflict additional Damage equal to the
Degrees of Success on the Weapon or Ballistic Skill test. For weapons inflicting multiple hits, this
applies to all of the hits.
Adept of Kauyon
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Kauyon) +10
Aptitudes : Offense, Leadership
Effect : Should the Character take no actions with the Movement Subtype, they count as being under
the effect of a Half Aim Action. This can stack with the effects of a normal Half Aim Action for a total
of +20.
Disciple of Kauyon
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Kauyon) +20, Adept of Kauyon
Aptitudes : Offense, Leadership
Effect : If the character has not taken any actions with the Movement Subtype, they gain 2 additional
Degrees of Success on Stealth Tests taken out of combat.
Adept of Chel’lel’va
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Chel’lel’va) +10
Aptitudes : Offense, Leadership
Effect : Once per Encounter, the character may make a Move (Half or Full) or Tactical Manoeuvering
(Half or Full) Action as a Free Action.
Disciple of Chel’lel’va
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Chel’lel’va) +20, Adept of Chel’lel’va
Aptitudes : Offense, Leadership
Effect : When engaged in Melee, the character may use Basic Weapons as if they were Pistol
Weapons.
Path of Chel’lel’va Mastery
Adept of Rinyon
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Rinyon) +10
Aptitudes : Offense, Leadership
Effect : The character can make a Move or Tactical Manoeuvering Action to flank a target. If the
target is surrounded on at least two sides, the character gains a +10 to hit the target, and can add DoS
from the attack to reduce the AP of any cover provided to the target.
Disciple of Rinyon
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Rinyon) +20, Adept of Rinyon
Aptitudes : Offense, Leadership
Effect : When attacking a target an ally has already attacked this turn, the character gains a bonus to
hit equivalent to how many sides of the target an ally is present in, up to a +30 bonus.
Adept of Rip’kya
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Rip’kya) +10
Aptitudes : Offense, Leadership
Effect : When attacking a wounded target, the character’s Semi-Auto Burst or Full-Auto Burst actions
gain an additional Degree of Success.
Disciple of Rip’kya
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Rip’kya) +20, Adept of Rip’kya
Aptitudes : Offense, Leadership
Effect : A character with this talent may fire a Markerlight as a Reaction once per Round.
Adept of Mon’wern’a
Tier : 2
Prerequisites : Scholastic Lore (Metastrategy - Mon’wern’a) +10
Aptitudes : Offense, Leadership
Effect : This character, when performing a Deceive Skill Tests, may use his Scholastic Lore
(Metastrategy - Mon’wern’a) instead. They also gain a +10 to hit with attacks against Unaware targets.
Disciple of Mon’wern’a
Tier : 3
Prerequisites : Scholastic Lore (Metastrategy - Mon’wern’a) +20, Adept of Mon’wern’a
Aptitudes : Offense, Leadership
Effect : If in a Battlesuit, once per Encounter, if an enemy has been attacked that turn, the character
may attempt an opposed Stealth Test as a Half Action to make that enemy Unaware of the character.
This requires either Stealth Fields from Drones, or a Stealth Generator on the Battlesuit
Kroot Talents
Only Kroot characters may take the following Talents.
Talent Prerequisites Aptitude 1 Aptitude 2 Xp. Cost Benefit
Light Sleeper Per +30 Perception Defense - Always ready, even when asleep
Kroot, Dodge
Agility of the Gain an additional reaction usable only
or Parry at +30, Agility Finesse -
Kroothawk for Evasions
Step Aise
Kroot, S 45, Ag
Kroot Leap Agility Finesse - Leap while running.
45
Shamanic
Ancestral Blessing - - 500 XP Bolster the damage dealt by allies.
Powers
Shamanic
Blood of the Stalker - - 500 XP Imbue allies with sneaking prowess.
Powers
Shamanic
Furor from Strength - - 500 XP Increase WP for each ally nearby.
Powers
Talent Descriptions
Experimental
Some pieces of equipment are at the vanguard of the technological development of the T’au Empire.
Such precious and rare pieces of technology are only bestowed upon those who have contributed
greatly to the Greater Good in order for them to test it in the field. Each of those who are bestowed
such a piece of technology are minor celebrities themselves, and other members of the T'au Empire
may become suspicious should they be used by low-ranking members.
Double all penalties to a Requisition roll for an item with Experimental listed with its availability.
Having the Peer (Tau) at any amount and having an influence of 70 or higher reduces those
penalties by one fourth each.
Training
All Weapons in this section are Exotic. Tau and Kroot weapons can be wielded respectively without
penalty by Characters with the T'au Weapon Training and Kroot Weapon Training Talents.
Personal Weapons
Arc Shot
An enemy is considered at Extreme range if they are at 2x the listed range instead of the normal 4x.
Crowd Control
When a weapon with this quality performs an attack that has 3 or more DoS, the blast knocks the
enemy away or closer by 1d10m, the direction chosen by the character who fired the weapon.
Cluster Fire
All hits from a weapon with this quality are combined into one damage roll, and the Blast Quality
becomes equal to 5 times the number of hits (For example, two hits would become Blast 10).
Talents and traits that affect damage are applied after combining the hits. Righteous Furies count as
two instances of critical hits.
Destroyer (X):
Also known as Titan-killers, Destroyer weapons are capable of delivering an immense amount of
damage to any target that they hit. Only a Destroyer weapon is capable of devastating a Knight, a
Super-heavy Tank or even a Titan with a single blow. For every two degrees of success scored on a
hit with this weapon, the attack inflicts an extra 1d10 of damage to a maximum of X extra d10.
These extra d10’s cannot cause Righteous Fury. Furthermore, weapons with the Destroyer quality
cause Righteous Fury on a roll of 9-10. The destructive force of a destroyer weapon against infantry
is nearly incalculable, and as such anything with a size trait of 5 or below that suffers a single point
of Damage is instantly obliterated in a torrent of gory flesh. Against larger targets, or any vehicle
with the Super-Heavy trait, Damage is rolled as normal.
Devastating (X)
If the target is a horde, a successful hit from this weapon reduces the Horde’s Magnitude by an
additional amount equal to X
Focus
For each round a weapon with the Focus quality is fired upon the same target without interruption, it
deals an additional 3 damage and 1 penetration. This effect can stack up to 4 times (+12 Damage,
and +4 Penetration). When this weapon is at maximum stacks, it gains the Overheat quality.
Gyro-Stabilized
The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel.
While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the
optimal angle for firing. A Gyro-Stabilised weapon never counts its target as being further than
Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the
penalty for firing without Bracing to –20.
Homing
A weapon with the Homing Quality ignores any AP granted from Cover. As long as a Character
wielding a weapon with the Homing Quality knows their opponent’s location, he does not require
line of sight to fire this weapon upon it. To hit a target out of their line of sight, they make a
Challenging (+0) Intelligence Test in lieu of any Ballistic Skill Tests he would make as part of the
Attack action
Overcharge (X)
Weapons with the Overcharge Quality are typically safe for their users. However, their internal
systems can be pushed past safe limits, allowing wielders to increase the potency of their shots at
considerable personal risk.
When using a weapon with the Overcharge Quality, a Character may choose to increase the
weapon’s Damage by X and increase the value of the weapon’s Blast by X/4 rounded down, or to
gain such a property if it doesn’t have one. If he does so, the weapon gains the Overheats Quality for
those shots.
Reactive
Collision with other forms of matter does not stop the fusion reaction of this attack. The blast of this
weapon continues in a straight line out to the Range of the weapon.
The user of a weapon with the Reactive Quality may attempt to hit an additional target within 2
meters of the first with an additional -10 to hit as a free action.
Reactor-Powered
A weapon with the Reactor-Power quality does not need active action to reload. When a weapon
with this quality runs out of ammo, it instead is considered inactive for the time it would normally
take to reload. The operator is free to perform Movement Subtype actions, as well as fire with any
other weapons.
Torrent
A weapon with the Torrent quality may fire its burning salvo in a high arc, so it can target enemies
much further away.
Instead of using the actual weapon as the point of origin, select a point within 15m as the shot’s
origin. Resolve the flame or spray’s normal 30° cone from that point, with the caveat that the cone
must extend further than the point of origin. For example, one cannot loop the spray of a flame
backwards towards the weapon.
T’au Equivalents
The T’au Empire produces equivalents to the most weapon modifications found in the DH2E except
for the following: Sacred Inscriptions
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Concussion Rifle Basic 80m S/2/- 2d10+12 X 8 6 Full Concussive (1), 14kg Ext. Rare
Blast (3), Arc
Shot, Crowd
Control
Tearing, Razor
Flechette Rifle Heavy 30m S/2/- 2d10+3 R 6 10 2 Full Sharp, Scatter, 15kg Ext. Rare
Reliable
Ion Rifle Basic 110m S/2/- 2d10+5 E 5 24 Full Overcharge (6) 12kg Near Unique
Longshot Pulse
Basic 200m S/2/- 2d10+3 E 4 12 2 Full Accurate, Tearing 8kg Near Unique
Rifle
Pulse Blaster*
Long Range
S/2/- 1d10+8
(>36m)
Gyro-Stabilized,
Auxiliary
Pulse Carbine Basic 60m S/-/3 2d10+2 E 4 24 Full 6kg Very Rare
Grenade
Launcher
Pulse Pistol Pistol 40m S/2/- 2d10+3 E 4 16 Half Gyro-Stabilized 3kg Very Rare
Heavy Pulse
Pistol 40m S/4/- 2d10+3 E 4 32 Half Gyro-Stabilized 4kg Ext. Rare
Pistol
Pulse Rifle Basic 150m S/2/4 2d10+3 E 4 36 Half Gyro-Stabilized 8kg Very Rare
Felling, Proven
Rail Rifle Basic 120m S/-/- 3d10+2 I 12 12 Full 8kg Near Unique
(2)
Kroot Weapons
Kroot Rifle Basic 110m S/2/- 1d10+5 R 1 6 2 Full - 6kg Ext. Rare
Kroot Rifle
Melee - - 1d10 R 0 - - Balanced ⤴️ ⤴️
(Melee)
Hunting Rifle Basic 150m S-/- 1d10+5 E 3 8 Full Accurate 4 kg Ext. Rare
Krootbow Basic 40m S/4/8 1d10+3 R 3 20 2 Full Tearing, Toxic (2) 6kg Near Unique
*The Pulse Blaster’s Profile changes depending on the Range it is fired at. The Damage Modifier (-3) fron the Scatter Quality is already
included in the Long Range Profile.
** +5 to WP checks for every other bonded PC within 30m. As a side note, using a Bonding Knife as a melee weapon is dishonorable.
†† Provides 4 AP to the body and to the arm wielding the shield. This is doubled to 8 AP against energy damage. This stacks with Armour.
††† Farsight Enclave Characters only.
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Blast (3 or 6)†,
Breaching Charge - - S/-/- 6d10 E 12 - - 3kg Ext. Rare
Melta, Flame
Haywire (2),
EMP Grenade Thrown SBx3m S/-/- - - - - 0.5kg Very Rare
Blast (3)
Blast (12),
Photon Grenade Thrown SBx3m S/-/- - - - - 0.5kg Very Rare
Special††
Pulse Grenade Thrown SBx3m S/-/- 2d10+5 8 - - Blast (3) 0.5kg Near Unique
†Breaching Charge: The Blast Quality counts as having a value of 6 in a single direction and 3 in every other direction.
