Communist Angel's Thesis V0.9.4.4

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COMMUNIST ANGEL’S THESIS

Created by Redrix-3#3000 with assistance from Molden#3137

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

Armoury of the T’au


Personal Weapons
T’au Equivalents
Hard Point Weapons
Weapon Modifications
Protective Gear
Armour Upgrade
Tools and Gear
Hard Point Support Systems
Cybernetics
Drones
Standard Drones
Light Drone - Base Profile
Medium Drone - Base Profile
Heavy Drone - Base Profile
Custom Drones
Drone Upgrades
Vehicles and Mounts
Battlesuits
XV8 Class
XV9 Class
XV10 Class
XV104 Riptide Battlesuit
XV107 “R’Varna” Battlesuit
XV109 Y'vahra Battlesuit
KV/X Class Titans
Battlesuit Modifications
Tanks and Flyers
Fire Caste Vehicles (Skimmers)
Air Caste Vehicles (Flyers and Jets)
Character Creation
● Step 1: Choose a Race, Tau, Gue’vesa or Kroot.
● Step 2: Choose a Sept. Restrictions apply depending on Race.
● Step 3: Choose a Homeworld. Restrictions apply depending on Race. Gue’Vesa and Kroot
characters generate characteristics at this point. If stats are being rolled, you roll 2d10 and add
the characteristic.
● Step 4: Choose a Background. Restrictions apply depending on Race. Tau characters generate
characteristics at this point. If stats are being rolled, you roll 2d10 and add the characteristic.
● Step 5: Choose a Role. Restrictions apply depending on Race.
● Step 6: Spend Experience. Tau and Gue’Vesa characters begin with 1,000XP. Kroot
characters begin with 1,500 XP.
● Step 7: Give The Character Life: Divinations are generated as normal.

Characters for the Edge Of Veil Discord server


● Gue’Vesa Characters begin with 25 for all Characteristics.

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.

Speak Not Unto the Alien


This creature is a member of an alien species that is viewed with a mixture of fear and loathing, and
different enough in form and thought as to make any kind of social interaction a greater challenge.
This creature suffers a -20 penalty on all Fellowship-based Tests when dealing with humans, and
imposes the same penalty on humans. These penalties do not apply with individuals who have
become familiar with them. Finally, the presence of any xenos aboard a human vessel is unsettling
for the crew. The continued presence of or more xenos aboard a human ship reduces its morale by 2.

Scholastic Lore : Metastrategies


Tau may invest in Scholastic Lore specialisations for Tau Metastratergies. These specialisations
concern specific T’au combat doctrines. Each of the following metastrategy constitutes a new
Scholastic Lore specialisation (e.g Scholastic Lore (Metastrategy - Mont’ka) ):
● Mont’ka: The Killing Blow, Metastrategy of the perfect strike.
● Kauyon: The Patient Hunter, Metastrategy of patience and ambush.
● Chel’lel’va: The Lightning Drive, Metastrategy of swift strikes.
● Rinyon: Circle of Blades, Metastrategy of envelopment.
● Rip’kya: A Thousand Daggers, Metastrategy of cumulative strikes.
● Mon’wern’a: The Grand Delusion, Metastrategy of deceptive assault.
Unlike other Scholastic Lore specialisations however, these study subjects are restricted to few.
Only Tau and Gue’Vesa characters may advance those specialisations and may only advance them
up to the Known Rank. The Ethereal Caste background and certain Elite Advances allow advancing
those specialisations further.
When T’au and Gue’vesa characters purchase advancements in these specific Scholastic Lores, they
are always counted as having at least one aptitude for the purposes of cost. If they possess one
aptitude already, they are counted as having two.

Operate : Battlesuits and Drones


Characters built with this supplement gain access to two new specialisations for the Operate Skill :
Battlesuits and Drones. Operate (Drone) may use either Agility or Intelligence. While advancing the
Drones specialisation is possible for anyone, the Battlesuit specialisation may only be advanced by
characters with the Battlesuit Pilot Elite Advance.

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 :

Eaters Of The Dead


Kroot are infamous for their practice of devouring the corpses of their foes. If necessary, they will
even turn cannibal and eat Kroot corpses.
A Kroot who devours a fresh corpse (the GM has discretion to decide what qualifies as “fresh”—
typically, the corpse must have been killed no more than 24 hours previously, and the corpse must be
that of an organic creature; no daemons or machines!) gains a number of bonus Wounds equal to the
unmodified Toughness Bonus that the corpse possessed when it was alive (typically three). These
bonus Wounds may not exceed the Kroot’s own Toughness Bonus and remain for a number of hours
equal to the Kroot’s Toughness Bonus or until they are lost, whichever comes first. Unlike normal
Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack,
and are always removed first before applying Damage to the Kroot’s normal Wounds. In addition, a
Kroot who consumes a fresh corpse heals at twice the normal rate and adds one additional bonus
Wound to any wounds healed through any other means (i.e. psychic healing, etc.) for a number of
hours equal to his Toughness Bonus. A Kroot can only receive bonus Wounds from one consumed
corpse at a time. If a Kroot consumes a corpse while benefiting from bonus Wounds from a previous
corpse, he loses the previous bonus Wounds and gains bonus Wounds from the new corpse instead.

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.

Pech (Kroot Sept)


On this world, massive evergreen forests of the hardy jagga tree cover most of the prime continent.
The other regions of Pech that are not covered by forest are mainly inhospitable ranges of rock cliffs
and jagged mountains. It is from Pech's deep forests that the Kroot originated, and there, they live
within arboreal colonies in family groups known as "kindreds," led by wise and ancient Kroot called
Shapers.

● Gain the Survival Skill at Known (+0)


● Gain the Frenzy Talent
● Gain a +5 to Toughness
Homeworld
● Tau characters must choose a Homeworld among the following Districts.
● Gue’Vesa characters choose a Homeworld amongst those available in the DH2E rulebooks.
● Kroot characters have no choice of Homeworld and simply get the Pech Homeworld.

Districts (Tau Homeworlds)


Tau characters must choose one of the following homeworlds.

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

Militant District Industrial district


Characteristic Modifiers: +Ballistic skill, Characteristic Modifiers: +Int, +Toughness
+perception, -fellowship -Fellowship
Fate: 4 Fate: 4
Bonus: Weapon Bond: At character creation Bonus: Technology Is The Way Forward:
a militant tau character may select one damage Industrial Tau gain either the technical knock
type of weapons, they get a permanent +5 to or weapon tech talent.
tests for those weapons (BS, WS, Tech use) Wounds: 1d5+8
and if that type is ranged, it loses the unreliable Aptitude: Tech
weapon trait if it doesn’t have unreliable it
gains reliable instead. If it is a melee weapon it Void Born
gains proven 3. If it has Proven already, it Characteristic Modifiers: +Intelligence,
gains Razor Sharp. If it has Razor-Sharp, it +Agility, -Strength
gains +2 pen. Fate: 4
(By damage type, this means Energy, Rending, Bonus: Borne Into The Dark: Void borne
Impact, or Explosive) gain +30 bonus to test while moving in zero G,
Wounds: 1d5+9 and the Leap Up talent.
Aptitude: Ballistic skill Wounds: 1d5+7
Aptitude: Intelligence
Pech (Kroot Homeworld)
Characteristic Modifiers: +Weapon Skill, +Agility, -Fellowship
Fate: 3
Bonus: Strength of Our Enemies: One per encounter, while consuming a fresh organic-based corpse
the Kroot may make a Difficult (-10) Toughness test. If they pass, the Kroot may spend a Fate point
and if the corpse has a physical trait (GM’s discretion, they may gain a single point in that one trait. If
the corpse has multiple traits, it is randomly chosen. If a Kroot Shaper has used the Instinctual
Understanding trait, the Shaper may dictate which trait the Kroot under their command, as well as
themself, gains from consumption.
Wounds: 1d5+8
Aptitudes: Fieldcraft
Talents: Kroot Weapon Training

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 (Fire Caste)

The warriors of the T’au Empire. Members of


this caste are of decent height, and are relatively
stronger and more muscular than the other
castes. In ancient T’au origins, they were the
predators and warriors on the plains of T’au. The
Shas are raised from their birth to be soldiers.
Teams are usually raised, and trained together in
order to strengthen their bond, even further
strengthened by the Ta’lissera. When a member
of the Fire Caste is named Shas’la they are
considered to have completed their final rite of
passage to becoming a soldier, and are sent out
to fight for the Tau’va.

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

WS BS S T Ag Int Per WP Fel

15 35 20 20 30 25 25 25 30

Background Aptitudes
Ballistic Skill, Offense, Agility
Por (Water Caste)

Weavers of words, the Por make up the


diplomats, public speakers, merchants, and
bureaucrats of the T’au Empire. They are the
primary liaisons between the numerous species
of the Empire, and help the other castes
cooperate. Usually taller and slimmer than the
other castes, they are quick to seek a diplomatic
solution and hold themselves with grace as they
speak. Quick to learn other languages, they can
easily adapt to the many dialects of the galaxy to
help bring worlds into the T’au Empire.

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

WS BS S T Ag Int Per WP Fel

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

WS BS S T Ag Int Per WP Fel

15 25 25 25 30 35 35 25 30

Background Aptitudes
Agility, Finesse, Fieldcraft

Fio (Earth Caste)


The workers and technicians of the Empire, and
also the artisans, scientists, and engineers.
Whenever there is a massive leap forward in the
technology of the Empire, there is a brilliant
Earth Caste member behind it. The Earth Caste
form the very foundations of the Empire, as they
help design and build the many structures and
equipment. Members of the Earth Caste are
usually shorter than the rest of the T’au castes,
and are fairly stout.

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

WS BS S T Ag Int Per WP Fel

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

Castes and Rank


All castes follow the same ranking system for its members and officers. While there is no strict
system in those rules for bestowing such ranks (they are left to the GM’s discretion), some advances
require having advanced to certain ranks. The ranking system is as follows : La, Ui, Vre, El, O. It
combines as a suffix to the caste to make the character’s title (e.g a Fire Caste of the highest rank
would be known as “Shas’O”). Other ranks exist, specific to certain combat roles. Gue’Vesa,
although not belonging to any caste, are also ranked this way (Gue’Vesa’La, Gue’Vesa’Ui, etc.).

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

This Kroot was born into a Kindred that has


selected prey possessing great courage. Many
such Kindreds have feasted upon the apex
predators of a dozen of worlds, passing on the
gifts of increased bravery, excellent hand-eye
coordination, and coolness under fire

Bold Hunter Rules


A Character with the Bold Hunter Background applies the following benefits :

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

Upon entering the Koronus Expanse, the Kroot


soon encountered the devious alien merchants
known as the Stryxis. They were delicious.
Shapers who have directed their Kindred to feed
upon Stryxis notice a proclivity for cunning and
deviousness in later generations of Kroot

Cunning Hybrid Rules


A Character with the Cunning Hybrid Background applies the following benefits :

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

The Kroot have battled


against Orks for centuries,
and it was during a major
battle on their homeworld of
Pech that the Kroot and Tau
first formed an alliance.
Many times since, the Orks
have encountered Kroot
mercenaries as both enemies
and allies, and the Shapers
have learned to strengthen
their Kindred by devouring
Ork flesh. Doing so produces
a startling resilience in a
Kroot’s frame.

Greenskin Hybrid Rules


A Character with the Greenskin Hybrid Background applies the following benefits :

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.

Headhunter Hybrid Rules


A Character with the Headhunter Background applies the following benefits :

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

The predecessors of these Kroot habitually


preyed upon chameleonic reptiles and other
such creatures that blend into their
surroundings. The resulting Kindred are
incredibly stealthy, and their skin ripples with
colours and patterns that make them nearly
invisible when they wish to hide.