††Photon Grenade: A character without eye protection in the Blast radius of the Photon Grenade must make a (-10) Toughness Test or
become Blinded for a number of rounds equal to the number of DoF on the Test.
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Airburst
Fragmentation Heavy 60m S/-/6 1d10+5 X 2 60 2 Full Blast (1) 20kg Near Unique
Projector
Burst Cannon Basic 60m S/-5 1d10+12 E 4 100 2 Full Reactor-Powered 18kg Very Rare
Blast (3),
Haywire (3),
Unique,
EMP Blaster Heavy 40m S/-/- 2d10+2 E 8 24 2 Full Shocking, 25kg
Experimental
Unreliable,
Reactor-Powered
Near Unique,
Flame Projector Basic 40m S/-/- 1d10+8 E 4 10 2 Full Flame, Spray 10kg
Experimental
Flamer Basic 30m S/-/- 1d10+5 E 3 10 2 Full Flame, Spray 8kg Very. Rare
Unstable*, Power
Fusion Blade†† Melee - - 2d10+8 E 14 - - 10kg Unique
Field
Melta, Reactor-
Fusion Blaster Basic 30m S/2/- 2d10+8 E 14 20 2 Full 7.5kg Very Rare
Powered
Melta, Scatter,
Fusion Torch Basic 20m S/-/- 2d10+10 E 16 20 2 Full 10kg Near Unique
Reactor-Powered
Microburst
Blast (2), Ext. Rare,
Fragmentation Heavy 60m S/3/- 1d10+6 X 3 12 2 Full 20kg
Concussive (0) Experimental
Launcher
Blast (1),
Missile Pod Heavy 200m S/2/- 2d10+10 X 8 12 2 Full 25kg Ext. Rare
Concussive (1)
Power Field,
Unique,
Onager Gauntlet Melee - - 3d10+10 E 10 - - Unwieldy, 20kg
Experimental
Shocking
Plasma Rifle Heavy 90m S/2/- 2d10+5 E 8 20 Full Reactor-Powered 15kg Ext. Rare
Smart Missile
Heavy 90m S/-/4 1d10+12 X 4 40 2 Full Homing, Blast (1) 30kg Very Rare
System
Blast (5),
Supernova Unique,
Heavy 60m S/-/- 1d10+8 E 8 10 2 Full Devastating (2), 20kg
Launcher Experimental
Felling (1)
Storm,
Cyclic Ion
Heavy 110m S/-/6 3d10+8 E 6 30 2 Full Overcharge (6), 25kg Ext. Rare
Raker†††
Reactor-Powered
Double Barrel
Heavy 90m S/-/8 2d10+7 E 9 40 Full Reactor-Powered 25kg Ext. Rare
Plasma Rifle
Melta, Reactor-
Fusion Cascade Basic 20m S/3/- 2d10+16 E 12 30 2 Full 25kg Ext. Rare
Powered
Tearing, Razor
Sharp,
Phased Ion Gun Basic 60m S/-/4 2d10+5 5 100 2 Full 25kg Ext. Rare
Overcharge (5),
Reactor-Powered
Felling (2),
Proven (3),
Heavy Rail
Heavy 300m S/-/- 4d10+8 I 10 80 2 Full Tearing, Reactor- 60kg Ext. Rare
Rifle††††
Powered, Twin-
Linked
Heavy Burst
S/4/12 Reactor-Powered
Cannon
Heavy 120m 2d10+5 E 5 120 2 Full 35kg Near Unique
Overheats, Storm,
Nova-Charge S/6/18 Tearing, Reactor-
Powered
High-Yield
Blast (5),
Missile Pod Heavy 150m S/-/8 2d10+12 X 10 48 2 Full 35kg Ext. Rare
Concussive (2)
System††††
Overcharge (5),
Ion Accelerator 4d10+5 E
Reactor-Powered
Heavy 160m S/3/- 8 30 2 Full 35kg Near Unique
Blast (5),
Nova-Charge 5d10+7 E
Reactor-Powered
Phased Plasma
Flame, Spray,
Flamer (Single S/-/- 2d10+8 E 8
Torrent
Canister)
Heavy 30m 10 2 Full 40kg Near Unique
Flame, Spray,
Nova-Charge
-/-/10 2d10+10 E 12 Storm, Torrent,
(Full Rotation)
Overheats
Seeker Missile Heavy 25km S/-/- 4d10+6 X 8 - - Blast (1) 5kg Ext. Rare
Blast (1),
Near Unique,
Destroyer Missile Heavy 25km S/-/- 4d10+10 X 14 - - Destroyer (1), 5kg
Experimental
Felling (5)
*If a Character fails a Weapon Skill Test with a Fusion Blade with a number of Degrees of Failure greater than his Weapon Skill Bonus, it
ceases to function and cannot be used until repaired. Enemy attempts to Parry this weapon are at a -20 penalty
**May only be fired at a target illuminated with a Markerlight. Uses a Ballistic Skill of 80 to hit.
†May only be equipped once, and only to XV-86 “Coldstar” Battlesuits
††Farsight Enclave Characters only. A Fusion Blade can also be fired as a Fusion Blaster so long as it remains functional.
†††May only be equipped onto XV-95 “Ghostkeel” Battlesuit.
††††XV-88 Broadsides may only pick from these weapons, and these take two Heavy Hard Points.
Weapon Modifications
The following Weapon Modifications may be installed on Personal Weapons as well as Hard Point
Weapons.
T’au Equivalents
The T’au Empire produces equivalents to the most Weapon Modifications found in the DH2E Core
Rulebook
Markerlight Attachment
The weapon has been upgraded to mount a Upgrades: Any “Pulse” Personal Weapon or
Markerlight on it. “Burst Cannon” Hard Point Weapon.
Effects: The Weapon may be used as a
Markerlight. This Weapon may not be fired in High-Powered Incinerators
the same Turn it is used as a Markerlight. This Filled with mechanisms to increase pressure
counts as a Sight Attachment. and alter nozzle width, this weapon can
Upgrades: Any Tau Ranged weapon. unleash torrents of deadly flame that are
exceptionally powerful at close range.
Markerlight Attachment (Networked) Effect: Increases the Weapon’s range by 20%.
The weapon has been upgraded to mount an When attacking enemies within Half the Range
advanced and experimental Markerlight on it. of the Weapon, the Weapon’s damage is
Effects: Whenever a weapon with this increased by 2. Agility Tests by targets within
attachment makes a successful attack, the half Range to evade the hit from the Spray
targeted enemy is counted as having been Quality and to Avoid being set on Fire by the
struck by a Markerlight Flame Quality receive a -10 penalty.
Upgrades: Any Tau Ranged weapon. Upgrades: Any Tau Weapon with the Flame
and Spray Qualities.
Pulse Accelerator
This weapon has been modified with an High-Capacitance
improved pulse accelerator, granting it much The weapon makes use of hyper-advanced
longer range. super-conductive electrodes allowing for
Effects: Increases the Weapon’s Range by one remarkable recharge rates, greatly improving
half. the weapon’s rate of fire.
Upgrades: Any Tau “Pulse” Weapon of Effect: A Weapon with this Modification
Personal or Light Hard Point class changes it's RoF to S/2/- or increases existing
Semi-Auto fire rate by 1 and reduces its
Enhanced Power Pack Recharge Quality by 1. When firing in Semi-
This weapon’s power pack is of a new model Auto, the Weapon counts as being fired at a
that is rated for a higher energy output, distance 20% lower than it is and all Damage
improving the weapon’s performance. is reduced by 1 for each die in the Weapon’s
Effect: Increases the weapon’s range by 10% Damage Profile.
and its Damage by +1. Upgrades: Any “Rail” Weapon.
Upgrades: Any Tau Basic weapon.
Magna Rail
Up-Gunned Rare magnetic materials discovered during the
Using improved emitter and containment Fourth Sphere Expansion were used to
structures, the weapon manages to have a develop new alloys which offer much improved
greater power output for its plasma pulse performance for rail weapons.
discharges. Manufacturing such devices is Effect: A Weapon with this Modification
significantly more expensive. always counts as being fired at a distance 20%
Effect: Improve the weapon’s damage lower than it is, gains the Proven (1) quality or
modifier by 1 and its penetration by 2. gains an increase of +1 to its existing Proven
(X) Quality, and gains +2 Damage for each die ● Penetration: Same as the Weapon’s
in the Weapon’s Damage Profile. +2.
Upgrades: Any “Rail” Weapon, Excluding ● Increase any existing Felling (X)
any Macro Hard Points Quality increased by 2.
● Add the Overheats and Recharge (2)
Hyper-Capacitive Discharge Qualities.
This weapon has been modified to charge its ● Uses 4 Rounds of ammunition per
capacitors beyond what is considered safe, but Shot.
allowing for the release of the massive energy Upgrades: Any “Rail” Weapon, Excluding
stores in an extremely powerful shot. any Macro Hard Point weapons
Effect: This grants the Weapon an alternative
firing Profile : Fusion Obliterator
● Range: One and a Half times the Developed in response to the Imperium’s
Weapon’s Range. immense armoured regiments, the fusion
● Rate Of Fire: S/-/-. obliterator’s advanced power cells give it
● Damage : Add +1d10 for every 2 d10s. superior range, power and rate of fire.
Add +1d5 if there is an odd number of Effect: Increases the Weapon’s Penetration by
d10s, add +1d5 for every 2 d5s, add +2 4, its Semi-Auto RoF by 3, its Damage by 5,
if there is an odd number of d5s, and its Range by 15m.
double the Damage Modifier. Upgrades: Fusion Collider.
Protective Gear
Name Locations Covered AP Max Ag Weight Availability
Fireblade Armour
A new armour for Cadre Fireblades, it features reinforced plates and
advanced command nodes, along with a highly advanced communications
suit to help the Shas’nel lead their troops to victory.
● Gains the effects of a Command-And-Control Node Hard Point
Support System.
● Comes equipped with a Microbead, a Blacksun Filter and a Best
Craftsmanship Auspex.
Suit Armours
Suit Armours are a form of sophisticated Power Armour of the Tau. They function similarly to the
larger Battlesuit Walkers but unlike them, they are full body suits rather than a vehicle controlled from
a cockpit. Unless specified otherwise, a Suit Armour cannot be worn by a character without the
Battlesuit Pilot Elite Advance as they are much too complex to use without specialized training. The
GM may still rule that a particular character may have received enough training to use Suit Armours
through some other means. Some Suit Armours have Hard Points in which Hard Point Support
Systems or Hard Point Weapon may be installed following the normal limitations for Battlesuit Hard
Points or further specified limitations. Suit Armours may also be upgraded with Battlesuit
Modifications. These Modifications count towards the maximum number of Armour Upgrades.
Wearers of a Suit Armour may use their Operate (Battlesuit) skill in place of Dodge, Acrobatics,
Athletics, or Parry Skills. Suit Armours support their own Weight.
● Grants the wearer +20 Strength and the Unnatural Strength (4) Trait.
● Comes with a Stealth Field Generator Hard Point Support System.
● This armour is exempt from any penalties heavy armour faces while making Stealth tests
● The armour has 5 Light Hard Points.
● The wearer may not use personal Weapons.