Stalker Hybrid Rules


A Character with the Stalker Background applies the following benefits :

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.

Specialisations (Tau Roles)

Shas (Fire Caste) Ion Rifle or Pulse Carbine, Markerlight mod


on a weapon of your choice, Bonding Knife,
Strike Team Member Combat Knife
Aptitudes: Finesse, Defense, Fellowship
Skills: Dodge, Athletics, Awareness Breacher
Talents: Sound constitution Aptitudes: Finesse, Defense, Willpower
Bonus: Volley Fire: In addition to the normal Skills: Security, Athletics, Dodge or
uses of Fate Points, when a Fire Warrior Awareness
declares an attack with a Pulse Rifle or Pulse Talents: Sound Constitution.
Carbine, he may spend a fate point to double Bonus: Point-Blank Volley: In addition to the
the Full Auto Rate of Fire for the weapon for normal uses of Fate Points, a Breacher may
the attack roll. This cannot stack with any spend a Fate point and may treat a Pulse Rifle,
other rules that affect RoF Pulse Blaster, or Pulse Carbine, as a Pistol
Starting gear: Tau Combat Armour, Pulse class weapon for one turn.
Pistol, Pulse Rifle or Pulse Carbine, 2 Photon Starting gear: Tau combat armour, pulse
Grenades, Bonding Knife, Combat Knife pistol, pulse blaster, Bonding Knife, Breaching
charge, combat knife, 4 photon grenades.
Pathfinder
Aptitudes: Finesse,Toughness, Fieldcraft Drone Handler
Skills: Survival or Awareness, Acrobatics, Aptitudes: Finesse, Tech, Fieldcraft
Navigate (Surface) Skills: Operate (Drone), Tech-use, Dodge
Talents: Heightened Senses (Sight) Talents: Technical Knock
Bonus: Recon Sweep: When a Pathfinder Bonus: Targeting Protocols: When taking the
spends a Fate Point to count himself as having half aim action, a character with this talent
rolled a 10 on initiative, they may perform a may apply the benefit to all drones under their
single Full Action Move as a Free Action control within 50m.
during their first turn. Starting gear: Tau Recon armour, Drone
Starting gear: Tau Recon Armour, Pulse Controller armour mod, pulse pistol, MV1 Gun
Pistol, Longshot Pulse Rifle or Rail Rifle or
Drone, Bonding Knife, combat knife, 4 photon Talents: Contact Network
grenades. Bonus: Any penalty to Commerce Skill Tests
for dealing with non-Tau NPCs is reduced by
Tank Commander two steps. In addition, once per encounter, this
Aptitudes: Fieldcraft, Agility, Defense. character may reroll a failed Commerce Skill
Skills: Operate (Surface), Awareness Test when interacting with such an NPC.
Talents: Hull Down, Marksman, Starting Gear: Light drone with standard
Bonus: Tank Commanders may never suffer a propulsion, civilian profile, a digital regicide
penalty greater than -30 on an Operate set, and auto-quill. Subskin Armour, Caste
(Surface) Tests or Ballistic Skill Tests and robes.
Weapon Skill tests to fire weapons mounted on
Skimmers, Walkers, Tracked, and Wheeled Kor (Air Caste)
vehicles of Tau manufacture.
Starting Gear: Tau Combat Armour, Pulse
Aerospace pilot
Pistol, Y'eldi Uplink, Bonding Knife, Combat
Aptitudes: Fieldcraft, Agility, Tech
knife,
Skills: Operate (Aeronautica), Acrobatics,
Also starts with a T’au Skimmer class Vehicle
Navigate (Aeronautica)
(At the GM’s discretion)
Talents: Push The Limit, Skilled Rider
Bonus: Aerospace pilots may never suffer a
Por (Water Caste) penalty greater than -30 on an Operate
(Aeronautica) tests or ballistic skill tests to fire
Diplomat weapons mounted on Skimmers, Flyers, &
Aptitudes: Willpower, Intelligence, Spacecraft of Tau manufacture.
Knowledge Starting Gear: Air Caste Flight Suit and
Skills: Trade: Remembrancer Helmet, Void Suit, Y'eldi Uplink, Pulse Pistol,
Talents: Envoy of the Greater Good, Polyglot. Also starts with a T’au Flyer class Vehicle (At
Bonus: Words of Friendship: When making an the GM’s discretion)
Interaction test to promote further positive
relations with the T’au Empire, reduce the Voidcrew
difficulty of the test by one step. The character Aptitudes: Intelligence, Ballistic skill, Tech
may also reroll a failed Interaction test once Skills: Operate (Voidship), Navigate
per encounter when interacting with such an (Aeronautica), Command,
NPC Talents: Keen Intuition, Constant Vigilance
Starting Gear: Light Drone with a normal Bonus: Voidcrew may never suffer a penalty
propulsion and a civilian profile. It is equipped greater than -30 on an Operate (voidship) tests
with an auto-quill and pict recorder. Caste or ballistic skill tests to fire weapons mounted
Robes on void ships of Tau manufacture.
Starting Gear: Air Caste Flight Suit and
Merchant Helmet, Void Suit, Y'eldi Uplink, Pulse Pistol.
Aptitudes: Intelligence, Tech, Fieldcraft
Skills: Commerce
Fio (Earth Caste) Starting Gear: Pulse pistol, Recon Armour, 1
custom light drone, Tissue rebuilder, Omni-
key Drone controller armour mod.
Technical Engineer
Aptitudes: Knowledge, Fieldcraft, Tech
Skills: Tech-use
Aun (Ethereal Caste)
Talents: Weapon-Tech Prince
Bonus: May spend a Fate Point to Aptitudes: Fellowship, Social, Weapon Skill
automatically succeed on any Tech-Use test Skills: Command
with a number of Degrees of Success equal to Talents: Inspiring Aura, Weapon Training
his Intelligence Bonus (Power)
Starting Gear: Caste Robes, 2 DX4 Technical Bonus: Once per turn as a reaction, the Aun
Drones, Civilian Profile. Omni-key, Tissue can give a +10 to any test of an ally, this can
Rebuilder. Drone Controller mod added onto a stack with the Inspire action.
wrist data-pad. Starting gear: Honour Blade custom made
for the Ethereal. Character picks a type of
bladed power weapon, it gains the balanced
Combat Engineer
trait if it did not already have it. It also gains
Aptitudes: Agility, Offense, Fieldcraft
the Custom grip mod along with Sacred
Skills: Operate (Drone)
Inscriptions. For more information on specifics
Talents: T'au Weapon Training
see the Saz’nami (Honour Guard) Elite
Bonus: Targeting Protocols: When taking the
Advance. The Aun also gains Subskin Armour,
half aim action, a character with this talent
Combat Armour. Pulse Pistol, and a Hover
may apply the benefit to all drones under their
Drone with a combat drone software package.
control within 50m.

Kroot Mercenary (Kroot Role)


The T'au Empire has entirely integrated the Kroot homeworld of Pech, but that is not to say that all
Kroot fight for the Tau. In fact, many mercenary forces of Kroot can be found fighting alongside Eldar
and human forces—and occasionally even amongst the ranks of foul Chaos renegades or the Ork
hordes. Kroot mercenaries hold no prejudices against any particular race, and care only that they are
well paid for their services. Naturally, such behaviour is anathema to the Tau’s philosophy of the
Greater Good. Thus, the Kroot hide their mercenary activities and avoid contact with Tau forces if at
all possible. In the end, strengthening the Kroot’s genetic makeup is of paramount importance, and the
Edge of the Veil is an opportunity the Kroot simply cannot ignore.
Aptitudes: Weapon Skill, Ballistic Skill, Offense.
Skills: Linguistics (Kroot, Low Gothic, and Tau), Awareness or Dodge.
Starting Talents: Weapon Training (Solid Projectile and Low-Tech), T'au Weapon Training,
Heightened Senses (Sight) and (Hearing), Mercenary.
Starting Traits: Unnatural Strength (2).
Bonus: A Kroot Mercenary gain +10 to any Tests specifically involving Hearing or Sight.
Starting Gear: Kroot Rifle, Kroot Leathers (3 AP to all locations), Knife with the mono modification,
Kroot-modified void-suit, micro-bead, Standard Display Visor
Elite Advances
Characters from this homebrew may not purchase Elite Advances from the DH2E rulebooks but
instead gain access to new Elite Advances.

Tau / Gue’Vesa Elite Advances


The following Elite Advances are available to T’au and Gue’Vesa characters only.

Vash’ya (Between the Spheres)


Prerequisites: T’au or Gue’vesa
Cost: 500 XP
Instant Changes: A Character who follows Vash’ya:
● Gains one Aptitude they do not already have of their choice, excluding the Psyker aptitude.
● This Elite Advance may be taken more than once.

Saz’nami (Honour Guard)


Prerequisites: Shas or Gue’vesa
Cost: 750 XP
Instant Changes: A Honour Guard Character :
● Gains the Weapon Skill Aptitude
● Gains 10 WS. This does not count as a normal advancement, moreso a modification.
● Gains Weapon Training (Power)
● Character gains a bladed power weapon of their choice, it gains the balanced trait if it did not
already have it. It also gains the Custom grip mod along with Sacred Inscriptions.
○ Power Spears have a Reach of 3 meters and are 1d10+7
○ If a weapon has Unbalanced, they lose that trait but do not gain Balanced
○ If the weapon has Unwieldy, they lose that trait and gain Unbalanced instead of
Balanced

Hereks’vre (Battlesuit Pilot)


Prerequisites: Shas'Ui rank or higher or Gue'Vesa'Vre rank or higher, does not have the Fireblade
Elite Advance, was given the Mantle of Heroes*, at least 2000 XP spent.
Cost: 2,000 XP
Instant Changes: A Battlesuit Pilot Character :
● May attempt Acrobatics, Jink and Parry Tests whilst piloting a Tau Battlesuit.
● Acrobatics tests may use the characters Operate (Battlesuit) skill instead
● Takes only half as long to get in and out of a Battlesuit.
● Gains a +10 bonus to any Requisition Tests for all Battlesuits and their related systems while
dealing with members of the T'au Empire.
● Gains the Leadership and Fieldcraft Aptitudes.
● Gains the Operate (Battlesuit) Skill as a Known (+0) skill and may purchase further advances
for it.
● Gains an XV8 Crisis suit (or a different suit at the GM’s discretion).
● Gains a Xar’vesa Implant and Bodyglove
● May choose either Scholastic Lore (Mont’ka) or (Kauyon) as Known (+0) skills if he doesn’t
already have them
● Gains access to progress the following Metastrategy Scholastic Lores above Known (+0) :
○ Chel’lel’va: The Lightning Drive.
○ Kauyon: The Patient Hunter
○ Mont’ka: The Killing Blow
○ Mon’wern’a: The Grand Delusion.
○ Rinyon: The Encirclement.
○ Rip’kya: The Thousand Daggers.
*Being given the Mantle of Heroes is a narrative prerequisite left to the GM’s discretion. A character
must however have an Influence score of 45 or above to qualify for the Mantle of Heroes.

Shas’nel (Cadre Fireblade)


Prerequisites: Shas'Ui rank or higher, does not have the Battlesuit Pilot Elite Advance, at least 2,000
XP spent.
Cost: 1000 XP
The Cadre Fireblade is a lower-ranked commander of ground troops, a Tau who has delayed Battlesuit
training to serve on the front lines. As a result, their ability to command their fellows is unprecedented,
their orders resounding above the din of battle to propel their squad to incredible acts. A team with a
Cadre Fireblade can aim their shots to critical points, provide an unending stream of ranged fire, keep
a steady advance while shooting, and even return fire at a charging enemy.
Instant Changes: A Cadre Fireblade Character:
● Gains the Leadership Aptitude.
● Gains the Through Unity, Devastation Talent.
● Gains a set of Fireblade Armour.
● Is given the special rank of Shas’Nel.
● Gains Scholastic Lore (Metastrategy - Mont’ka or Kauyon) as Known (+0) Skill.
● Gains access to progress the following scholastic lores above Known (+0):
○ Chel’lel’va: The Lightning Drive.
○ Kauyon: The Patient Hunter
○ Mont’ka: The Killing Blow
○ Mon’wern’a: The Grand Delusion.
○ Rinyon: The Encirclement.
○ Rip’kya: The Thousand Daggers.
Shas’savon (Firesight Marksman)
Prerequisites: Pathfinder or Drone Handler, Shas’Ui or Gue'Vesa'Ui rank or higher , Operate (Drone)
+10, Ballistic Skill 40
Cost: 750 XP
Instant Changes: A Firesight Marksman:
● Gains three MV71 Sniper Drones armed with either a Rail Rifle or Longshot Pulse Rifle
● Gains a Spotter Platform:
○ Follows the Character as per Drone rules, but does not need to be linked to a drone
controller .
○ The Spotter Platform counts as a Drone Controller for only MV71 Sniper Drones.
○ To operate the platform, the Firesight Marksman may make a Ready Action, provided
it is within 1m of the platform.
○ When the Firesight Marksman is operating the Platform, they cannot make an action
with the Movement subtype unless they make another Ready action to leave the
Platform
○ When the Firesight Marksman is operating the Platform, they gain 5 Armour from any
attacks from the front.
○ When the Firesight Marksman is operating the Platform, they may only fire the
Markerlight it is armed with, but gain an additional +10 to Ballistics Skill Tests.
○ MV71 Sniper Drones that target an enemy a Firesight Marksman has illuminated with
the Spotter Platform gain an additional +20 to Ballistic Skill Tests.
○ Nearby Drones within 15m and the Spotter gain +20 to Stealth tests
● May requisition additional MV71 Sniper Drones

Monat (The Lone Hero)


Prerequisites: +10 in Scholastic Lore (Metastrategy - Mont’ka, Kauyon, Chel’lel’va, Rinyon, Rip’yka
and Mon’wern’a), Battlesuit Pilot or Aun (Ethereal Caste).
Cost: 3,000 xp
A rare path for a tau to follow, the one of the Lone Hero. The last one to follow the path of the Monat
was the esteemed Shas’O Kais, one of the last students of Puretide. To become Monat, is to become
the very essence of war.
Instant Changes: A Monat Character:
● Gains all Tau Scholastic Lore (Metastrategy) Skills as Experienced (+20) Skills if he doesn’t
have them already.
● Gains the Adept and Disciple Talents for all Tau Metastrategies.
● Is no longer able to purchase any Path to Mastery Talents for any Tau Metastrategies.
● Loses any Peer (Tau) Talents.
● Receive a XV-22 Commander Battlesuit if they are of Shas’O rank and have the Battlesuit
Pilot Elite Advance.

Ves’oni’vash B’la (Stormsurge Pilot)


Prerequisites: Tank Commander Role, Shas’Ui rank or higher, Operate (Surface) +20
Cost: 2,000 xp
Most KV128 Stormsurges are operated by a carefully selected pairing of veteran Hammerhead
crewmen who have graduated through the Ballistic Suit academies on Bork'an, although some KV128s
are piloted by veteran Fire Warriors with great experience commanding Tau Battlesuits or tanks. The
prestige of operating a Ballistic Suit is not equal to that of donning the Hero's Mantle, but the steely-
eyed graduates of the so-called Ves'oni'vash -- or "giantmaker academy" -- are honoured by Fire
Warriors for the countless lives they save. Working as a seamless team, the Shas'vre crew operate their
towering suit, one piloting the Stormsurge while the other monitors, aims, and fires its weapons
systems.
Instant Changes: A Ves’oni’vash Graduate Character:
● Is promoted to the rank of Shas’vre.
● Gains the Peer (T’au) Talent.
● Gains the Fieldcraft Aptitude.
● Can progress Scholastic Lores (T’au Metastrategies) to Trained (+10)
● Gains an KV128 Stormsurge (At the GM’s discretion) armed according to the KV128
Stormsurge rules.
GM Notes: The player must decide whether they want to be the Pilot or the Gunner. The other can be
an NPC. If you have two players wishing to be Ves’oni’vash Graduates, it is recommended they pilot
the same KV128 Stormsurge.

Her’ex’ufa (The Mantle of Eternity)


Prerequisites: Battlesuit Pilot, Has not taken the Beyond the Digital Veil Elite advance, Shas’vre or
higher (Or GM Fiat)
Cost: Half of characters current Fate points and maximum wound count are permanently lost.
When a veteran Battlesuit Pilot is dealt extensive damage in battle, the Elemental Council is faced
with a choice. Lose the knowledge and skills of the pilot, or seal them in a life support cocoon for the
rest of their existence. The process of interment into a cocoon is a painful process and a dangerous one
as well. Once it is complete, the pilot is then built into a Battlesuit and it becomes their new body.
While they have lost much in the process, they are now granted the Mantle of Eternity. A chance to
teach future generations of Battlesuit Pilots for decades and centuries to come...
Instant Changes: A Mantle of Eternity Character :
● Gains Peer (T’au Empire) and the Fearless talent
● Interned in a Battlesuit they previously piloted, or a different one at the GM’s discretion. The
character can no longer leave the Battlesuit life cocoon without dying immediately.
● With the assistance of the Fio, the character may be moved to a different Battlesuit at the
GM’s discretion.
● Ignores any penalties to requisition equipment caused by the Experimental weapon quality.
For example, if a Near Unique weapon has the Experimental quality instead of the -100
modifier normally incurred, it is the normal -50
● Immediately loses 20 Fellowship, Toughness, and Willpower
● Gains Machine (2)
● Gains Operate (Battlesuit) at +30 if they did not already have it at that level.

Ta’ra (Artificial Soul)


Prerequisites: Battlesuit Pilot, Has not taken the Mantle of Eternity Elite advance, Shas’vre or higher
(Or GM Fiat)
Cost: The Fate Threshold of the character is reduced to One permanently.
To become Ta’ra is to die. When a Tau becomes not only a leader, but a teacher to the next generation
they begin the process of creating an engram of themselves. This engram exists as a collection of
memories and teachings that the Tau then will pass onto their foremost student in order for them to
continue on the teachings, constantly improving them. If an accomplished Tau passes before they have
had the time to take on a student and pass on their teachings, the Elemental Council may attempt to
use these engrams to hopefully preserve their teachings for future generations. Vior’la Ob’lo’tai 9-0 is
one of those.
Instant Changes: A Beyond the Digital Veil Character :
● Gains Peer (T’au Empire) and the Fearless talent
● The Character may not burn Fate to avoid Death, instead they are brought back as a previous
version of their AI Core.
○ As the Character now exists as an AI, and as long as a back-up of their AI exists, they
cannot be permanently killed. It is assumed the Elemental Council always keeps a
copy of their AI. Whether or not it is current is up to the GM. When a back-up is
created, it is a copy of the character at that time. If a back-up is used to bring back a
character with this elite advance, any experience gained since the back-up is lost, as
well as any talents bought with that experience.
○ This includes any memories, Insanity Points, or Corruption Points that the character
may have had in the time since the last back-up.
● Only one copy of the Character may be active at a time. Copies may not be uploaded into
drones.
● Immediately loses 20 Fellowship, Toughness, and Willpower
● Gains Machine (6)
● Their body is instead replaced with an AI Core that can be mounted in any Suit Armour or
Battlesuit Vehicle. The AI Core has 15 Wounds.
● If the player wishes, they may also have an XV15 Suit Armour with no hard points slots to act
as a smaller body.
● Any Battlesuit they pilot loses the Battlesuit Assistance Suite trait
● However, the character is still treated as having a Xar’vesa Implant
● Gains Operate (Battlesuit) at +30 if they did not already have it at that level
● The Character may add any combinations of numbers and letters to the end of their name to
mark their conversion to the Digital.
○ For example, Shas’vre Ob’Lotai becomes Shas’vre Ob’Lotai 9-0
Kroot Elite Advances
The following Elite Advances are available to Kroot characters only.

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.

T’au Weapon Training (Talent)


The character is trained with the use of all Tau weapons and may use them without penalty.

Kroot Weapon Training (Talent)


The character is trained with the use of all Kroot personal weapons and may use them without
penalty.

Tau / Gue’Vesa Talents


Only Tau and Gue’Vesa characters may take the following Talents.
Note: Talents with Operate (Battlesuit) as a prerequisite implicitly require the Battlesuit Pilot Elite
Advance because this skill specialisation may only be advanced by characters with this Elite Advance.
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit

Tier 1 General Tau / Gue’Vesa Talents

Adept Machinist None. Intelligence Tech Assist allied T’au with +20.

Blessing of the
WP 40 Willpower Defense Unshakable morale.
Ethereals

Charge the enemy to allow allies to


Dauntless Bulwark None. Weapon Skill Offense
disengage.

New Allies Fel 30 Fellowship Fieldcraft Cooperate efficiently with non-Tau.

Rapid Reaction Ag 40 Agility Defense Avoid surprise.


Tier 2 General Tau / Gue’Vesa Talents

Envoy Of The Greater Fel 45, Charm


Fellowship Social Better at diplomacy with outsiders.
Good +10

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.

Fel 45, New


Greater Than The Sum Fellowship Leadership Share your talents with your allies.
Allies

Phalanx of Faith Str 30 Weapon Skill Strength May use Strength for Parry tests

Per 35, Quick


Priority Fire Draw, Operate Tech Offense Extra drone attack.
(Drone) +10

Fel 40, Shas (Fire


Strength Through Use your bond with other Fire Castes to
Caste) Leadership Offense
Unity prevail in melee combat.
background

Supporting Fire None Ballistic Skill Finesse Attack an enemy charging your allies.

Int 45, Operate


Swarm Protocols Tech Finesse Instruct multiple drones at once.
(Drone) +10

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

Tier 3 General Tau / Gue’Vesa Talents

Advanced Battlesuit Ag 40, Operate


Agility Finesse Removes Penalty to Jink smaller Battlesuits.
Training (Battlesuit) +10

Gain bonus AP when you perform the


Aegis of Tau’va None Weapon Skill Defense Defensive Stance or Guarded Action action,
as well as a weak field

Branched Nova Operate May select two effects when performing a


Toughness Fieldcraft
Charge (Battlesuit) +10 Nova Charge with a Riptide

Firesight
May spend a Fate Point to increase
Deadly Aim Marksman Elite Ballistic Skill Fieldcraft
penetration of MV71 Sniper Drones
Advance

May spend a Fate Point to gain extra


Defense in Numbers Fel 30 Defence Fieldcraft
Toughness
Operate (Any)
Defensive Pilot Defense Fieldcraft Allows a second Jink as a Reaction.
+30

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.

Once per encounter, may add Tearing to all


Focused Fury BS 60 Ballistic Skill Offense
weapons for a turn.

Operate Weapon Deal additional damage on a charge when a


Furious Assault Agility
(Battlesuit) +20 Skill Jetpack is active

BS 45, Precision Allies may apply 2 effects from your


Guided Precision Ballistic Skill Finesse
Killer (Ranged) Markerlight.

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

Precise Hunter BS 40 Ballistic Skill Perception Expose a target’s weakness.

Allows purchasing one additional Path Of


Student of Puretide Shas’O Intelligence Leadership
Metastrategy Mastery Talent.

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

Through Unity, Command +10, Mark an enemy to improve your allies’


Ballistic Skill Leadership
Devastation BS 45 precision.

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).