● The wearer suffers a penalty of -20 to fine manipulation, but may spend a full action removing
the any arm mounted Hard Points to free up their hands.
● The armour has a Light Hard Point that may only be used to add one additional Hard Point
Support System.
● The wearer suffers a penalty of -20 to fine manipulation, The wearer may spend a full action
removing the arm mounted Burst Cannon or Fusion Blaster and if they do so, they may use
their other hand freely.
Armour Upgrade
The following upgrades may only be applied to Tau Armours.
Upgrade Weight Availability
Drone Controller
Effects: Grants the ability to control Drones. Does not work if in a Battlesuit Vehicle
Upgrades: Any Tau Personal Armour except Suit Armours.
Auspex Mod
Effects: Grants the effects of an Auspex.
Upgrades: Any Tau Personal Armour.
Tools and Gear
T’au Equivalents
Tau produce equivalents to most tools and pieces of human gear that can be found in DH2E Core
Rulebook. These pieces of equipment are referred as such in this homebrew even though they may be
called otherwise by the Tau. The GM has final say over whether a Tau equivalent exists for any piece
of human equipment.
Blacksun Filter
A blacksun filter comprises several unique sensors and lenses, similar in function to the Photo Visor of
the Imperium. These filters are often built into helmets, or the complex sensor suites of Tau battlesuits.
Some Tau Pathfinders have been seen to wear the filters independently, often taking the form of
elaborate goggles or visors. The blacksun filter boosts ambient light and makes certain frequencies of
light visible to the wearer, granting some limited night vision. The filters were also designed to
temporarily block out extremely bright lights, preventing Tau Fire Warriors from being blinded by
their own photon grenades.
A character wearing a blacksun filter gains the Dark Sight Trait and is immune to the effects of Photon
Flash Grenades, Tau Photon Grenades, and similar devices and abilities. This visor also integrates all
the effects of a Standard Display Visor.
Markerlight
A Markerlight is essentially an advanced T'au hand-held laser range finder that is used to "paint"
targets for other T'au units to fire upon. When activated, a Marker Light projects a simple beam at the
target which measures the exact distance between the Marker Light and the user. This and a torrent of
other targeting information then is fed into the Cadre tactical network and becomes available on the
wider T'au electronic battle network, relaying ranges to the marked target, triangulating optimum
firing trajectories and superimposing aiming vectors.
Using a Markerlight to “illuminate” is a Standard Attack Action to shoot its beam with the following
profile:
Name Class Range RoF Dam Pen
The Markerlight beam may not be Dodged or Jinked against but, as a Reaction, the target may make a
Hard (-20) Awareness Test to avoid the beam. If the target is covered in Smoke, Fog or any similar
environmental condition that would make the beam more visible, the difficulty of this Test decreases
to Challenging (+0), Ordinary (+10) or further at the GM’s discretion. If the beam hits, the target
remains illuminated until the start of the next turn of the character who marked the target. The
“marking” is then broadcasted within 150m to all allies which possess a Standard Display Visor or any
device which integrates one. During their Turn, any ally that has any of those means of receiving the
“marking” may apply one of the following benefits when dealing with any target illuminated by one or
more Markerlights. If a target is hit multiple times by a markerlight, characters may select an effect for
each markerlight on the target:
● +10 to all Ballistic Skill Tests to hit the illuminated Target until the end of the Turn. This
bonus may be gained multiple times if the target is illuminated by more than one Markerlight.
○ In addition, if this benefit is selected and the following Ballistic Skill test fails by
more than 3 DoF, the character may reroll the attack.
● Count the Target’s Cover AP as 4 lower for all Ranged Attacks made during this Turn. This
benefit may only be gained once per Turn.
● Use a Half Action with the Ranged and Attack subtypes to fire a Seeker Missile he has access
to. Instead of the Character’s Ballistic Skill Characteristic, the Test to hit with the Seeker
Missile uses an effective Ballistic Skill of 80. If the Target is marked by multiple
Markerlights, this Seeker Missile Attack may be affected by benefits gained from other
Markerlights.
● May ignore penalties due to having moved the previous turn while firing weapons from any
Vehicle.
Markerlights may sometimes be twin-linked in particular cases such as those mounted on a Remote
Sensor Tower Drone. This adds the Twin-Link Quality to the Markerlight Beam profile. The
Awareness Test to avoid Multiple Hits from the Beam allows avoiding 1 Hit per Degree of Success.
Tissue Rebuilder
Using small nano drones, the Tissue rebuilder stitches wounds and seals burns as if the injury never
happened in the first place. It Provides +30 to stop blood loss, and heals 1d10+IntB damage on success
Uplinked Markerlight
An experimental Long Range version of the standard Markerlight projector. This tool functions as a
Markerlight but broadcasts its marking information to a range of 10km. Allies must have previously
linked their displays to this device to receive such markings.
Hard Point Support Systems
Support Systems are various technologies that are used to assist the T’au Empire in battle. Hard Point
Support Systems are installed into “Hard Points” which are presented in the Hard Point Weapons
section. All Hard Point Support Systems are installed in Light Hard Points. Because these Support
Systems may Support a wide Range of Items such as sets of Armours, Battlesuits and Drones, in all
the Support System effects, “The Driver” designates:
● The Driver of a Vehicle equipped with the Support System.
● The Character wearing a set of Armour equipped with the Support System.
● The Drone (i.e. its AI) equipped with the Support System.
Automated Repair Once per encounter, may release miniature Drones when damaged to make repairs Ext. Rare
System
Advanced Targeting Can select hit location during any attack at a penalty. Ext. Rare
System
Flechette Pod When a Jink or Evasion action is performed, may fire a flechette pod at nearby enemies. Near Unique
Target Lock Keep the benefit of an Aim Action even when a character uses a reaction. Very Rare
Command-And-Control Allows nearby allies to re-roll failed Ballistic Skill Tests. Ext. Rare
Node
Counterfire Defence May re-roll failed Ballistic skill tests during Overwatch or Suppressing Fire actions. Ext. Rare
System
Early Warning Override Once per encounter, may make an Overwatch action as a Reaction. Ext. Rare
Fail-Safe Detonator Causes the suit to explode when the character dies. Ext. Rare
Flechette Pod When a Jink action is performed, may fire a flechette pod at nearby enemies. Near Unique
Multi-Spectrum Sensor Nearby allies may ignore AP gained from Cover depending on DoS. Ext. Rare
Suite
Neuroweb System Causes nearby devices to overload and fail. Ext. Rare
Jammer
Repulsor Impact Field May knock down nearby characters and deal a small amount of damage. Unique
Stimulant Injector May be loaded with 6 doses of a drug. Normal drug is a stimulant that allows a Very Rare
character to ignore a Critical Effect.
Vectored Retro- May Disengage as a half action, and may make a half move when dodging. Near Unique
Thrusters††
Decoy Launchers When an attack is declared against this Vehicle, the Pilot may use a reaction to release a Ext. Rare
Blinding Cloud
Disruption Pod Attacks targeting this Vehicle gain less bonuses to hit the target based on its size Ext. Rare
Point Defence Targeting Once per encounter, may make an Overwatch action as a Reaction. Ext. Rare
Relay
†Only available on Drones, XV15, XV22, XV25, and XV95 “Ghostkeel” Battlesuits
††Battlesuit must have a Jetpack to use this Support System
Command-And-Control Node
Supports: Suit Armour, Battlesuit Vehicle.
Effect: A Character piloting a Battlesuit or wearing a Suit Armour with this Support System may
make a Challenging (+0) Tech-Use Test as a Half Action. If he succeeds, he may choose a number of
targets up to his Perception Bonus. He and each ally within 20 metres may re-roll failed Ballistic Skill
Tests against the chosen targets until the beginning of the Character’s next Turn. Allies must be
equipped with a Standard Display Visor to benefit from this effect.
Disruption Pod
Supports: Vehicle.
Effect: When calculating bonuses to hit this Vehicle based on size, it is counted as two steps smaller.
This can only, at most, bring the size of the Vehicle to Average (4)
Fail-Safe Detonator
Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: When the Driver perishes, the Fail-Safe Detonator Explodes, destroying whatever it is
installed on along with the Driver’s Body. The Explosion is a Blast (20) effect which inflicts 3d10+10
Energy Damage. The Driver may also activate this explosion manually as a Half Action but he must
make a Hard (-20) Willpower Test before committing to such a suicidal act. The damage of the
Explosion ignores any Armour on the Driver. Drones do not need to make a Willpower Test to use this
system.
Flechette Pod
Supports: Suit Armour, Battlesuit Vehicle, Heavy Drone, Vehicle
Effect: Once per Turn, when the Driver performs a Jink Vehicle Action or an Evade Action to Dodge
successfully, they may fire a Flechette Pod with the following profile at any target within range:
Name Class Range RoF Dam Pen Clip Rld Special Wt
Tearing, Razor
Flechette Pod Pistol 15m -/-/5 1d10+9 R 4 20 2 Full 18kg
Sharp
Positional Relay
Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: The Driver gains the benefits of having a positional relay. The positional relay acts as a long-
range vox, allowing Characters equipped with them to communicate by voice at a distance of up to
10km. Due to the complex nature and security of the relay, any attempt to subvert the signal or use a
Vox Thief to listen in suffers a –30 penalty
Shield Generator
Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: This Support System provides the Character (if installed on an Armour), Drone or Vehicle
with a Power Field with a Power Field with a Protection Rating of 50 that Overloads on a Field Test
Roll of 1-5. This Support System may be installed on Medium Hard Points as well, increasing its
Protection Rating to 60. Best Craftsmanship versions of this Support System reduces the Overload of
the Power Field to Rolls of 1.
Stimulant Injector
Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: This Support System may be loaded with up to 6 liquid Drug doses. Once per Round as a Free
Action, the Driver may use this System to inject himself with a single dose of the loaded drug. If the
injector is loaded with more than one type of Drug, the Driver may choose which drug is injected
when using this effect. The usual drug employed by the Tau Empire is a pain suppressant, to allow a
warrior to fight beyond his usual limits. A dose of this drug allows the imbiber to ignore a single
Critical Effect he is suffering until the end of the encounter, so long as this effect would not kill him
outright.
Target Lock
Supports: Suit Armour, Battlesuit Vehicle, Drone, Vehicle.
Effect: The Driver does not lose the benefit of an Aim Action when he makes a Reaction.
Vectored Retro-Thrusters
Supports: Suit Armour or Battlesuit Vehicle with the Jetpack Quality.
Effect: Once per Turn, the Driver may make a Half Move (or Half Tactical Manoeuvering) Action as
a Free Action immediately after having performed a Dodge (or Jink) Reaction. Suit Armour Wearers,
Light Drones and Medium Drones may Disengage as a Half Action. This effect may only be used once
per Turn. This cannot be used with the Acrobatics Manoeuvring subskill.
Velocity Tracker
Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: The Driver ignores any penalties he would suffer to Ballistic Skill Tests to hit a target due to
the target’s movement (such as the penalty imposed upon hitting a target that undertakes the Run
Action, or a Flying target at Low-Altitude).
Cybernetics
The Empire takes care of those who serve
The T'au Empire is not one to leave a warrior of the Greater Good behind because of a battle wound.
Any Cybernetics to replace body parts lost in the line of duty cannot be of Poor Craftsmanship, and
are automatically given to the character at a Standard Craftsmanship at the GM’s Discretion.