Most Tau prefer to rely on their technology


and ranged weaponry, but occasionally some Exemplar Of The Selfless Cause
Fire Warriors feel the savage call of more
primal warfare in their blood. These Tau relish This Tau has learned to truly lead by example
the occasional chance to engage in melee and their very actions inspire their followers to
combat, especially when protecting their allies. achieve things they themselves did not know
Tier : 1 possible.
Prerequisites : None Tier : 2
Aptitudes : Weapon Skill, Offense Prerequisites : Command +10
Effect : Whenever a Tau Character with this Aptitudes : Fellowship, Leadership
Talent makes a Charge Action against an Effect : This character may use the Follow My
enemy and hits with his attack, each allied Tau Lead action (Type: Half Action; Subtypes:
Concentration; Until the beginning of his next
Turn, each allied Tau character within 10 Tier : 3
metres who undertakes the same Half Action Prerequisites : Operate (Battlesuit) +20,
this Character performs after his Follow My Weapon Skill 30
Lead Action gains a +10 bonus to any Tests Aptitudes : Agility, Weapon Skill
associated with that Action.) Effect : Once per Encounter, on a successful
Charge action, if the character has an active
Fire Support Jetpack, they may double their Strength Bonus
when calculating damage for the attack.
Prerequisites: Ballistic Skill 40, Fellowship 35
Tactical foresight, to the Tau, is often the key Furious Fusillade
to victory, including ensuring the proper assets
are in play to make victory certain. Tau war doctrine encourages unrelenting hails
Tier : 3 of precision ranged fire to bring down their
Prerequisites : Ballistic Skill 40, Fellowship target.
35 Tier : 2
Aptitudes : Ballistic Skill, Fieldcraft Prerequisites : Ballistic Skill, Offense
Effect : Once per encounter, provided they are Aptitudes : Ballistic Skill 40
in a location where such assets are available Effect : Whenever this character succeeds on
and they are equipped with a markerlight, the the Ballistic Skill Test for a Semi-Auto Attack
character may illuminate a target by making a Action or Full Auto Attack Action while
Challenging (+0) Ballistic Skill Test as a Full benefiting from an Aim Action, he
Action. If they succeed, a Seeker Missile is automatically scores an additional Degree of
called from support structures and, 1d5 Rounds Success on the Test.
later, minus 1 Round for each additional
Degree of Success they scored on the Test, to a
Greater Than The Sum
minimum of 1 round, attempts to strike the
Target (with a Ballistic Skill of 80).
The Tau doctrine of the Greater Good
prescribes that each individual submits their
Focused Fury best qualities to the whole. This often means
that Tau are exposed to the finest qualities
Tier : 3 other individuals possess, and sometimes learn
Prerequisites : Ballistics Skill 60 from their example.
Aptitudes : Ballistics Skill, Offense Tier : 2
Effect : Once per encounter, at the start of a Prerequisites : Fellowship 45, New Allies
characters turn, they may spend a Fate Point. If Aptitudes : Fellowship, Leadership
they do so, the character may treat all of their Effect : Once per session, the Character may
Ranged weapons as if they had the Tearing spend a Fate Point and either gain the benefits
Quality until the start of their next turn. of a Talent a Tau ally possesses or grant the
benefits of a Talent he possesses to an ally.
Furious Assault The character temporarily receiving the effects
of the Talent need not meet its Prerequisites to
benefit from it. This effect persists until the Pathfinders are skilled at creating openings for
end of the encounter. their allies to exploit, both strategically and in
personal combat. To manoeuvre a target into
Jack Of All Blades the optimal position for his allies to strike it
down, a Pathfinder must often put himself in
Tier : T harm’s way, risking his life to expose a
Prerequisites : Battlesuit Pilot, Has not taken weakness in his enemy’s defences.
Weapon Preference Tier : 3
Aptitudes : Offense, Fieldcraft Prerequisites : Agility 45, Hard Target,
Effect : The Character gains +5 to all Ballistic Pathfinder Role
Tests to use Hard Point Weapons, inflicts +2 Aptitudes : Agility, Finesse
Damage with all Hard Point Weapons and Effect : Whenever this character succeeds on a
increases their Penetration by +1. Dodge or Parry Test to avoid an attack made
by an enemy within 20 metres, their Tau allies
gain a +20 bonus to Weapon Skill and Ballistic
New Allies
Skill Tests made against that foe until the
beginning of this characters next Turn.
This character has grown accustomed to
working with xenos allies, whether these be
Kroot mercenaries, Vespid warriors, Eldar Phalanx of Faith
wanderers, or even human Gue’vesa..
Tier : 1 Tier : 2
Prerequisites : Fellowship 30 Prerequisites : Strength 30
Aptitudes : Fellowship, Fieldcraft Aptitudes : Weapon Skill, Strength
Effect : Any Trait, Talent or Special Ability Effect : This character may use their Strength
possessed by this character that mentions Tau value instead of their Weapon Skill when
Characters now function with any trusted ally, performing Parry tests with a weapon that has
no matter their Race. the Defensive quality.

Guided Precision Precise Hunter

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.

A wise Tau commander knows the value of Weapon Preference


directing all available fire on a single high-
value target and can discern how to Tier : 3
strategically rip apart even massive foes with Prerequisites : Battlesuit Pilot, Has not taken
concentrated volleys. Jack Of All Blades
Tier : 3 Aptitudes : Offense, Fieldcraft
Prerequisites : Command +10, Ballistic Skill Specialisations : A specific Hard Point
45 Weapons.
Aptitudes : Ballistic Skill, Leadership Effect : The character gains a +10 to all
Effect : A Character with this Talent may Ballistic Skill Tests when using the chosen
make a Hard (-20) Ballistic Skill Test as a Full Hard Point Weapons, increases Damage dealt
Action. If he succeeds, he chooses a single by this Weapon by +3 and increases its
target within range. That target is Marked for Penetration by +2. The character suffers a -20
one round, plus one additional Round for every Ballistic Skill Penalty when using any other
Degree of Success he scored on the Test. As Hard Point Weapons.
long as the target is Marked, allied Tau

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.

Mont’ka: The Killing Blow

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.

Path of Mont’ka Mastery

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Mont’ka) +30,


Command +30, Disciple of Mont’ka
Special Cost : 1,000 XP
Effect : The character may not gain any other Path of <Metastrategy> Mastery Talent unless specified
otherwise. The character can use the Sprint, Evasive Maneuver or Floor It! Action and still fire their
weapons at a -10 penalty. Spending a Fate Point will allow all Tau allies within Fellowship bonus x
10m to make a Full Action Move and Ranged Attack Action in the same turn as well as benefit from
the effects of the Bulging Biceps talent until the user’s next Turn. Both the Pilot and anyone affected
by this ability can choose any point during their movement to draw line of sight for their attacks.

Kauyon: The Patient Hunter

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.

Path of Kauyon Mastery

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Kauyon) +30,


Command +30, Disciple of Kauyon
Special Cost : 1,000 XP
Effect : The character may not gain any other Path of <Metastrategy> Mastery Talent unless specified
otherwise. If a character with this Talent takes no Actions with the Movement Subtype, they may
choose to add the Felling (2) and Proven (4) Qualities to any Weapons they are capable of firing, as
well as adding 4 to the Penetration of any such weapons, and may reroll one failed Ballistic Skill Test.
Spending a Fate Point will allow all Tau allies within Fellowship Bonus x 10 metres that have also
taken no Actions with the Movement Subtype to add the Proven (2) Quality to their weapons and
reroll one failed Ballistic Skill Test until the user’s next Turn.

Chel’lel’va: The Lightning Drive

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

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Chel’lel’va) +30,


Command +30, Disciple of Chel’lel’va
Special Cost : 1,000 XP
Effect : The character may not gain any other Path of <Metastrategy> Mastery Talent unless specified
otherwise. The character has mastered the tactic of Chel’lel’va and is now an expert at quick attacks
before retreating to safety. A character can make an additional Movement Subtype Action after
disengaging as if they hadn't made a Move Action that turn. He can use a Half Aim as a Free Action
when in Point Blank range. He can spend a Fate Point to let allies with Fellowship x 10m make a
Suppressive Fire Action as a Free Action for the Round.

Rinyon: The Encirclement of Blades

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.

Path of Rinyon Mastery

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Rinyon) +30,


Command +30, Disciple of Rinyon
Special Cost : 1,000 XP
Effect : The character may not gain any other Path of <Metastrategy> Mastery Talent unless specified
otherwise. A commander with this mastery has perfected the art of eliminating all possible escape
routes for an enemy of the Tau'va. Provided a foe is surrounded on at least two sides by the character’s
Tau allies, the target must make a Challenging (+0) Willpower Test before they perform any Action
which would let them move from their current position. This is only the case for the first such Action
they attempt after being surrounded. If they fail the Test, they are unable to bring themselves to move
themselves from their current position. Each additional Tau Ally surrounding the target adds one more
step of Difficulty, up to -20, to the Test.

Rip’kya: A Thousand Daggers

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.

Path of Rip’kya Mastery

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Rip’kya) +30,


Command +30, Disciple of Rip’kya
Special Cost : 1,000 XP
Effect : The character may not gain any other Path of <Metastrategy> Mastery Talent unless specified
otherwise. When attacking a wounded target, the character’s weapon counts as having the Twin-
Linked quality for that attack, if it already has the Twin-Linked quality, it gains the Storm quality as
well. They may also spend a Fate Point to give Tau allies’ weapons within FelBx10m the Felling (X) ,
or +X Penetration, X equaling the character’s Fellowship Bonus.

Mon’wern’a: The Grand Delusion

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

Path of Mon’wern’a Mastery

Prerequisites : Rank of Shas’Vre or Shas’Nel, Scholastic Lore (Metastrategy - Mon’wern’a) +30,


Command +30, Disciple of Mon’wern’a
Special Cost : 1,000 XP
Effect : Once per Encounter, the character may make a Challenging (+0) Scholastic Lore
(Metastrategy - Mon’wern’a) Test while in a Battlesuit. If he succeeds, a number holographic
projections of himself up to his Int Bonus, indiscernible from the original, appear. The player will
inform the GM which of the holograms is the real one. These holograms can move independently, but
cannot perform any action that physically interacts with anything. If the character performs an Attack,
the holograms also fire faux weapons. These holograms can be targeted by attacks, and any hit
automatically disperses the hologram. An attempt to see through the hologram can be made with a
Hard (-20) Scrutiny test.

Kroot Talents
Only Kroot characters may take the following Talents.
Talent Prerequisites Aptitude 1 Aptitude 2 Xp. Cost Benefit

Tier 1 Kroot Talents

Morale bolstered by the promise of


Greed is Good Mercenary Willpower Defense -
wealth.

Mercenary Kroot N/A N/A - Be a Kroot Mercenary.

Rapid Reaction Ag 40 Agility Defense - Avoid surprise.

Tier 2 Kroot Talents


Gold Trumps The greater the reward, the greater the
Greed Is Good Willpower Defense -
Conviction faith

Hidden Hunter Kroot Agility Fieldcraft - Harder to hit while stealthed

Light Sleeper Per +30 Perception Defense - Always ready, even when asleep

Tier 3 Kroot Talents

Kroot, Dodge
Agility of the Gain an additional reaction usable only
or Parry at +30, Agility Finesse -
Kroothawk for Evasions
Step Aise

Ambushing Kroot, Stealth Unaware targets suffer additional


Agility Fieldcraft -
Predator +20 damage

Hyperactive Rapid metabolism allowing feats of


Kroot Finesse Offense -
Nymune Organ speed.

Weapon May automatically pass a Charge once


Out for Blood Kroot, WS 40 Offense -
Skill per encounter, but is bloodthirsty.

Kroot, S 45, Ag
Kroot Leap Agility Finesse - Leap while running.
45

Packmaster Kroot Agility Leadership - Command Kroot beasts.

Untiered Kroot Talents (Shamanic Talents)

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

Shamanic Receive visions of the future during


Prophetic Dreams - - 500 XP
Powers sleep.

Strength of the Shamanic Gain temporary Unnatural Strength and


- - 500 XP
Astartes Powers Toughness

Shamanic Provides protection from Psychic


Will of the Fallen - - 500 XP
Powers Powers

Talent Descriptions

Agility of the Kroothawk Prerequisites : Kroot, Dodge or Parry at +30,


Step Aside
Tier : 3 Aptitudes : Agility, Finesse
Effect : He can make an additional Evasion Shamanic Talent
attempt (either a Dodge or a Parry) once per The Shaper daubs the blood of a local predator
round. This stacks with Step Aside, and in upon his exposed skin and those of his allies,
effect, this gives him a third Reaction that can cawing a prayer to gain the favour of his
only be used for Dodge or Parry attempts, ancestors in the coming hunt.
allowing three Dodges, three Parries, or a Special Cost: 500 XP
Dodge, and two Parries, etc, in each turn. Prerequisites : Shamanic Powers
However, he can still only attempt a single Effect : Once per day, as a Full Action, the
Dodge or Parry against each individual attack. Shaper may apply this Ritual to himself and a
number of Kroot equal to his Willpower
Ambushing Predator Bonus. The Shaper may apply the benefits of
this Ritual to non-Kroot allies, but he must first
Tier : 3 pass a Challenging (+0) Willpower Test. Those
Prerequisites : Kroot, Stealth +20 who benefit from this Ritual gain additional
Aptitudes : Agility, Fieldcraft Degree of Success equivalent to half the
Effect : When the character strikes an Shaper’s Willpower Bonus on any passed
Unaware target, they inflict additional Damage Stealth Tests. This ritual lasts for a number of
equal to the Degrees of Success on the hours Equal to the Shaper’s Willpower Bonus
Weapon or Ballistic Skill test. For weapons
inflicting multiple hits, this applies to all of the Gold Trumps Conviction
hits.
Knowing how much wealth there is to be
gained in a fight lets the Kroot surpass himself
Ancestral Blessing
proportionally to said wealth.
Tier : 2
Shamanic Talent
Prerequisites : Greed is Good
The Shaper’s rituals are attuned to asking the
Aptitudes : Willpower, Defense
warrior spirits of his ancestors for aid in battle.
Effect : If currently contracted as a mercenary,
Special Cost: 500 XP
the character may substitute his employer's
Prerequisites : Shamanic Powers
Influence score to his Willpower Score against
Effect : Once per day, as a Full Action, the
Fear and Pinning and Mind-Affecting Psychic
Shaper may affect himself and a number of
Effects.
Kroot equal to his Willpower Bonus with this
Ritual. The Shaper may apply the benefits of
this Ritual to non-Kroot allies, but he must first Greed is Good
pass a Challenging (+0) Willpower Test. Those
who benefit from this Ritual gain a +2+WP The mercenary fights all the harder to gain his
bonus to melee damage rolls for a number of reward, and lets nothing stand in his way.
hours equal to the Shaper’s Willpower Bonus. Tier : 1
Prerequisites : Mercenary
Aptitudes : Willpower, Defense
Blood of the Stalker
Effect : If currently contracted as a mercenary, Tier : 3
the character may re-roll any failed Willpower Prerequisites : Kroot
Test to avoid Fear and Pinning. Aptitudes : Finesse, Offense
Effect : When taking the Full Move Action,
Furor from Strength the Kroot may use this Talent to move an extra
number of metres equal to his Agility Bonus.
Shamanic Talent When taking the Run Action, the Kroot may
The Shaper’s rituals are attuned to the ancient use this Talent to double his movement for this
powers of their enemy, the Orks Turn. He gains one level of Fatigue if he uses
Special Cost: 500 XP this Talent in two consecutive Turns unless he
Prerequisites : Shamanic Powers makes a Challenging (+0) Toughness Test.
Effect : Once per day, as a Full Action, the
Shaper may affect himself and a number of Light Sleeper
Kroot equal to his Willpower Bonus with this
Ritual. The Shaper may apply the benefits of Tier : 2
this Ritual to non-Kroot allies, but he must first Prerequisites : Perception 30
pass a Challenging (+0) Willpower Test. Using Aptitudes : Agility, Fieldcraft
the spores collected from fallen Orkoids, the Effect : The slightest change in conditions or
Shaper channels the energy of the WAAGH. disturbance brings the Explorer from sleep to
Those who benefit from this Ritual gain +5 full awareness, remaining alert even in
Willpower for each member the Ritual affected slumber. He is always assumed to be awake,
within 15m. This ritual lasts for a number of even when asleep, for the purposes of
hours Equal to the Shaper’s Willpower Bonus Awareness Tests or surprise. Unfortunately,
the character’s sleep is not deep and can be
Hidden Hunter frequently interrupted, resulting in a less-than-
cheery disposition when awake.
Tier : 2
Prerequisites : Kroot Kroot Leap
Aptitudes : Agility, Fieldcraft
Effect : As a full action, A Kroot with this Kroot are adept at using their long legs to
talent may attempt to blend in with his jump, hop, and leap long distances. The Kroot
surroundings. This is an opposed Stealth test, has learned to use this advantage whilst
and if he succeeds, attacks targeting the Kroot rushing an enemy in close combat.
are at a -20 penalty. Tier : 3
Prerequisites : Kroot, Strength 45, Agility 45
Hyperactive Nymune Organ Aptitudes : Agility, Finesse
Effect : When taking the Charge action, the
The Kroot’s nymune organs are hyperactive, Kroot can ignore obstacles between him and
storing greater amounts of energy. The Kroot’s his target by making a Running Vertical Jump.
metabolism is sped up, improving his raw This Talent may only be used if there is room
muscle speed, reflexes, and reaction time. for the Kroot to land next to his target and if
there is enough overhead space for the Kroot number of Kroot animals up to double their
to leap over the obstacles. For example, a wall Intelligence Bonus.
that goes from floor to ceiling may not be leapt
over, nor would something taller than the Prophetic Dreams
Kroot’s vertical jump distance. If the Kroot
successfully strikes his target whilst using this Many Shapers seek guidance from their
Talent, the Kroot may make a Knock-Down ancestors in visions and dreams. Often, these
Action against the target as a Free Action. visions may grant the Shaper insight into the
future, although such glimpses are quite
Mercenary difficult to interpret.
Special Cost: 500 XP
Tier : 1 Prerequisites : Shamanic Powers
Prerequisites : Kroot Effect : The Kroot may enter a trance during
Aptitudes : N/A his normal sleep cycle. During this trance, he
Effect : Kroot Mercenaries gain a +10 to resist may receive a vision that grants him some
Fear and Pinning tests if currently contracted foreknowledge of the future. The Kroot gains
as a mercenary. All Kroot Mercenary “Foresight” points equivalent to their
characters start with this talent. Willpower Bonus for the next 24 hours. The
Kroot may use a point to reroll any failed test,
or they can be used to allow an ally to reroll a
Out for Blood
failed test. These points last until the end of the
session. In addition, the GM may, if he
Tier : 3
chooses, describe a vision that is granted to the
Prerequisites : Kroot, Weapon Skill 40
Shaper. This vision should provide a hint or a
Aptitudes : Offense, Weapon Skill
clue as to significant events that are likely to
Effect : Once per Encounter, this Kroot may
occur to the Shaper (or to those he is closely
spend a Fate Point to automatically succeed on
connected with, such as other members of his
a Charge attack. This Charge cannot be
Kindred or other Player Characters). These
Evaded. However, the Kroot finds it hard to
visions may relate to something that is likely to
restrain themselves at the sight of blood, and to
occur in the next week or even years hence.
withdraw from combat once blood is drawn
they must succeed a Challenging (+0)
Willpower test Rapid Reaction
Packmaster
The character has honed his reactions to a
Tier : 3 razor’s edge, allowing him to act while most
Prerequisites : Kroot stand dumbfounded.
Aptitudes : Agility, Leadership Tier : 1
Effect : Any Kroot animal under this Prerequisites : Agility 40
character's control is immune to Fear and Aptitudes : Agility, Defense
Pinning while in sight of their pack master (the
character). The character may also command a
Effect : When surprised or ambushed, a a number of hours equal to the Shaper’s
successful Agility Test allows the character to Willpower Bonus.
act normally. Will of the Fallen
Strength of the Astartes
Shamanic Talent
Shamanic Talent Using the glands of a deceased psyker, the
Using the geneseed of an Astartes warrior, the Shaper attunes his kindred to protect from the
Shaper attunes his kindred to channel the Beyond
strength and resilience of the Astartes Special Cost: 500 XP
Special Cost: 500 XP Prerequisites : Shamanic Powers
Prerequisites : Shamanic Powers Effect : Once per day, as a Full Action, the
Effect : Once per day, as a Full Action, the Shaper may affect himself and a number of
Shaper may affect himself and a number of Kroot equal to his Willpower Bonus with this
Kroot equal to his Willpower Bonus with this Ritual. The Shapey may apply the benefits of
Ritual. The Shapey may apply the benefits of this ritual to non-Kroot allies, but he first must
this ritual to non-Kroot allies, but he first must pass a Challenging (+0) Willpower Test. In
pass a Challenging (+0) Willpower Test. In order to perform this Ritual, the Shaper must
order to perform this Ritual, the Shaper must have a flesh of a deceased Psyker. The flesh is
have any geneseed of an Astartes Warrior, and consumed in the process. Those who benefit
it is consumed in the process. Those who from this Ritual gain the Resistance (Psychic
benefit from this Ritual gain Unantural Powers) talent and the Deny the Witch talent
Strength (4), and Unnatural Toughness (4) for for a number of hours equal to the Shaper’s
Willpower Bonus
Armoury of the T’au
Despite being one of, if not the youngest race among the stars, the T’au have managed to excel in the
technological field, and have arguably the most advanced weapons and equipment in the galaxy.
Kroots have their own weapons that are effective despite their crude appearance although those in the
employ of the T’au Empire will sometimes prefer the use of Tau weaponry. Kroot may requisition
starting weapons from the Core DH2E rulebook.

Availability and Requisitions


T’au equipment is considered two steps easier for T’au characters to acquire, and one step easier for
Gue’vesa (Excluding Vehicles). Kroot Weapons are considered two steps easier for Kroot characters
to acquire

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

New Weapon Qualities


The following weapon qualities are either imported from other 40kRPG games or added by this
homebrew.

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

Tau Ranged Weapons

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

Felling (1), Ext. Rare.


Focus Rifle Basic 60m S/-/- 2d10+8 X 16 16 3 Full 13kg
Proven (3), Focus Experimental

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*

Short Range (0-


S/8/- 2d10+9 E
12m)
r
Basic Gyro-Stabilized,
Medium Range 24m 8 20 2 Full 8kg Very Rare
S/4/- 2d10+3 E Scatter*
(13-24m)

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)

Tau Melee Weapons

Bonding Knife Melee - - 1d5+SB R 1 - - Special** 1kg Ext. Rare

Breaching 1d5+1+SB Defensive, Power


Melee - - 1 - - 10kg Ext. Rare
Shield†† I Field.

Bonding 1d10+3+S Balanced,


Melee - - 1 - - 3kg Ext. Rare
Sword††† B Special**

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

Tau Grenades and Explosives

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.