T’au Equivalents
Characters made using this homebrew have access to Tau Equivalents to most Cybernetic Implants
found in DH2E Core Rulebook, provided they have the required Traits. The exceptions that Characters
cannot acquire are Autosanguine, Baleful Eye, MIU Weapon Interface, and Mind Impulse Units.
T’au and Gue’vesa characters also have access to the following cybernetics:
Name Benefit Availability
Xar’vesa Ro’kul Adds a +10 to all Operate (Battlesuit) tests while linked to a battlesuit. Ext. Rare
Wei’nan Ta’shiro May gain a special trait for the session. Unique, Experimental
Nanodrone Healing Always considered Lightly Damaged, and gain increased healing, as well as extra Near Unique
healing when damaged
Y’eldi Uplink Adds a +10 to any Operate test involving a Vehicle other than a Battlesuit Ext. Rare
Xar’vesa Ro’kul
This implant allows the pilot’s nervous system to connect to the Battlesuit’s systems directly, enabling
the pilot to treat the Battlesuit as his own body. The implant is only discernible as a small port in the
back of the neck of its wearer which interfaces with the battlesuit itself.
A character with this Implant gains a +10 to any and all Operate (Battlesuit) Tests while piloting a
Battlesuit Vehicle or wearing a Suit Armour.
Erdem Download
A small chip is placed into the recipient's skull that allows the upload of the data pertaining to a field
of study. Once the data is uploaded, the chip is removed and all that remains is a microscopic port on
the back of the recipients skull
A character with this Implant gains a +10 to all Tests with one Intelligence-based Skill. If the chosen
Skill is a Specialist Skill, this effect is only gained for a single Specialization. A character may benefit
from more than one Erdem Download Implant but each must affect a different Skill.
Nanodrone Healing
A revolutionary technology developed by the Earth Caste, microscopic drone-like nanites float in the
recipient’s bloodstream, tagging along on immune cells and platelets, awaiting the natural response
to injury. When the skin is broken in any form, the nanites are swept along with the body’s normal
defenses to the site of injury. They instantly go to work, sealing the wound from the inside out
preventing further injury.
A character with Nanodrone Healing is always considered Lightly Damaged, and heals 3 Wounds per
day naturally instead of the normal 1. Once per Encounter, when this character takes more than twice
their Toughness Bonus in a single Attack, they may roll 1d10+IntB and heal that amount.
Y’eldi Uplink
An implant common among the tank commanders of the Fire Caste, and the many pilots of the Air
Caste, the Y’eldi Uplink is a connection for the rulers of the skies to be one with their vehicle. It is a
small port in the back of the neck which the wearer uses to interface with the vehicle.
This Implant interfaces with all Tau Vehicles except Battlesuits. A character with this implant gains a
+10 to Operate (Surface, Aeronautica or Voidship) Tests while interfaced with a Vehicle of the
corresponding Type.
Drones
The plentiful helpers of the T’au Empire, drones assist in everything from menial tasks, such as
carrying items for civilians, to protecting the numerous battlesuits the Empire deploys to fight its
enemies. Normal drones come in a multitude of versions, ranging from the lowly MV1 Gun Drone, to
the sophisticated shielding fields generated by the MV36 Guardian Drone.
Controlling Drones
Drones may only be controlled by a Character wearing a Drone Controller Device (Armour with the
Drone Controller Armour Upgrade or a Battlesuit with the Drone Controller Suite Hard Point Support
System). When on board of a Battlesuit, personal Drone Controllers may not be used and Drones may
only be controlled if the Battlesuit is equipped with a Drone Controller Suite. Drones must be linked to
such a device and remain within 50 metres of it to be controlled. Any Drone that is unlinked from a
Controller Device or falls out of its control range is controlled by the GM and can act as the GM
wishes. All drones are programmed with an AI equivalent to that of a pterasquirrel. They are
programmed with a need to protect members of the T'au Empire, but still have self-preservation
protocols. If they fall out of an active controller device’s range, they will seek the controller device.
Drones may only be controlled by one Controller Device at a time. Drones act as individual Characters
but simply follow the Character which controls them. Drones in combat share the same initiative as
their Controlling Character, playing their Turn just after the Controlling Character’s Turn. If multiple
Drones are controlled by the same Character, they play their Turns one after the other in any order the
Controlling Character chooses. Drones may only carry simple orders such as using a Move action to
keep up with the controlling character, protecting them from harm with their Saviour-Protocols, and
attacking selected targets. Any orders deemed more complex by the GM typically require an Operate
(Drone) Test which difficulty is left to the GM's discretion. A Character has a number of Drone Slots
equal to their Intelligence Bonus. Drones have a Control Number value which indicates how many of
those slots must be reserved for this Drone. To activate any Drone Controller Device, a Character must
make a Challenging (+0) Operate (Drone) Test and spend 2 Full Actions linking up to as many drones
as his number of Drone Slots. Linking any new Drones requires to carry out this calibration process all
over again.Once activated, the Drone controller remains calibrated to the user until deactivated. If
given to another user, however, the new user must recalibrate the device. Once per Round, as a Half
Action or a Reaction, a Character with a Drone Controller Device may make a Routine (+20) Operate
(Drone) Test to assume personal control over one Drone currently in control of the device. Until the
end of the Round, this Drone uses its handler’s Ballistic Skill instead of its own. Drones may function
on their Power Reserves for a limited amount of time after which their power cells need to be
recharged. Drones will automatically seek out any recharging station or Vehicle on which they may
attach to recharge when left to their own devices. They may also be recharged manually with any sort
of portable power cell. Drones are networked to receive the same information as provided by Tau
Standard Display Visor and thus benefit from Markerlight illumination. Tools carried by Drones are
wired in their main-frame and therefore do not require any Tech-Use Tests on their part to simply use
them. Outside applications of those tools (such as making repairs) require normal Tests.
Saviour-Protocols (Talent)
All Drones in the T’au Empire have a core protocol to ensure that they’ll try and protect any citizen
of the Empire should they be in danger; while it normally manifests in battle, Drones will often call
for help if they notice a citizen is in distress. In battle, drones will often put themselves in the way of
a bullet or a blow to intercept it and protect a soldier. Though all Drones have these protocols,
combat drones normally have enhanced capabilities that make them more effective at protecting
soldiers.
After an enemy makes a successful attack against a member of the T’au Empire, a Drone may use a
Reaction to move up to his Half Move distance (or up to its Tactical Speed if it is a Vehicle) in order
to interpose itself between the attacker and target. It must then make a Challenging (+0) Agility Test
(or Operate Test if it is a Vehicle). If the Drone is Equipped with a Power Field, it receives a bonus
to this Test equal to the Power Field’s Protection Rating. If this Test is successful, the Attack is then
resolved against the Drone instead of the intended Target of the Attack. If the Test is unsuccessful,
the Attack is resolved against its intended target.
Standard Drones
These drones are standardised models commonly used and produced in the T’au Empire. The Standard
Drones may be modified by Installing a different Software Package from the Custom Drone Section.
Standard Drones come in 3 main categories. Light, Medium and Heavy. Light and Medium Drones are
creatures while Heavy Drones are self-piloted Vehicles. Standard Drones share the following profiles,
depending on their Category with any additions or changes detailed in their individual profiles.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
20 20 20 30 40 15 25 20 10
Characteristics Scores
WS BS S T Ag Int Per WP Fel
6
20 20 30 40 40 15 25 20 10
20 20 30 -- 40 15 25 20 10
Light Drones
DX4 Technical
Mobile engineering unit. 1 Very Rare
Drone
DS8 Tactical
A small Drone-Operated Turret 2 Very Rare
Support Turret
MV1 Gun Drone Armed with a Twin-Linked Pulse Carbine System. 1 Very Rare
MV31 Pulse
Accelerator Increases Range of Personal Pulse Weapons. 1 Ext. Rare†
Drone
MV33 Grav-
Enemies are penalized when they charge allies near this Drone. 1 Ext. Rare†
Inhibitor Drone
MV36 Guardian
Provides an directional AoE Shield to nearby allies. 1 Ext. Rare
Drone
MV4 Shield
40 PR Shield that Overloads (1-5). 1 Very Rare
Drone
MV5 Stealth
Provides Stealth Field to allies nearby. 1 Near Unique††
Drone
MV62
Command-Link Allows nearby allied to reroll attacks against enemies it designates 1 Near Unique
Drone
MV7 Marker
Mounted with a Markerlight. 1 Very Rare
Drone
MV71 Sniper Armed with a Rail Rifle or Longshot Pulse Rifle, and provides a stealth
1 Near Unique
Drones††† drone to their drone controller if close by.
MV8 Missile
Armed with a Missile Pod. 1 Ext. Rare
Drone
MV84 Shielded
Armed with a Missile Pod and 40 PR Shield that overloads (1-5). 1 Near Unique
Missile Drone
Interceptor
Aircraft interceptor drone. Armed with Twin-Linked Ion Rifles. 2 Ext. Rare
Drone
Medium Drones
MB3 Recon
Armed with a Burst Cannon. Nearby allies ignore enemies’ Cover AP. 1 Near Unique†
Drone
MV7 Heavy
Mounted with a Markerlight and a Burst Cannon. 2 Near Unique
Marker Drone
Heavy Drones
DX6 Remora
Stealth drone aircraft. Equipped with Long-Barreled Burst Cannons and
Drone Stealth 3 Near Unique
Seeker Missiles.
Fighter
Remote Sensor
A telescopic drone sentry with advanced sensors. 3
Tower
† Only characters with the T’au Role: Pathfinder may requisition these Drones.
†† May only be Requisitioned by characters with the Battlesuit Pilot Elite Advance who pilot a XV95 “Ghostkeel” Battlesuit
††† May only be Requisitioned by characters with the Firesight Marksman Elite Advance.
Light Drones
Twin-Linked Pulse Carbine System Basic 60m S/2/6 2d10+2 E 4 24 Full Twin-Linked 20kg
Accurate,
Longshot Pulse Rifle Basic 200m S/2/- 2d10+3 E 4 12 2 Full 8kg
Tearing
Felling, Proven
Rail Rifle Basic 120m S/-/- 3d10+2 I 12 12 Full 8kg
(2)
Blast (1),
Missile Pod Heavy 200m S/2/- 2d10+10 8 12 2 Full 25kg
Concussive (1)
Interceptor Drone
Interceptor Drones are aerial fighter drones typically deployed from Tau aircraft such as the Sun
Shark Bomber to intercept incoming enemy flyers.
Control Number: 2
Category: Light
Characteristics: Replace the following Characteristics Scores from the Category Base Profile: Agility
50, Intelligence 20, Perception 30.
Movement: 30/60/180/360
Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Dodge (Ag) +10.
Talents: Rapid Reaction.
Traits: Flyer (30) instead of Hoverer (12)
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt
Overcharge (6),
Twin-Linked Ion Rifles Heavy 110m S/4/- 2d10+5 E 5 24 Full 24kg
Twin-Linked
Medium Drones
Hover Drone
Hover Drones are larger units used as anti-gravity transports. They are frequently used by Ethereals.
Control Number: 2
Category: Medium
Characteristics: Replace the following Characteristics Scores from the Category Base Profile:
Weapon Skill 0, Ballistic Skill 0, Intelligence 10, Perception 20.