The Bonding Knife Ritual/ The Ta’lissera


Literally translating to “covenant” or “soul-bond”, the Ta’lissera is a ceremony in which a Fire-caste
team is bound to each other for life. In a manner similar to what ancient humans did, the members
partaking in the ceremony cut their palms with a “Ta'lissera'myr” (Or Bonding Knife), and grasp
each other's hands much like a handshake. The captain of the team carries this knife with them. The
Ta’lissera is a bond that transcends the self, and the cut is done on the palm as it will scar over and
serve as a permanent memory of the bond the team holds. Afterwards, the members partake in
drinking “Ky’husa”, a liquor similar to whiskey and is drank steaming hot from a drinking bowl.
Hard Point Weapons
The T’au Empire uses a number of standardized interfaces called “Hard Points” which serve to install
a large range of multi-purpose weapons and support systems interchangeably. These Hard Points may
thus allow wildly different machinery such as Suit Armours, Drones, Battlesuit Walkers, Hovertanks
and Aircrafts to all make use of the same weapon or system. There are four types of Hard Points:
Light, Medium, Heavy and Missile. The following Weapons may be installed on any piece of
equipment or machinery which lists a Hard Point of their class or specifically calls for a “Hard Point
Weapon”.
Medium and Heavy Hard Points may accept Twin-Linked versions of Hard Point Weapons of a lower
category (Light and Medium respectively).
Hard Point Weapons and Class: Hard Point Weapons are treated with either the Vehicle Weapon
Class of their listed Weapon Class depending on the case:
● On Suit Armours:
○ Arm: Hard Point Weapons mounted on the Arms of a Suit Armour behave as hand-
held personal Weapons of their listed Weapon Class.
○ Shell: Hard Point Weapons mounted on the Shell of a Suit Armour behave as
Weapons per their listed Weapon Class but their usage is treated as if mounted on a
MIU Weapon Interface.
● On Vehicle Battlesuits:
○ Arm: Hard Point Weapons mounted on the Arms of a Suit Armour behave as hand-
held personal Weapons of their listed Weapon Class and may benefit from the Pilot’s
related Talents. Hard Point Weapons of class “Heavy” always count as Braced.
○ Other Mounting: Hard Point Weapons installed on a Hard Point listed with a Vehicle
Mounting behave as Vehicle Weapons with this Mounting.
● On Drones:
○ Light and Medium Drones: Hard Point Weapons installed on a Light or Medium
Drone behave as hand-held personal Weapons of their listed Weapon Class.
○ Heavy Drones: Hard Point Weapons installed on a Light or Medium Drone behave as
Vehicle Weapon with the listed Mounting.

Name Class Range RoF Dam Pen Clip Rld Special Wt Availability

Light Hard Points

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

High-Output Storm, Reactor-


Heavy 60m S/-/10 1d10+12 4 100 4 Full 30kg Ext. Rare
Burst Cannon† Powered
Overcharge (4),
Cyclic Ion Blaster Heavy 60m S/3/- 3d10+4 E 6 30 2 Full 25kg Near Unique
Reactor-Powered

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

Pulse Blast (2),


Ext. Rare,
Submunitions Basic 80m S/-/4 1d10+12 X 6 40 2 Full Consusive (0), 20kg
Experimental
Blaster 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 Gyro-Stabilized, Ext. Rare,


Heavy 150m S/2/- 2d10+5 E 8 20 Full 15kg
Accelerator Rifle Reactor-Powered Experimental

Plasma Rifle Heavy 90m S/2/- 2d10+5 E 8 20 Full Reactor-Powered 15kg Ext. Rare

High Intensity Tearing, Reactor-


Heavy 120m S/2/- 2d10+5 E 10 20 Full 20kg Near Unique
Plasma Rifle Powered

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)

Thermoneutronis Near Unique,


Basic 30m S/-/- 1d10+10 E 4 16 2 Full Flame, Spray 20kg
Projector Experimental

Medium Hard Points

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

Fusion Melta, Reactor-


Heavy 30m S/3/- 2d10+14 E 12 30 2 Full 25kg Ext. Rare
Collider††† Powered

Tearing, Razor
Sharp,
Phased Ion Gun Basic 60m S/-/4 2d10+5 5 100 2 Full 25kg Ext. Rare
Overcharge (5),
Reactor-Powered

Pulse Blast (3),


Submunitions Heavy 120m S/-/6 2d10+5 E 4 40 Full Concussive (2), 25kg Ext. Rare
Rifle Reactor-Powered

Heavy Hard Points

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

Ionic Discharge Haywire (5),


Heavy 100m S/-/3 3d10+10 E 8 15 2 Full 35kg Near Unique
Cannon 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

Pulse Blast (5), Cluster


Submunition S/-/3 Fire, Reactor-
Cannon Powered
Heavy 300m 3d10+7 E 6 36 2 Full 40kg Near Unique
Blast (5), Cluster
Nova-Charge S/-/9 Fire, Storm,
Reactor-Powered
Missile Hard Points**

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

Modification Weight Availability

Markerlight Attachment +0.5kg Rare

Markerlight Attachment (Networked) +0.5kg Ext. Rare, Experimental

Pulse Accelerator +0.5kg Very Rare

Enhanced Power Pack +0.5kg Very Rare

Up-Gunned +1kg Ext. Rare

High-Powered Incinerators +20% Ext. Rare, Experimental

High-Capacitance +10% Unique, Experimental

Magna-Rail +10% Unique, Experimental

Hyper-Capacitive Discharge +1kg Unique, Experimental

Fusion Obliterator +1kg Near Unique,


Experimental

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

Tau Basic Armour*

Caste Robes Arms, Body, Legs 2 - 1 kg Rare

Bodyglove** Arms, Body, Legs 2 - 2 kg Very Rare

Air Caste Flight Suit† All (Body) 2 (3) - 4 kg Very Rare

Tau Infantry Armour*, †

Recon Armour*** All 4 - 3 kg Very Rare

Combat Armour All 6 60 12 kg Very Rare

Fireblade Armour†† All 7 55 14 kg Unique

“Warden” Combat Armour All 7 50 18 kg Near Unique,


Experimental

Advanced Breacher Armour All (Body) 7 (8) 35 25kg Ext. Rare


(Breachers Only)†††

Tau Suit Armour*, ††

XV02 Pilot Suit All 5 40 15 kg Unique

HV13-2 Technical Armour All (Body) 8(9) 50 25 kg Ext. Rare

XV15 Stealth Suit All (Body) 8(9) 60 40 kg Near Unique

XV22 Stealth Suit All (Body) 10(11) 55 40 kg Unique,


Experimental

XV25 Stealth Suit All (Body) 9(10) 45 48 kg Ext. Rare

XV46 Vanguard Void Battlesuit All (Body) 15(16) 45 48 kg Ext. Rare,


Experimental

XV46-4 Vanguard Commander All (Body) 15(16) 45 50 kg Unique,


Variant Void Battlesuit Experimental
* All Tau Armours integrate a Standard Display Visor.
**Can be worn under other armours
***Provides a +10 to Stealth Tests
† Comes equipped with a Blacksun Filter, a Microbead and a wrist mounted Datapad.
†† These Armours have special requirements to Requisition and follow special rules.
††† Raised Gorget: Every time an Attack hits the wearer’s Head Location, roll a d10. On a result of 8 to 10, the Attack is resolved against
the Body Location instead.

XV-02 Pilot Suit


The XV02 Pilot Battlesuit is a unique and experimental prototype Tau Battlesuit
developed specifically for use in conjunction with Tau vehicles, most notably the
Hammerhead gunship. The "0" in its prefix designation represents its form-
fitting design, for it is no larger than standard Fire Warrior Combat Armour,
whilst the "2" represents its experimental status.
● Comes equipped with a Microbead, a Blacksun Filter
● While piloting a Tau Skimmer or Flyer, targets of Ranged
Attacks are always treated as having been hit by a markerlight.
○ If a target was already marked by a markerlight, the
wearer may, instead of choosing one effect from the
single markerlight, choose three effects. This can be the
same effect more than once.
● Gain a +10 to all AGI and BS tests while piloting a Tau Skimmer
or Flyer

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.

“Warden” Improved Combat Armour

An experimental, new model of Combat Armour being trialled by the Fire


Caste. Incorporating micro-actuators and synth-muscle fibres, this suit
enhances the bearer’s strength and endurance. When compared to the standard
Combat Armour, the armour features additional nanocrystalline plates for
improved protective capabilities; an upgraded helmet with advanced optics, a
respirator and a powerful communications suite. All of this has come at a slight
decrease to user comfort as the added plates restrict movement slightly and it
requires replacing or recharging of its power pack after several rotaa.
By Fr05ty
● The Armour requires a constant power supply, and a charge lasts for 72 hours. It takes 8 hours
to recharge.
● The Wearer gains +10 Strength while in the Armour.
● The weight of the Armour does not count towards the character's total carrying capacity.
● Gain a +10 to Awareness tests involving sight. This is not an auspex, but the inherent auto-
senses built into the helmet.
● The helmet has standard Infantry Armour modifications, as well as a Respirator.
● The soles of the Armour can be magnetized. This halves agility and movement, but the wearer
can “stick” to metal surfaces.

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.

HV13-2 Technical Armour


Instead of the normal requirement for suit armours, this suit may only be acquired by members of the
Fio Caste of the rank Vre, or with approval from their peers (GM). They do not need the Battlesuit
Pilot Elite Advance.
A type of personal Battlesuit rarely seen except among Earth Caste engineers assigned to hazardous
locations, the suit emphasizes survivability over offensive power.
● Wearer gains +20 Strength.
● Grants the Auto-Stabilized Trait.
● Has the Jetpack and Enhanced Battlesuit Motive Systems Battlesuit Qualities. Fio Caste
members may use their Tech-Use instead of Operate (Battlesuit) to activate the Jetpack.
● The armour has a Light Hard Point that may only be used to add one additional Hard Point
Support System.
● Comes equipped with a Blacksun Filter, a Microbead, an Auspex, Magnoculars, and an Omni-
Key.
● Wide-Burst Gravity Pulse Generators: As a Reaction, when an enemy closes to within 2m,
the bearer may make a Challenging (+0) BS Test. If this test is successful, the enemy must
make a Difficult (-10) Strength test or be shunted 1d5m away and knocked Prone.
XV15 Stealth Suit
The predecessor to XV-25
Stealth Armour, the XV-15
Stealth Armour is the smallest
battlesuit. Their size allows
them to be expert infiltrators
and can easily sneak behind
enemy lines to deliver a
decisive blow to key targets
with their Burst cannon. The stealth field bends light and disrupts
it, while also cloaking the sounds of the suit. It also shields the
armour from heat-detecting equipment. No longer actively used
on the battlefield, some of these suits have been repurposed as
advanced forms of armour for infantry.
● Must be equipped with an Arm-mounted Burst Cannon or Fusion Blaster Hard Point Weapon.
● When used with the detachable helmet, it is environmentally sealed with its own oxygen
supply and voxcaster systems.
● Grants the Auto-Stabilized Trait.
● Has the Jetpack, Battlesuit Assistance Suite and Enhanced Battlesuit Motive Systems
Battlesuit Qualities.
● Grants the wearer +10 to their Strength.
● This Armour is exempt from any penalties Heavy Armours face while making Stealth Tests.
● Wearers can only use one hand freely, but suffers no penalties to manipulate with it
● The armour has two Light Hard Points that may only be used to add additional Hard Point
Support Systems.
● 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.
XV22 Commander Suit
May only be requisitioned by a character with the rank of Shas’O.
The latest evolution of stealth suit technology, this suit is issued only
to the most trusted of Shas’Os. It is of a similar size to the XV15 and
XV25 battlesuits, and operates in a similar manner.
● Wearer’s size becomes Hulking (5)
● Grants the Auto-Stabilized Trait.
● Comes equipped with a Blacksun Filter.
● Has the Jetpack, Battlesuit Assistance Suite, Enhanced
Battlesuit Motive Systems, and Multi-Tracker Battlesuit
Qualities.
● When used with the detachable helmet, it is environmentally
sealed with its own oxygen supply and voxcaster systems.

● 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.

XV25 Stealth Suit


The next generation of the XV15, the XV25 was rushed into development after the Kappa Mortis
Incident where an XV15 helmet was recovered by an Ultramarine strike force. Foregoing the modular
ability of the XV22 that was also in development, the XV25 was pushed forward due to its
manufacturing process being much less difficult. The armour, while still among the smallest
battlesuits, is much larger than both the XV15 and XV22.
● Wearer’s size becomes Hulking (5).
● Grants the Auto-Stabilized Trait.
● When used with the detachable helmet, it is
environmentally sealed with its own oxygen supply and
voxcaster systems.
● Comes equipped with a Blacksun Filter.
● Has the Jetpack, Battlesuit Assistance Suite, and
Enhanced Battlesuit Motive Systems Battlesuit Qualities.
● Grants the wearer +20 Strength and the Unnatural
Strength (2) Trait.
● Comes equipped with a Stealth Field Generator Hard
Point Support System.
● This Armour is exempt from any penalties Heavy
Armours face while making Stealth Tests.
● The armour must be equipped with an arm-mounted
either a Burst Cannon, or a Fusion Blaster Hard Point
Weapon.

● 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.

XV46 Vanguard Void Battlesuit


The XV46 Vanguard Void Battlesuit is a newly developed T'au Battlesuit that was designed by Earth
Caste mechanics of the T'au Empire out of a need for a specialised Battlesuit to explore Space Hulks.
They incorporate many advanced and miniaturised technologies in their armour, and are armed with
an array of powerful short-ranged weapons and potent defensive systems to aid them in their
exploration role.
● Wearer’s size becomes Hulking (5).
● When used with the detachable helmet, it is environmentally sealed with its own oxygen supply
and voxcaster systems.
● Increases Strength by 30.
● Grants the Auto-Stabilized and Unnatural Strength (6) Traits.
● Comes equipped with a Blacksun Filter.
● Has the Jetpack, Battlesuit Assistance Suite, Enhanced Battlesuit Motive Systems and Multi-
Tracker Battlesuit Qualities.
● Comes equipped with a Drone Controller Suite Hard Point Support System.
● Armed with the following Hard Point Weapons: Flame Projector and Burst Cannon as “Arm”
Weapons and a Fusion Torch as a “Shell” Weapon. These may be switched out with either
Light Hard Point Weapons or Support Systems.
● Photon Charge Launchers: When an Enemy enters in Melee Range of the XV46 Void
Battlesuit, the Pilot may use a Reaction before the Enemy rolls for attack (including between
the Movement and Attack of a Charge Action) to trigger his Photon Charge Launchers. Every
enemy in Melee Range of the Battlesuit must make a Difficult (-10) Toughness Test or be
Blinded and Deafened for a number of Rounds equal to his DoF on the Test. If an enemy is
immune to either blinding or sound Attacks, the difficulty of the Test is reduced by one step
and they only suffer the other effect. If an enemy is immune to both, they aren’t affected. If an
enemy fails the Test by 2 DoF or more, they suffer a temporary delusion after recovering from
the Blindness and/or Deafness and roll 1d10 on Table 5–3: Hallucinogenic Effects in the DH2E
Core Rulebook. The effects last as long as the Blindness and/or Deafness lasted. After the use
of the Photon Charge Launchers, enemies who were making a Charge Action when the Photon
Charge Launchers were activated proceed with their Attack.
● Electroshock Repulsors: As a Half Action with the Attack Subtype, The XV-46 may release a
shockwave affecting all Characters and Vehicles in a radius 4m around itself, inflicting 1d10
Energy Damage with a Penetration of 1, and the Haywire Quality. Using this ability gives all
Weapons on the wearer’s person the Recharge Quality until the end of the wearer’s next Turn.
● Wide-Burst Gravity Pulse Generators: As a Reaction, when an enemy closes to within 2m,
the bearer may make a Challenging (+0) BS Test. If this test is successful, the enemy must
make a Difficult (-10) Strength test or be shunted 1d5m away and knocked Prone.

XV46-4 Vanguard Commander Variant Void Battlesuit


A more heavily built and equipped variant of the XV46 Vanguard Battlesuit, the XV46-4 is designed to
be used by experienced Tau Commanders of Shas’el rank or higher. These Battlesuits employ many of
the same basic technologies as the standard XV46, but with many additional advanced and
experimental systems; following the Tau custom of issuing cutting-edge technology to command
personnel for field testing.
● Wearer’s size becomes Hulking (5).
● When used with the detachable helmet, it is environmentally sealed with its own oxygen supply
and voxcaster systems.
● Increases Strength by 30.
● Grants the Auto-Stabilized and Unnatural Strength (6) Traits.
● Comes equipped with a Blacksun Filter.
● Has the Jetpack, Battlesuit Assistance Suite, Enhanced Battlesuit Motive Systems and Multi-
Tracker Battlesuit Qualities.
● Comes equipped with a Drone Controller Suite and a Command-and-Control Node Hard Point
Support Systems.
● Armed with the following Hard Point Weapons: Flame Projector and EMP Blaster as “Arm”
Weapons and a Microburst Fragmentation Launcher as a “Shell” Weapon.
● Photon Charge Launchers: When an Enemy enters in Melee Range of the XV46 Void
Battlesuit, the Pilot may use a Reaction before the Enemy rolls for attack (including between
the Movement and Attack of a Charge Action) to trigger his Photon Charge Launchers. Every
enemy in Melee Range of the Battlesuit must make a Difficult (-10) Toughness Test or be
Blinded and Deafened for a number of Rounds equal to his DoF on the Test. If an enemy is
immune to either blinding or sound Attacks, the difficulty of the Test is reduced by one step
and they only suffer the other effect. If an enemy is immune to both, they aren’t affected. If an
enemy fails the Test by 2 DoF or more, they suffer a temporary delusion after recovering from
the Blindness and/or Deafness and roll 1d10 on Table 5–3: Hallucinogenic Effects in the DH2E
Core Rulebook. The effects last as long as the Blindness and/or Deafness lasted. After the use
of the Photon Casters, enemies who were making Charge Action when the Photon Casters were
activated proceed with their Attack.
● Electroshock Repulsors: As a Half Action with the Attack Subtype, The XV-46 may release a
shockwave affecting all Characters and Vehicles in a radius 4m around itself, inflicting 1d10
Energy Damage with a Penetration of 1, and the Haywire Quality. Using this ability gives all
Weapons on the wearer’s person the Recharge Quality until the end of the wearer’s next Turn.
● Wide-Burst Gravity Pulse Generators: As a Reaction, when an enemy closes to within 2m,
the bearer may make a Challenging (+0) BS Test. If this test is successful, the enemy must
make a Difficult (-10) Strength test or be shunted 1d5m away and knocked Prone.

Armour Upgrade
The following upgrades may only be applied to Tau Armours.
Upgrade Weight Availability

Drone Controller +0.5kg Very Rare

Auspex Mod +0.5kg Very Rare

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.

Modification Weight Availability

Blacksun Filter 0.1kg Scarce

Markerlight 0.5kg Scarce

Standard Display Visor 0.5kg Common

Tissue Rebuilder 0.1kg Ext. Rare

Uplinked Markerlight 0.5kg Ext. Rare, Experimental

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

Markerlight Beam Basic 240m S/-/- 0 0

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.

Standard Display Visor


A simple networked visor that displays information received from devices such as Markerlights,
Drones and a wide range of Support Systems. Stand-alone visors are typically handed out to
auxiliaries, such as Kroot and Vespids, which do not wear the standard Tau uniforms since all standard
issue Tau helmets already integrate this device.

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.

Name Benefit Availability

Generic Support Systems

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

Suit Armor, Battlesuit, and Drone specific Support Systems

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

Drone Controller System Can control Drones. Ext. Rare

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

Positional Relay May communicate over large distances. Ext. Rare

Repulsor Impact Field May knock down nearby characters and deal a small amount of damage. Unique

Shield Generator Gain a PR 50 Shield that Overloads on a 1-5. Very Rare


Stealth Field Generator† Enemies have penalties to hit and locate you. Near 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††

Velocity Tracker Ignores penalties to hit moving targets. Very Rare

Vehicle Support Systems

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

Automated Repair System


Supports: Suit Armour, Battlesuit Vehicle, Drone, Vehicle
Effect: Once per combat, when a Vehicle with this Support System is dealt Critical Damage the
Driver may make an Ordinary (+10) Tech-Use Test. If he succeeds, he may negate the Critical Effect
dealt by the attack. For Suit Armours, this would be the Drones bursting out and sealing wounds
temporarily.

Advanced Targeting System


Supports: Suit Armour, Battlesuit Vehicle, Drone, Vehicle
Effect: The Driver may perform any Ranged Attack Action with a -20 penalty to the Ballistic Skill
Test to treat the first Shot as if they had selected hit location via a Called Shot action. Multiple Shot
Locations are derived from the first Shot’s Location as Normal. This also allows specifically targeting
Characters on board of an Open-Topped Vehicle. This does not change the action declared, for
purposes of activating talents or other powers.

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.

Counterfire Defense System


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: The Driver may re-roll all failed Ballistic Skill Tests made as part of an Overwatch or
Suppressing Fire Action.
Decoy Launchers
Supports: Vehicle.
Effect: Once Per Encounter, when an attack is declared against this Vehicle, before any rolls to attack
are made, the Driver may use a reaction to release a cloud with the effects of a Blind Grenade in a 5m
radius centered around the Vehicle

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)

Drone Controller System


Supports: Suit Armour, Battlesuit Vehicle.
Effect: Grants the Driver the ability to control Drones.

Early Warning Override


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Once per Encounter, the Driver may make an Overwatch Action as a Reaction.

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

Multi-Spectrum Sensor Suite


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: The Driver may make a Challenging (+0) Tech-Use Test as a Half Action. If he succeeds, he
and every ally within 20 metres ignore a number of APs of Cover equal to the Driver’s Perception
bonus +1 per DoS on the Test until the beginning of the Driver’s next Turn. Allies must be equipped
with a Standard Display Visor to benefit from this effect.

Neuroweb System Jammer


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: The Driver may make a Difficult (–10) Tech-Use Test as a Half Action. If he succeeds, one
powered device within 15 metres overloads and fails, plus one additional device per Degree of Success
he scored on the Test. If that device is a weapon, it gains the Overheats Quality instead.

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

Point Defense Targeting Array


Supports: Vehicle.
Once per Encounter, the Gunner of the Vehicle may make an Overwatch Action as a Reaction

Repulsor Impact Field


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: As a Half Action or Reaction, The Driver may make an Ordinary (+10) Tech-Use Test to
activate the device. If he succeeds, every creature within a radius of 10 metres centered on this device,
except the Driver, must make a Hard (–20) Strength Test. If a creature fails this Test, it suffers 1d10
Impact Damage ignoring Armour; if it fails with three or more Degrees of Failure, it is also
immediately pushed 1d5 metres away from the center of this effect and knocked Prone.

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.

Stealth Field Generator


Supports: Suit Armour, Battlesuit Vehicle, Drone.
Effect: This Support System can be switched between 2 modes:
● Passive: Enemies suffer a -10 penalty to their Awareness tests to detect the Wearer, and suffer
a -10 penalty to Ballistic Skill Tests to hit it.
● Active: Enemies suffer a -30 penalty to their Awareness tests to detect the wearer, and suffer a
-30 penalty to Ballistic Skill Tests to hit it. When the wearer fires a Ranged Weapon, it
imediately gains the Recharge Quality (and thus cannot be fired during the next round). May
make an opposed Stealth test to disappear from sight, even if directly observed.

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

Erdem Download Grants a +10 to one Intelligence-based Skill. Very 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.