Skills: Remove Acrobatics (Ag), Dodge (Ag).
Transport Platform: May carry a Character of Size 4 or less.
Twin-Linked Burst Cannons Basic 60m S/10/20 1d10+12 E 4 80 2 Full Twin-Linked 36kg
Gear: Markerlight
Targeting Array: An MV7 Heavy Marker Drone gains an additional +10 to BS tests to hit a target
already illuminated by a Markerlight.
Heavy Drones
* May only be fired at a target illuminated with a Markerlight. Uses a Ballistic Skill of 80 to hit.
Gear: Uplinked Markerlight, Stealth Field Generator Hard Point Support System.
Targeting Array: A DX-6 Remora Drone Stealth Fighter gains an additional +10 to BS tests to hit a
target already illuminated by a Markerlight.
Drone Frames
Immobile Scarce
Drone Frames
Drone frames come in three variants: Light, Medium, and Heavy. Each Drone Frame has a number of
Equipment Slots, with restrictions on what type of equipment may be equipped and a Control Number.
Drones built from Light or Medium Drone Frames are creatures while those built from Heavy Drone
Frames are self-driven Vehicles. The Drone Frame determines the Strength, and Toughness
Characteristics of the Drone, its Wounds or Structural Integrity, Power Reserves as well as other
physical attributes.
Basic Propulsion
The basic anti-grav system of a drone is capable of good bursts of speed while remaining easy to
maneuver.
Control Number: +0
Characteristics: Agility 40.
Traits: Hoverer (12) (Light/Medium Drone Frame), Skimmer (Heavy Drone Frame).
Light/Medium Drone Frame:
● Movement: 12/24/36/72
Heavy Drone Frame:
● Tactical Speed: 12m.
● Cruising Speed: 45 kph.
● Manoeuvrability: +0
Jet Propulsion
With the addition of aircraft-class jets to the drone’s frame, the drone gains unprecedented mobility
and speed, at the cost of increased processor power needed to control the drone.
Control Number: +1 (Light/Medium Drone Frame) / +0 (Heavy Drone Frame)
Characteristics: Agility 50.
Traits: Flyer (30) (Light/Medium Drone Frame), Aircraft (Heavy Drone Frame).
Light/Medium Drone Frame:
● Movement: 30/60/180/360
Heavy Drone Frame:
● Tactical Speed: 720m.
● Cruising Speed: 1,300 kph.
● Manoeuvrability: +30
Immobile
Instead of a propulsion system, the support struts and reinforced armor of this drone allow for a fixed
sentry defense. The downside is if the drone is a medium or heavy frame, it must be dropped by some
sort of shuttle or lifter.
Control Number: +0
Characteristics: Agility 0.
Traits: Machine (+4) (Light/Medium Drone Frame)
Heavy Drone Frame:
● Armour: +4 on all Facings.
Drones with the Immobile Motive Systems are unable to move. Light Drones may be folded and
carried for deployment, weighing 20kg. Medium and Heavy Drones must be deployed with the use of
Vehicles.
Civilian Package
This is the basic package used by Tau Empire civilians. It cannot be used for combat applications, but
is useful for simpler applications such as camera / voice recording, long range communications, and
data storage.
Programming Difficulty: Routine (+20)
Characteristics: Weapon Skill 0, Ballistic Skill 0, Intelligence 10, Perception 20, Willpower 20,
Fellowship 10.
Skills: Awareness (Per), Operate (Surface) (Heavy Drone Frame) or Operate (Aeronautica) (Heavy
Drone Frame with Jet Propulsion).
A Drone with this Software Package cannot use any equipped Weapons.
Combat Package
This is the package used by T’au Empire Fire Caste for its simpler combat drones.
Programming Difficulty: Challenging (+0)
Characteristics: Weapon Skill 20, Ballistic Skill 20, Intelligence 15, Perception 25, Willpower 20,
Fellowship 10.
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag), Operate (Surface) (Heavy Drone Frame) or
Operate (Aeronautica) (Heavy Drone Frame with Jet Propulsion).
Talents: Fearless, Saviour-Protocols.
Interceptor Package
This is the package used by Tau Empire Fire and Air Caste for its fast-attack combat drones.
Programming Difficulty: Hard (-20)
Restrictions: The drone must have a Basic Propulsion or Jet Propulsion Drone Motive System.
Characteristics: Weapon Skill 20, Ballistic Skill 20, Intelligence 20, Perception 30, Willpower 20,
Fellowship 10.
Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Dodge (Ag) +10, Operate (Surface) + 10 (Heavy
Drone Frame) or Operate (Aeronautica) + 10 (Heavy Drone Frame with Jet Propulsion).
Talents: Fearless, Saviour-Protocols, Rapid Reaction.
Stealth Package
This package is favored by Pathfinder squads for its use in clandestine operations.
Programming Difficulty: Hard (-20).
Characteristics: Weapon Skill 10, Ballistic Skill 30, Intelligence 15, Perception 40, Willpower 20,
Fellowship 10.
Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Dodge (Ag) +10, Stealth (Ag) +10, Operate
(Surface) + 10 (Heavy Drone Frame) or Operate (Aeronautica) + 10 (Heavy Drone Frame with Jet
Propulsion).
Talents: Fearless, Saviour-Protocols.
Custom Package
Attempted only by the most confident of Combat Engineers, the Custom Package allows the
programmer to completely control every aspect of the Drone’s skillset and abilities.
Programming Difficulty: Arduous (-40)
Characteristics: 125 Points distributed between Weapon Skill, Ballistic Skill, Intelligence,
Perception, Willpower and Fellowship. No more than 40 points to each Characteristic.
Skills: Acrobatics (Ag) +10, Dodge (Ag) +10, Operate (Surface) + 10 (Heavy Drone Frame) or
Operate (Aeronautica) + 10 (Heavy Drone Frame with Jet Propulsion).
Talents: One Talent that the Drone would Qualify for, including Tau/Gue’Vesa Talents.
Drone Upgrades
A drone, once complete, might need further customization. Drone Upgrades take up no slots, and are
limited only by the size of the Engineer’s brain and influence. These upgrades are not limited to
Custom Drones, but may also be applied to Standard Drones over the course of one’s career. However,
some upgrades can only be applied to a drone once. GMs and players are encouraged to work together
to make more upgrades!
Upgrade Availability
Ammo Stores
Hidden compartments within the drone provide a greater store of ammunition for the drone’s weapons.
The drone gains an additional Clip for its Pistol, Basic, or Heavy Weapons. This upgrade may be
applied only once.
Armour Plating
Additional armor added to the drone improves its survivability. This adds +2 to the Drone’s Machine
Trait unless it is a Vehicle, in which case this increases its Armour on all Facings by +2. This upgrade
may be applied only once.
Boosted Thrusters
The Drone’s motive system has been overclocked for additional speed. If the Drone has the Hoverer
Trait, it is increased by +3. If it has the Flyer Trait, it is increased by +5. If the Drone has the Skimmer
Vehicle Trait, its Tactical Speed becomes 15m and its Cruising Speed becomes 60 kph when operating
as a Skimmer. If the Drone has the Aircraft Vehicle Trait, its Tactical Speed becomes 35m and its
Cruising Speed becomes 2,800 kph when operating as an Aircraft. This upgrade may be applied only
once.
Skill Upgrade
Software upgrades to the drone’s memory allow for new processing patterns. The Drone gains a Skill
of the owner’s choice as a Known (+0) Skill. If the Drone already possesses that skill, it is advanced to
the next Rank with a Maximum Rank of Experienced (+20).
This Upgrade can be applied to a Battlesuit AI
Talent Upgrade
Software upgrades to the drone’s memory allow for new directives. The Drone gains one Talent of the
Owner’s Choice that the Drone would Qualify for, including Tau/Gue’Vesa Talents.
This Upgrade can be applied to a Battlesuit AI
Targeting Array
The Drone gains an additional +10 to BS tests to hit a target already illuminated by a Markerlight.
This upgrade may be applied only once.
Vehicles and Mounts
Battlesuits
Battlesuits built by the T’au Empire range from personal exo-suits akin to Power Armour to large but
agile walkers piloted from a central cockpit. This section covers the larger classes of Battlesuits which
are treated as Vehicles while smaller classes, called Suit Armours, are covered in the Protective Gear
section.
Vehicle Type: Battlesuit:
● Battlesuit Vehicles follow all the rules of Walker Vehicles.
● Getting in and out of a Battlesuit takes 2 Full Actions.
● All Operate Tests to pilot a Battlesuit are made with the Operate (Battlesuit) Skill.
● Pilots without the Battlesuit Pilot Elite Advance suffer a -10 penalty while piloting a Battlesuit
and may not take advantage of any automatic systems that rely on the Battlesuit knowing the
pilot’s vitals. They may not use the Jink Vehicle Action nor the Parry Skill while piloting a
Battlesuit.
● A Hard Point Weapon mounted on a Battlesuit’s “Arm” mounting is treated as a personal
Weapon with the Class listed in their profile. This means that Talents which affect the use of
Personal Weapons such as Two Weapon Wielding affect the use of these Weapons. Heavy
Hard Point Weapons always count as Braced.
● Characters with the Battlesuit Pilot Elite Advance may use the Acrobatics Skill using their
own Agility, while piloting a Battlesuit, modified by the Battlesuit’s Manoeuvrability.
Jetpack
A Pilot wearing a set of Suit Armour or piloting a Battlesuit Vehicle with this Quality may make a
Routine (+20) Operate (Battlesuit) Test to make a safe, guided fall from any height or a short jump
over intervening terrain (or foes), landing at the end of the move. A Character wearing a Suit
Armour with this Quality may make a Challenging (+0) Operate (Battlesuit) Test as a Half Action to
gain the Flyer (12) Trait for up to one minute (or 1d5+10 Rounds in Structured Time). If they
succeed, they may immediately make a Half Move as a Free Action. A Character Driving a
Battlesuit Vehicle can make a Challenging (+0) Operate (Battlesuit) Test as a Half Action to make
the Battlesuit behave as an Aircraft (Flyer Trait) with a Tactical Speed of 12m for the same amount
of time. If they succeed, they may immediately make a Half Move as a Free Action. Piloting the
Battlesuit as an Aircraft still uses the Operate (Battlesuit) Skill. The Battlesuit Vehicle or Suit
Armour does not benefit from the Enhanced Battlesuit Motive System Trait while flying.
Battlesuit Assistance Suite
This battlesuit is equipped with a number of systems that assist its pilot in all combat matters. The
suite includes amongst other things, a communications array, integration to the Tau battle-net, and
enhanced optical and sound sensors.
The Battlesuit or Suit Armour is equipped with a Good Craftsmanship Vox-Caster and a Standard
Display Visor. Additionally, the wearer or Pilot gains a +10 bonus to all Awareness tests if he can
interface with the Battlesuit. The suit also has a rudimentary AI with a intelligence equivalent to a
MV1 Gun Drone, that may take over the Battlesuit should the Pilot wish it, or when the Pilot is
incapacitated.
Battlesuit AI
Characteristics:
WS BS Ag Int Per WP Fel
20 20 30 15 25 20 10
Skills: Acrobatics (Ag), Awareness (Per), Operate (Battlesuit) (Ag)
Trait: Machine (1)
Multi-Tracker
One of the Earth caste’s sensory innovations, the multitracker is designed to help a pilot locate and
monitor multiple threats simultaneously. The multi-tracker feeds a wealth of information about
potential and identified targets directly to the operator, allowing him a clear and concise picture of
what would otherwise be a chaotic battlefield.
Once per turn, after making a Ranged Standard Attack, Called Shot, Semi-Auto Burst, or Full-Auto
Burst Action with any Weapon mounted on the Battlesuit Vehicle or Suit Armour, A Character in a
Suit Armour or Battlesuit with this Quality may, for each Ranged Weapon equipped to the Suit
Armour or Battlesuit other than the one he already fired, make a Standard Attack, Semi-Auto-Burst
or Full-Auto Burst Action as a Free Action.
Blacksun Filters
Provides the effects of a Blacksun Filter.
XV8 Class
The XV8 Crisis Battlesuit is the mainstay T'au Battlesuit utilised by the warriors of the Fire Caste,
mounting fearsome ranged weaponry and a complement of technologically advanced support systems,
all on a comparatively small and agile frame. XV8 Crisis Battlesuits are versatile and formidable
weapons that the enemies of the T'au Empire have learned to respect. There are several variants of
the XV8 Crisis Battlesuit.
The most common and famous Battlesuit of the T’au Empire, the XV-8 can be mounted with various
weapons and support systems to assist the Pilot in their battles.
XV8 Battlesuit Battlesuit
Front: 18 Side: 18 Rear: 16
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
10
* * 55 --† * * * * *
* From Pilot.
† Use Pilot’s when targeted.
The XV8-02 Crisis 'Iridium' Battlesuit was developed following the death of Commander Pridestar to
a sniper's bullet and the subsequent rout of Fire Caste warriors during the Klodate Worlds
Suppression. After this tragic event, the Earth Caste developed an experimental iridium alloy that was
used to produce enough armour plates to reinforce a small series of Battlesuits. The XV8-02 prototype
offers T'au Commanders and their bodyguards optimal protection that is by far superior compared to
the armour of the standard XV8 Crisis Battlesuit, and is often given to particularly valuable leaders to
prevent future attempts at assassination by the enemy.
XV8-02 “Iridium” Crisis Battlesuit Battlesuit
Front: 26 Side: 26 Rear: 24
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Reinforced Armour.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
10
* * 55 --† * * * * *
The XV81 Battlesuit was designed in an attempt to counter the high casualty rate amongst T'au
Commanders, whose zeal in battle often led to them being exposed to enemy fire whilst in support of
their troops. Its back mounted Smart Missile System allows the pilot to suppress enemy forces without
leaving themselves vulnerable, and is intended to be used as a long-range fire support platform. Note
that this Smart Missile System does not make use of a Battlesuit hard-point, allowing the suit to retain
its full complement of other weapons and combat support systems.
XV81 Crisis Battlesuit Battlesuit
Front: 18 Side: 18 Rear: 16
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Environmentally Sealed, Enhanced
Battlesuit Motive Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
10
* * 55 --† * * * * *
The XV84 Crisis Battlesuit is equipped with a spine-mounted Marker Light and Target Lock sensor
support system to enhance its target acquisition capabilities in combat against multiple foes.
Together, these additional systems fill up only a single XV8 Battlesuit hard-point. Pilots issued with
this Battlesuit are often called upon to fight away from the support of the rest of their Cadre, whether
buying time for their comrades to retreat and redeploy, or undertaking a surprise assault on the
enemy.
XV84 Crisis Battlesuit Battlesuit
Front: 18 Side: 18 Rear: 16
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Environmentally Sealed, Enhanced
Battlesuit Motive Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker,
Target Lock.
Weapon Mounts 2 Arm Light Hard Points
1 Hull, Front Facing Networked Markerlight
Characteristics Scores
WS BS S T Ag Int Per WP Fel
10
* * 55 --† * * * * *
The XV85 Enforcer Battlesuit is a larger and sleeker variant of the standard XV8 Crisis Battlesuit that
provides better protection and joint movement for the pilot, and can mount additional support systems
or weapons due to its more powerful reactor. It is produced in limited numbers, and is issued almost
exclusively to T'au Commanders.
XV85 Enforcer Battlesuit Battlesuit
Front: 24 Side: 24 Rear: 22
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
12
* * 60 --† * * * * *
The XV86 Coldstar Battlesuit, or simply the XV86, is a rare mark of XV8 Crisis Battlesuit that carries
many wholly unique support and weapon systems. Designed for operation in a void environment, each
XV86 is fitted with integrated interface armour.
The XV86 “Coldstar” cannot be mounted with Cyclic Ion Blasters
XV86 “Coldstar” Battlesuit Battlesuit
Front: 22 Side: 22 Rear: 20
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Sky Thrusters†,
Holophoton Countermeasures††
Characteristics Scores
WS BS S T Ag Int Per WP Fel
12
* * 60 --† * * * * *
An XV88 Broadside Battlesuit is the most heavily armoured infantry unit that can be fielded by the
T'au Fire Caste, and as such are only worn by the most experienced of T'au veterans. While similar to
the standard XV8 Crisis Battlesuit, the Broadside sacrifices mobility and manoeuvrability to be armed
with some of the most devastating weapons in the T'au arsenal. In this way, the XV88 can engage and
destroy the heaviest of enemy targets.
XV88 Broadside Battlesuit Battlesuit
Front: 28 Side: 28 Rear: 26
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Manipulator Gauntlets, Multi-Tracker.
Weapon Mounts 2 Arm Heavy Hard Points: Heavy Rail Rifle or Missile Pod System only.
3 Hull, Front-Facing Light Hard Point
1 Hull, Front-Facing Missile Hard Point
Characteristics Scores
WS BS S T Ag Int Per WP Fel
12
* * 65 --† * * * * *
XV9 Class
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Photon Casters†
Characteristics Scores
WS BS S T Ag Int Per WP Fel
12
* * 60 --† * * * * *
The XV95 Ghostkeel Battlesuit stands at the pinnacle of T'au stealth technology, a Battlesuit created
specifically for use behind enemy lines in the most gruelling conditions. Its Shas'vre pilot is a highly
skilled Stealth Team operative, one of the few warriors in a cadre trusted to operate autonomously for
extended periods of time. A huge, deadly and nigh-undetectable weapon of impressive killing capacity,
the XV95 Ghostkeel Battlesuit is a formidable display of T'au war technology. A lone Ghostkeel is
capable of appearing from seemingly nowhere, unleashing a storm of incredible firepower with its
weapons, and disappearing into the mayhem and confusion of battle. This Battlesuit bristles with a
vast array of advanced countermeasures, making it invisible to enemy sensors -- weapons simply
refuse to lock-on, and the few that manage to loose off a shot are baffled by a spectacular display of
flares and electronic countermeasures.
XV95 “Ghostkeel” Battlesuit Battlesuit
Front: 26 Side: 26 Rear: 24
Vehicle Traits Battlesuit, Blacksun Filters, Advanced Battlesuit AI, Enclosed, Enhanced Battlesuit Motive Systems,
Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Ghostkeel Electrowarfare
Suite†, Ghostkeel Holophoton Countermeasures††, Ghostkeel Stealth Field Generator†††
Weapon Mounts 1 Arm Medium Hard Point
4 Hull, Front Facing Light Hard Points
Characteristics Scores
WS BS S T Ag Int Per WP Fel
12
* * 65 --† * * * * *
Nova Reactor
Once per Round, as a Half Action or Reaction, the Pilot of an XV10 Class Battlesuit may overload
the Nova Reactor and make a Difficult (-10) Operate (Battlesuit) Test. If they fail the Test, they
suffer 1 point of Energy Damage ignoring Armour and Toughness Bonus as the reactor violently
overheats, plus 1 additional Damage per Degree of Failure they scored on the Test. If they succeed,
the Pilot applies one of the following benefits to the XV10 Class Battlesuit until the end of their
next Turn depending on the type of Battlesuit:
The XV104 Riptide Battlesuit is a newly-developed, experimental heavy Battlesuit that towers over all
other known T'au Battlesuits save for its variant, the XV107 R'varna. The XV104 is the latest model to
arrive on the front lines of the Third Sphere of Expansion, and its deadly combination of heavy
protection, supreme mobility and devastating firepower makes it an extremely powerful asset for the
forces of the T'au Empire.
XV104 Riptide Battlesuit Battlesuit
Front: 32 Side: 30 Rear: 30
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Multi-Tracker, Nova Reactor, Shield Generator†
15
* * 70 --† * * * * *
The XV107 R'varna Battlesuit is a rare variant of the recently introduced XV104 Riptide Battlesuit,
and mounts two Pulse Submunitions Cannons as its main armament. These are experimental weapons
systems which fire micro-cluster projectiles capable of saturating a wide target area with a deadly
storm of plasma pulses. The R’varna has far heavier armour than its more mobile, Jetpack-equipped
Riptide counterpart, allowing the pilot to stand firm in the face of any foe whilst the more mobile
elements of this Hunter Cadre envelop and destroy them.
XV107 “R’Varna” Battlesuit Battlesuit
Front: 36 Side: 32 Rear: 32
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Multi-Tracker, Nova Reactor, Shield Generator†
15
* * 70 --† * * * * *
Rushed into deployment after the success of the XV107 R'varna Battlesuit, the XV109 Y'vahra is a
Class 10 Battlesuit designed for devastating frontline shock assaults. To facilitate this role, the
Y'vahra is equipped with a triple-barrelled Phased Plasma-Flamer capable of vaporising even
hardened ceramite, and a massive Ionic Discharge Cannon designed to incapacitate enemy war
engines. The complex Vectored Thruster Array incorporated into the Y'vahra's impressive armour
allows it to traverse the battlefield in long graceful bounds, slamming into the greatest concentration
of the enemy and reaping a heavy toll in lives before jetting away.
XV109 Y'vahra Battlesuit Battlesuit
Front: 26 Side: 24 Rear: 24
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Multi-Tracker, Nova Reactor, Vectored Thrust Array††.
Support Systems: Flechette Pods, Vectored Retro Thrusters, Shield Generator†
Ponderous
Some vehicles are so massive and so bulky that their ability to move at any significant speed is
greatly reduced. A Ponderous Vehicle may not use the Floor It! Action and moving its Tactical
Speed requires a Full Action (therefore it can never move twice its Tactical Speed). If a vehicle has
both the Ponderous Vehicle Trait and the Enhanced Motive Systems Vehicle Trait or Enhanced
Battlesuit Motive Systems Vehicle Trait, then these two Traits cancel each other out and it may
move as a regular vehicle.
Strikedown
All close combat attacks by a Vehicle possess the Concussive (5) Quality against anything smaller
than it or Vehicles without the Super-heavy trait.
Super-Heavy
Enormous leviathans that dominate the battlefield, super-heavy vehicles are often used to take on
entire troop and tank formations by themselves, or to take on massive targets such as Titans and
Ork Gargants. Heavily armed and armoured, super-heavy vehicles suffer from few of the trivial
problems that plague their smaller cousins. A vehicle with the Super-Heavy Trait is able to ignore
penalties for moving through difficult terrain and can negotiate obstacles such as rockslides, tank
traps, fallen trees, and shattered buildings without penalty. Walkers with the Super-Heavy Vehicle
Trait can walk over obstacles 5 metres high, or simply bulldoze through walls, forests, or medium-
sized buildings without suffering negative effects. Vehicles with the Super-Heavy Trait
automatically gain the Ponderous Vehicle Trait.