Wei’nan Ta’shiro Ro’kul: The Wisdom of the Blades Database


A derivative technology of the Puretide Engram Neurochip, the “Blade Database” is a much safer
alternative to the aforementioned Neurochip that grants the recipient a small amount of Puretide’s
prowess and tactical knowledge on the battlefield.
Once per session, as a Half Action, a character may select a Trait from the following list and gain it for
the rest of the session.
● Perfect Shot: The Character may spend a Fate Point to turn a 1 on a damage roll into a 10.
This 10 can activate Righteous Fury, but only the first time this Trait is used during the
session.
● Pulse Mastery: Gain an additional +2 damage per 2 DoS on a BS test when firing Pulse-Based
weaponry. This includes Burst Cannons.
● Fusion Mastery: Gain an additional +2 Pen per 2 DoS on a BS test when firing Fusion-Based
weaponry. This includes the Focus Rifle.

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.

Light Drone - Base Profile

Characteristics Scores
WS BS S T Ag Int Per WP Fel

20 20 20 30 40 15 25 20 10

Movement: 12/24/36/72 (Hovering)


Power Reserves: 24h
Wounds: 15
Total TB: 3
Armour: 5 (Machine)
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag)
Talents: Fearless, Saviour-Protocols.
Traits: Hoverer (12), Machine (5), Size (3).
Gear: Blacksun Filter, 3 Clips for each Weapon it possesses (if any).

Medium Drone - Base Profile

Characteristics Scores
WS BS S T Ag Int Per WP Fel

6
20 20 30 40 40 15 25 20 10

Movement: 12/24/36/72 (Hovering)


Power Reserves: 48h
Wounds: 30
Total TB: 6
Armour: 8 (Machine)
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag)
Talents: Fearless, Saviour-Protocols.
Traits: Hoverer (12), Machine (5), Size (4), Unnatural Toughness (2).
Gear: Blacksun Filter, 3 Clips for each Weapon it possesses (if any).

Heavy Drone - Base Profile

Heavy Drone - Base Profile Skimmer


Front: 25 Side: 20 Rear: 20

Cruising Speed: 45 kph Tactical Speed: 12m

Manoeuvrability: +0 Size: Hulking (5)

Crew: None (Pilots Itself). Integrity: 30

Vehicle Traits Skimmer.


Characteristics Scores
WS BS S T Ag Int Per WP Fel

20 20 30 -- 40 15 25 20 10

Power Reserves: 96h


Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag), Operate (Surface) (Ag).
Talents: Fearless, Saviour-Protocols.
Gear: 3 Clips for each Weapon it possesses (if any).
Benefits from the effects of a Blacksun Filter.

Standard Drone Types


Name Description Control Number Availability

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

Hover Drone A personal floating platform. 2 Unique

MB3 Recon
Armed with a Burst Cannon. Nearby allies ignore enemies’ Cover AP. 1 Near Unique†
Drone

MV1 Heavy Gun


Armed with Twin-Linked Burst Cannons. 2 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

DX4 Technical Drone


The DX-4 Technical Drone is used by Tau commanders and Fire Warrior teams on the battlefield as a
mobile engineering unit. In place of weaponry each Technical Drone carries repair and sensor
equipment, and can be used to fix damaged or destroyed equipment in the field.
Control Number: 1
Category: Light
Skills: Tech-Use +20
Gear: Combi-Tool, Auspex.
Remote Tool: May be controlled directly to perform repairs with its Combi-Tool using the
Controlling Character’s Tech-Use (Int) Skill.

DS-8 Tactical Support Turret


DS8 Tactical Support Turrets are a type of light Drone-operated Turret used by Fire Warrior teams.
They are deployed rapidly to the field carrying in racks along the flanks of Orca Dropships and most
commonly are armed with a smaller Missile pod. DS8 Tactical Support Turret programmed to self-
destruct should their sensors register that the enemy could capture or tamper them.
Control Number: 1
Category: Light
Characteristics: Replace the following Characteristics Scores from the Category Base Profile:
Agility 0.
Traits: Machine (9), remove Hoverer (12)
Movement: 0 (This Drone may not move)
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Blast (1), 25kg


Missile Pod Heavy 200m S/2/- 2d10+10 X 8 12 2 Full
Concussive (1) *

*Weight of the Entire Turret


Gear: Fail-Safe Detonator Hardpoint Support System

MV1 Gun Drone


A Staple of the T’au Empire which often serves alongside Fire Warriors in battle.
Control Number: 1
Category: Light
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Twin-Linked Pulse Carbine System Basic 60m S/2/6 2d10+2 E 4 24 Full Twin-Linked 20kg

MV31 Pulse Accelerator Drone


Currently only used by Pathfinder squads, a MV31 Pulse Accelerator Drone uses powerful induction
fields in order to increase the speed of pulse charges fired by any pulse weapons within the vicinity.
This increases the range of these weapons by a large amount
Control Number: 1
Category: Light
Induction Field: An MV31 Pulse Accelerator Drone increases the Range of all personal “Pulse”
Weapons within 8m by one half.

MV33 Grav-Inhibitor Drone


A Drone frequently used by Pathfinder squads during the Third Sphere, that utilizes a Gravity Wave
Projector in order to prevent the advance of an enemy. Enemies that attempt to approach this drone
are blasted with a wave of high-powered gravitons that slows their charge or even halts it altogether.
Those hit with the wave experience nausea and vertigo, whilst others are thrown to the ground as
their bodies are unable to deal with the sudden change in gravity.
Control Number: 1
Category: Light
Gravity Wave Projector: Any unit attempting to charge allies within 10m of the MV33 suffer a -20
penalty to Weapon Skill Rolls when using the Charge Action. On a failed Weapon Skill Roll when
Charging, they are pushed back 1d10m in the direction opposite to the last 4m segment of the Charge
Movement. They must then make a Challenging (+0) Toughness test or be knocked Prone.

MV36 Guardian Drone


Upon seeing the high casualties Breacher teams faced in the field, the Earth Caste sought to create a
solution. What arose was the MV36 Guardian Drone. It projects a forcefield around the Breacher
team the drone accompanies, that is invisible to the naked eye. Since it does protect a large area, it is
not nearly as powerful a shield as the MV4 Shield Drone, but there does exist footage of a MV36 field
soaking a shot from an Imperial Lascannon.
Control Number: 1
Category: Light
Gear: Power Field with a Protection Rating of 25 that does not Overload. This Power Field covers a
radius of 10m meters centered around the Drone. Every creature within this radius benefits from the
Field against outside attacks but not against attacks made by enemies within the Field’s radius.
Vehicles must be fully engulfed by the field to benefit from its protection.

MV4 Shield Drone


Valiant Defenders of the members of the Tau’va.
Control Number: 1
Category: Light
Gear: Power Field with a Protection Rating of 50 that Overloads on a Field Test Roll of 1 to 5. The
Power Field of Best Craftsmanship Versions of this Drone only Overload on a Shield Test Roll of 1.

MV5 Stealth Drone


Studded with a similar stealth field to those found on XV-95 Ghostkeel
Battlesuits, the MV5 Stealth drones come in pairs of two that provide
overlapping coverage for their Battlesuit Pilot. With the combination of
the MV5’s Stealth Field, and the Ghostkeel’s, the trio appear almost
invisible in even open terrain. While most drones are considered
expendable, Ghostkeel Pilots often form an extremely strong bond with
their drones.
Control Number: 1
Category: Light
Characteristics: Replace the following Characteristics Scores from the
Category Base Profile: Ballistic Skill 30, Perception 40.
Skills: Stealth (Ag) +20.
Stealth Field: An MV5 Stealth Drone provides an additional 3 DoS to
successful Stealth Tests to all allies within 15m of the drone. This
benefit may only be applied once. A Creature or Vehicle must be entirely
covered by the Field (or a combination of several MV5 Stealth Fields) to
benefit from this.

MV62 Command-Link Drone


An MV62 Command-Link Drone is a type of T'au Drone employed exclusively by Commander
Shadowsun, and possibly other T'au Commanders deemed worthy of using this experimental drone
type.
Control Number: 1
Category: Light
Target Designation: As a Half Action, an MV62 Command-Link Drone may make a Routine (+20)
Ballistic Skill Test to designate a number of targets up to its Perception Bonus. If the roll succeeds, all
allies within 10 meters of the MV62 may re-roll failed Ballistic Skill Tests against the chosen targets
until the Drone’s next turn. Allies must be equipped with a Standard Display Visor to benefit from this
effect.
MV7 Marker Drone
MV7 Marker Drones are unarmed Drones equipped with a Networked Markerlight and a Targeting
Array.
Control Number: 1
Category: Light
Gear: Markerlight
Targeting Array: An MV7 Marker Drone gains an additional +10 to BS tests to hit a target already
illuminated by a Markerlight.

MV71 Sniper Drone


Misery always loves company, and the Firesight Marksman aims to cause just that for the enemy with
MV71 Sniper Drones. Generally deployed in sets of three along with a Firesight Marksman, an MV71
Sniper Drone rains down a hail of long range blast then quickly retreats before it can be targeted. In
one instance when Gue’la were attempting raids in the Perdus Rift, a single Sniper Drone team slew
an entire squad of Space Marine Terminators. Each one have a single shot straight through the lens of
their helmets.
Control Number: 1
Category: Light
Weapons: One of the following:
Name Class Range RoF Dam Pen Clip Rld Special Wt

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)

MV8 Missile Drone


MV8 Missile Drones are the standard type of Tau Missile Drone, equipped with a Missile Pod.
Control Number: 1
Category: Light
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Blast (1),
Missile Pod Heavy 200m S/2/- 2d10+10 8 12 2 Full 25kg
Concussive (1)

MV84 Shielded Missile Drone


MV84 Shielded Missile Drones excel at both offense and defense. They use a cohesive energy field
generator to absorb incoming shots, and are also well-armed with Missile Pods for retaliatory fire.
They are often deployed alongside the XV-104 Riptide Battlesuit.
Control Number: 1
Category: Light
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt
Blast (1),
Missile Pod Heavy 200m S/2/- 2d10+10 8 12 2 Full 25kg
Concussive (1)

Gear: Force Field with a Protection Rating of 40 that overloads on a 1-5.

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.

MB3 Recon Drone


Much larger than the normal drones, the MB-3 Recon Drone is a mobile platform that carries a
multitude of specialist equipment for the Pathfinder squads they are deployed with. Armed with a
homing beacon and positional relays, the MB-3 allows for Battlesuits and other Vehicles of the T’au
Empire to enter the battle with pinpoint accuracy. They are also armed with a centre folding Burst
Cannon.
Control Number: 1
Recon: An MB-3 Recon Drone allows all allies within 5m to ignore any AP that a target is gaining
from Cover. Allies must be equipped with a Standard Display Visor to benefit from this effect.
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt
Burst Cannon Basic 60m S/5/10 1d10+12 E 4 80 2 Full - 18kg

MV1 Heavy Gun Drone


A heavier variant of the MV1 Gun Drone.
Control Number: 2
Category: Medium
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Twin-Linked Burst Cannons Basic 60m S/10/20 1d10+12 E 4 80 2 Full Twin-Linked 36kg

MV7 Heavy Marker Drone


A heavier variant of the MV7 Marker Drone with some weaponry to bear.
Control Number: 2
Category: Medium
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Burst Cannon Basic 60m S/5/10 1d10+12 E 4 80 2 Full - 18kg

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

DX-6 Remora Drone Stealth Fighter


Control Number: 3
Category: Heavy
Characteristics: Replace the following Characteristics Scores from the Category Base Profile:
Weapon Skill 10, Ballistic Skill 30, Agility 50, Perception 40.
Tactical Speed: 30m
Cruising Speed: 1,800 kph
Manoeuvrability: +30
Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Dodge (Ag) +10, Stealth (Ag) +10, Operate
(Aeronautica) (Ag) +10.
Traits: Aircraft instead of Skimmer.
Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt

Twin-Linked Long-Barreled Burst


Basic 160m S/10/20 1d10+12