Invincible Behemoth
The Titan is so heavily armored, with plenty of redundant systems, that conventional means of
destruction fail to have an effect. Effects that would instantly destroy the Titan instead deal only an
additional 1d10 Hull Integrity. In addition, Attacks that permanently lower Armour (Such as Necron
Entropic Fields) do not affect the Titan. Finally, the Titan is unaffected by the Haywire’s normal
qualities, instead taking an additional 1d10 damage to hull integrity, ignoring armor, for every
Haywire hit.
The KV128 Stormsurge is the first in a new breed of Tau super-heavy war assets known as Ballistic
Suits. Towering colossi of destruction, KV128 Stormsurges carry the firepower to annihilate whole
columns of tanks, or fell super-heavy walkers with a single earth-shaking volley. Rushed to the front of
the escalating Third Sphere Expansion campaigns against the Imperium, these mobile bastions have
swiftly proved their worth against the heavy armour of the foe. Though not as swift or agile as the
XV104 Riptide Battlesuit, a single KV128 Stormsurge can alter the course of a battle in solar seconds.
Its armoured resilience and phenomenal firepower make it equally lethal in attack or defence.
KV128 Stormsurge Ballistic Suit Walker
Front: 34 Side: 32 Rear: 30
Vehicle Traits Ballistic Suit†, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Invincible Behemoth, Multi-Tracker, Ponderous, Reinforced
Armour, Stabilizing Anchors††, Super-Heavy.
A Character must be have the Ves’oni’vash Graduate Elite to Pilot, serve as Gunner or Requisition a
Stormsurge Ballistic Suit. While there is no mechanical disadvantage to piloting it without the Elite
Advance like there is for Battlesuit, there would be narrative consequences at the GM’s discretion.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
16
* * 80 --† * * * * *
* From Pilot ; † Use Pilot’s when targeted.
†Ballistic Suit: This Vehicle is not a true Battlesuit but it shares many characteristics with them. This
Vehicle benefits from Battlesuit Qualities and Hard Point Systems as a Battlesuit but does not follow
the Battlesuit Vehicle Type rules. Piloting this Vehicle requires the ??? Elite Advance. The Weapons
are controlled by a Gunner instead of the Pilot. The Gunner benefits from effects related to using
Weapons mounted on the Battlesuit instead of the Pilot.
††Stabilizing Anchors: As a Half Action, the Pilot of this Battlesuit may lower or raise their
Stabilizing Anchors. They may not move while the Anchors are lowered, but gain an additional +30
Ballistic Tests with the Battlesuit’s Weapons.
†††Stormsurge Macro Hard Point: Functions as the other Hard Points but may only equip a Pulse
Driver Cannon or a Pulse Blastcannon (see following table).
Stormsurge Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Felling (5),
Proven (3),
Pulse Driver
Vehicle 10km S/3/6 4d10+24 20 48 2 Full Destroyer (2), 300kg Near Unique
Cannon
Blast (1),
Overheats
Pulse
Blastcannon*:
Felling (3),
Short Range (0- Proven (2),
S/2/- 5d10+9 E 24
150m) Destroyer (1),
Blast (1)
Vehicle 300m
20 2 Full 300kg Near Unique
Felling (2)
Medium Range
S/4/- 4d10+3 E 16 Proven (1)
(151-600m)
Blast (3)
Long Range
S/6/- 3d10+1 E 10 Blast (5)
(>600m)
Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive Systems,
Environmentally Sealed, Invincible Behemoth, Multi-Tracker, Reinforced Armour, Shield Generator,
Ponderous, Strikedown, Super-Heavy, Vigilance Defence System†
Characteristics Scores
WS BS S T Ag Int Per WP Fel
20
* * 80 --† * * * * *
Ta’unar Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Felling (5),
Heavy Rail 16 Proven (3),
Vehicle 1800m S/-/- 4d10+32 I 20 24 240kg Unique
Cannon* Full Destroyer (3),
Blast (2), Tearing
Blast (5),
Destroyer (1),
Nexus Meteor 16 Concussive (3),
Vehicle 720m S/6/12 4d10+12 X 12 96 450kg Unique
Missile System Full Cannot fire
within Short
Range.
Pulse Ordnance
Multi-Driver:
Tri-Axis Ion
Heavy 600m S/6/9 3d10+10 E 9 60 3 Full Overcharge (10) 300kg Unique
Cannon
Fusion Eradicator Heavy 120m S/-/5 5d10+8 E 18 50 3 Full Melta 300kg Unique
*Must take the Heavy Rail Cannon and Fragmentation Cluster Shell Launcher together. Together they take the space of one Macro Hard
Point.
†Fires in a circle centered around the Battlesuit.
Battlesuit Modifications
Battlesuit Modifications are modifications that may both be installed on Suit Armours and Battlesuit
Vehicles. Just like other modifications or upgrades, the maximum number of modifications added to
an Armour Suit or Battlesuit is 4. Battlesuit modifications count towards the maximum number of
Armour Upgrades for Suit Armours.
20 30 40 30 30 20 10 Turbo-Jets
Traits: Fearless, Machine (1) Effects: Increases the Flyer Trait or Aircraft
Skills: Acrobatics (Ag), Awareness (Per) +10, Tactical Speed or Flyer Trait gained from
Operate (Battlesuit) +10, one additional Skill activating the Jetpack Battlesuit Quality by 2.
Upgrades: Any Battlesuit or Suit Armour with
the Jetpack Battlesuit Quality.
Tanks and Flyers
Blacksun Filters
Provides the effects of a Blacksun Filter to the wearer of the Suit Armour or pilot of the Battlesuit.
Dispersion Field
While the vehicle’s shield is active, any hits scored by shooting attacks against it strike its
dispersion shield instead. The dispersion shield has a Field Rating of 30 and overloads on a roll of 1-
5. The pilot may dedicate a Full Action to make a Hard (-10) Tech-Use Test to bring the field back
online if it overloads.
Etherdrive
The Manta carries a small Etherdrive capable of small FTL jumps. This Drive can sustain itself
within a dive for 2 days and requires 1 day to recharge from a dive instead of 5.
Multi-Tracker
One of the Earth caste’s sensory innovations, the multitracker is designed to help a pilot locate and
monitor multiple threats simultaneously. The multi-tracker feeds a wealth of information about
potential and identified targets directly to the operator, allowing him a clear and concise picture of
what would otherwise be a chaotic battlefield.
Once per turn, after making a Ranged Standard Attack, Called Shot, Semi-Auto Burst, or Full-Auto
Burst Action with any Weapon mounted on the Vehicle a Character in a Vehicle with this Quality
may, for each Ranged Weapon equipped to the Suit Armour or Battlesuit other than the one he
already fired, make a Standard Attack, Semi-Auto-Burst or Full-Auto Burst Action as a Free Action.
Landing Gear
The Vehicle is equipped with landing gear. It may deploy its landing gear and land. It is then treated
as a stationary object until it lifts off again.
Spacecraft
This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer
at the pilot’s choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a
Flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the
earth below. In either case, if it becomes completely immobilised due to damage, count the vehicle
as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
Targeting Array
A Targeting Array is a sophisticated computerised T'au target acquisition system that assists the
aim of the user by adjusting for the target's range and speed, improving overall weapon accuracy.
The Vehicle is equipped with a comm-link equivalent to a long-range comm-bead and may benefit
from allied Markerlights. Additionally, the gunner gains a +10 bonus to Ballistic Skill test made
while interfaced with the vehicle.
Mounted Drones
A number of Tau Vehicles mount Drones as weapon systems. In this case the Drones, which profiles
are found in the Standard Drones section, may fire their Weapons in the arcs allowed by the Facing
and Mounting they are attached to. In other words, the Drone’s weapons are treated as Vehicle-
Mounted Weapons and the Drone as the Crewmember firing them. The Drones are controlled by the
Pilot who may give them instructions. Mounted Drones may also detach from the Vehicle to be
controlled by the Pilot normally.
TX4 Piranha
A TX4 Piranha is a type of lightly armoured combat scout skimmer used by the Tau Fire Caste - a
mobile weapons platform that is capable of great speed and manoeuvrability. Using its jet-thrusters
and anti-gravitic engine, a Piranha is a fast moving craft that is extremely hard for a foe to hit, its
twin crew well able to hug the terrain and make the best use of any cover. Furthermore, a Piranha's
weaponry allows it to punch well above its own weight, either using its Burst Cannon to slaughter
enemy infantry, or using a Fusion Blaster to blow apart battle tanks many times its own size. Along
with a nose-mounted main armament, a Piranha carries two Gun Drones -- either retained on the
vehicle to add firepower, or detached into AI (Artificial Intelligence) mode to perform some other
mission. When operating as lone hunters, Piranhas are dangerous enough, but it is when they are
fielded in teams that they become truly lethal.
TX4 Piranha Skimmer
Front: 22 Side: 18 Rear: 18
Vehicle Traits Drone Controller, Multi-Tracker, Landing Gear, Open-Topped, Skimmer, Targeting Array, Enhanced
Motive Systems
With the success enjoyed by Piranha squadrons during both the Taros Campaign and other conflicts
across the expanding Tau Empire, it was inevitable that other vehicles based on the design would
soon emerge from various Tau Septs. The TX-42 is the newest incarnation of the original Piranha,
intended to fulfil the role of a heavy gunship designed for frontline operations in support of Tau
armoured units instead of a lightly armed reconnaissance craft. Compared to its progenitor, the TX-
42 carries a much heavier weapons load, including twin-linked Rail Rifles, twin-linked Missile Pods,
twin-linked Fusion Blasters or twin-linked Plasma Rifles. TX-42s retain the ability to carry a small
number of Seeker Missiles into combat, which can then be launched by other Tau Empire units using
the Marker Light network to direct their weapons fire.
TX-42 Piranha Scout Gunship Skimmer
Front: 24 Side: 20 Rear: 20
Vehicle Traits Multi-Tracker, Landing Gear, Open-Topped, Skimmer, Targeting Array, Enhanced Motive Systems
Weapon Mounts 1 Fixed, Front-Facing Twin-Linked Fusion Blaster or Twin-Linked Missile Pod or Twin-Linked Rail
Rifle or Twin-Linked Plasma Rifle
2 Hull, Front-Facing Missile Hard Points
1 Light Hard Point only for mounting a viable Support System
The Tetra is a lightweight, fast, anti-gravitic scout speeder used by the Tau Empire, and excels in its
roles of reconnaissance and long range infiltration. Crewed by two Tau Pathfinders, it is lightly
armed and not designed for direct engagements. As a support unit however, it is extremely effective,
using its High Intensity Marker Light to guide Tau firepower.
Tetra Scout Speeder Skimmer
Front: 16 Side: 14 Rear: 14
Vehicle Traits Enhanced Motive Systems, Multi-Tracker, Landing Gear, Open-Topped, Skimmer, Targeting Array
*High Intensity Markerlight: Functions as a Markerlight except that a Hit scored with it counts as
having illuminated the Target 3 times.
TX7 Hammerhead Gunship
The TX7 Hammerhead gunship is the anti-gravitic main battle tank of the T'au Empire. First
encountered by the Imperium of Man during the Damocles Gulf Crusade, it has since been deployed
in almost all campaigns against the enemies of the T'au. Like a hungry predator on the prowl, the
Hammerhead gunship is a menacing sight. It skims over a planet's surface with its massive turret-
mounted main gun swivelling back and forth to track potential targets. The Hammerhead gunship is
the main battle tank of the T'au, and all enemies who have encountered it quickly grow to respect, if
not outright fear, the might of its main armament -- the dreaded Railgun.
TX7 Hammerhead Gunship Skimmer
Front: 34 Side: 30 Rear: 22
Carrying Capacity 2 Drones Mounted on External Racks (Only if armed with the mount)
Vehicle Traits Blacksun Filters, Drone Controller, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Skimmer
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered
High-Yield
2d10+12 Blast (5),
Missile Pod Vehicle 150m S/-/8 10 48 2 Full 35kg Ext. Rare
X Concussive (2)
System
The Drone Harbinger is a T'au vehicle that is not designed to directly engage enemy forces, but
instead acts as a mobile drone factory and hangar that is able to transport and deploy Gun Drones
where needed on the field of battle. Once deployed, the Drones disperse and attack any enemies that
come within range, or can be directed to attack a specific target. However, each drone produced by a
Drone Harbinger only has a limited supply of energy to act upon before it is depleted and the drone
deactivates.
TX72 Devilfish Drone Harbinger Skimmer
Front: 34 Side: 30 Rear: 22
Cruising Speed: 75 Kph Tactical Speed: 10m
Vehicle Traits Blacksun Filters, Drone Controller, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Skimmer
The TX78 Sky Ray Missile Defence Gunship is a specialised variant of the more common T'au
Hammerhead gunship, and replaces its turret gun with an array of deadly Seeker Missiles; shifting its
role to a dedicated missile platform that is used by the T'au Fire Caste to provide point attack fire
support for Fire Warrior Teams, who lack their own heavy weaponry.
TX78 Sky Ray Missile Defence Gunship Skimmer
Front: 34 Side: 30 Rear: 22
Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Velocity Tracker, Landing Gear,
Skimmer
TY7 Devilfish armoured troop carrier is the primary anti-gravitic skimmer transport utilised by Tau
ground forces and can carry twelve Fire Warriors or Pathfinders into combat in relative safety, and
then provide mobile fire support once they disembark. A resilient and versatile transport, it is the TY7
Devilfish that allows Fire Caste ground forces to successfully execute many of their strategies,
whether by rapidly relocating Fire Warriors to new coordinates as part of grand strategic
manoeuvers, or punching through enemy lines, guns blazing, to extract Pathfinder teams before they
can be overwhelmed. These ubiquitous transports are exceptionally popular with the Fire Caste, and
their courageous pilots are offered great respect.
TY7 Devilfish Transport Skimmer
Front: 34 Side: 30 Rear: 22
Vehicle Traits Blacksun Filters, Drone Controller, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Skimmer
Swordfish Gunship
The Swordfish gunship is a T'au vehicle that is a relatively new addition to the Fire Caste's armed
forces. Its design is based on the familiar chassis of the Hammerhead and Devilfish. The Swordfish's
defining feature is the huge, twin-linked Railgun mounted on its turret, which makes it extremely
effective at eliminating enemy armour at great range. It was for this explicit role that the vehicle was
originally developed by the T'au, after the sometimes painful encounters by the Fire Caste with
Imperial armour and heavy armour during the Damocles Gulf Crusade.
Swordfish Gunship Skimmer
Front: 34 Side: 30 Rear: 26
Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Skimmer, Targeting
Array
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Overcharge (10),
Twin-Linked Ion
Vehicle 400m S/-/6 3d10+5 8 20 2 Full Twin-Linked, 60kg Ext. Rare
Cannon
Reactor Powered
The AX-1-0 variant is a Tiger Shark that's been refitted for Titan-killing duty by replacing its Ion
Cannons and Drone Racks with a pair of Heavy Railguns. Due to the mobile warfare doctrine that the
Tau Empire uses, the employment of heavy walkers to counter enemy titans was seen as an
inappropriate solution, instead, the Tiger Shark AX-1-0 was developed. Taking the mantle of the Tau
Empire’s premier titan killer, the Tiger Shark AX-1-0 mounts a pair of Heavy Railguns which are
perfectly suited to hunt enemy titans. Mounting these weapons on such a mobile platform has meant
that the enemy often has no time to react between hearing the roar of the Tiger Shark’s engines and
the whipcrack of the Heavy Railguns firing. In such a way, the AX-1-0 can provide a nasty shock to
enemy heavy armour when it is downrange from its strafing run.
Cruising Speed: 1400 Kph/ 7 VUs per Strategic Turn in Tactical Speed: 450m / 14 AUs
Space
Vehicle Traits Blacksun Filters, Dispersion Field, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Spacecraft, Targeting Array
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Felling (5),
Heavy Rail 16 Proven (3),
Vehicle 1800m S/-/- 4d10+32 I 20 24 240kg Unique
Cannon Full Destroyer (3),
Blast (2), Tearing
The AX3 Razorshark is a Tau atmospheric strike fighter. Based on the Sun Shark Bomber design, the
Razorshark forgoes the Sun Shark's Pulse Bomb Generator and an Interceptor Drone in favor of
additional thrusters for increased maneuverability as well as a Quad Ion Turret mounted in the rear
that can turn light vehicles into twisted wrecks. Other armament includes a nose-mounted Burst
Cannon and Seeker Missiles stored in internal launch bays. The sleek and agile Razorshark
specializes in strike missions, but nonetheless can compete in air superiority operations as well.
Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Targeting Array,
Flyer
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Quad Ion Overcharge (4),
Heavy 150m S/4/- 3d10+4 E 6 30 2 Full 25kg Ext. Rare
Cannon Reactor-Powered
The AX39 Sun Shark is a Tau atmospheric bomber aircraft. Capable of blasting ground targets with
its primary armament, the Pulse Bomb Generator, secondary systems include Interceptor Drones to
intercept incoming enemy aircraft and Missile Pods to both protect from aircraft and provide
supporting fire. Due to their unique fighting tendencies, the Tau do not use ground artillery in a
conventional sense, and thus an advanced Air Caste bomber was necessary for effective heavy fire
support.
Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Targeting Array,
Flyer, Pulse Bomb Generator*
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Pulse Bomb Grenade - S/-/- 2d10+8E 5 - * Blast (8) 25kg Ext. Rare
AX-5-2 Barracuda
A recent addition to the arsenal of the Tau Empire, the Tau Barracuda AX-5-2 is a multi-role fighter.
This new pattern maintained the agility and manoeuvrability of its forebears, but benefited from more
sophisticated combat avionics and an enhanced power grid. Amongst the new improvements are a
more varied weapons loadout and improved protective systems.
In the relatively brief period since its introduction, the AX-5-2 Barracuda has proved an unreserved
success and found great favour among the pilots of the Air Caste. The Barracuda AX-5-2 remains,
however, an even more resource-intensive design to manufacture and maintain even when compared
to its predecessors, and thus is likely to stay the preserve of elite fighter units and deployed only to the
leading edges of the Tau Empire where it is most needed.
Cruising Speed: 1500 Kph/ 9 VUs per Strategic Turn in Tactical Speed: 400m / 17 AUs
Space
Vehicle Traits Blacksun Filters, Dispersion Field, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Spacecraft, Targeting Array
Weapon Mounts 1 Hull, Front-Facing Swiftstrike Burst Cannon or Swiftstrike Railgun or Ion Cannon
2 Sponson, Left/Right-Facing: 2x Long-Barrelled Burst Cannon or 2x Cyclic Ion Blasters*
4 Hull, Front-Facing Missile Hard Points
1 Hull, Front-Facing Twin-Linked Missile Pod
1 Light Hard Point only for mounting a viable Support System
*May be treated as Twin-Linked. Changes into one Weapon with double the base RoF and gains the Twin-Linked Quality if so
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered
Twin-Linked
Twin-Linked,
Long-Barrelled Vehicle 160m S/10/20 1d10+12 E 4 80 2 Full 40kg Ext. Rare
Reactor Powered
Burst Cannon
Manta
The Manta, more formally known as the Manta Missile Destroyer, is a super-heavy Tau spacecraft
that is also the Tau Empire's closest equivalent to the Imperium of Man's Titans and Ork Gargants. It
is well-armoured for use in frontline combat and can deliver massive amounts of firepower to the
battlefield to help support Tau ground forces during a frontal assault against entrenched enemy
positions. The Manta also features a large transport capacity that allows it to carry entire Hunter
Cadres to and from engagements.
The Manta is the smallest interstellar-capable spacecraft of the Tau, and serves a vital role in
carrying out the current and future expansions of the Tau Empire. Straddling the functional roles of
both an Attack Craft and a full starship, these small spacecraft are useful in a variety of roles. In the
void they are used to attack enemy starships and are a match for entire squadrons of Imperial
starfighters, while during planetary assaults they function as dropships and heavy fire support for Tau
ground forces.
Manta Spacecraft
Front: 32 Side: 30 Rear: 28
Cruising Speed: 1200 Kph/ 6 VUs per Strategic Turn in Tactical Speed: 300m / 12 AUs
Space
Vehicle Traits Blacksun Filters, Shield Generator, Enclosed, Environmentally Sealed, Etherdrive, Landing Gear,
Spacecraft, Targeting Array
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Felling (5),
Heavy Rail 16 Proven (3),
Vehicle 1800m S/-/- 4d10+32 I 20 24 240kg Unique
Cannon Full Destroyer (3),
Blast (2), Tearing
Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered
Long-Barrelled Vehicle 160m S/5/10 1d10+12 E 4 80 2 Full Reactor Powered 20kg Ext. Rare
Burst Cannon
The Tiger Shark is a large Tau fighter-bomber. Often encountered flying in support of Tau Hunter
Cadres during major operations, it is faster and more manoeuvrable than the Imperium's direct
equivalent -- the Marauder Bomber -- but the Tiger Shark lacks the large bomb payload of the
Imperial aircraft. Tiger Sharks are never as numerous on the Tau battlefield as the Barracuda, but
have many features and systems in common with it. All Tiger Shark crew come from the Tau Air
Caste, giving them the natural advantage of superior three-dimensional awareness and tolerance for
higher accelerations than a human pilot.
Cruising Speed: 1400 Kph/ 7 VUs per Strategic Turn in Tactical Speed: 450m / 14 AUs
Space
Vehicle Traits Blacksun Filters, Dispersion Field, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Spacecraft, Targeting Array
Weapon Mounts 2 Hull, Front-Facing Ion Cannons or Swiftstrike Burst Cannons or Swiftstrike Railguns**
2 Sponson, Left/Right-Facing: 2x Burst Cannons*
6 Hull, Front-Facing Missile Hard Points
2 Hull, Front-Facing Missile Pods
1 Light Hard Point only for mounting a viable Support System
*May replace the Transport Bay with 2 Skyspear Missile Racks. If they do so, the craft loses all carrying capacity and is armed with the 2
Skyspear Missile Racks. They are treated as Hull and Front-Facing
**May be treated as Twin-Linked. Changes into one Weapon with double the base RoF and gains the Twin-Linked Quality if so
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability
Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered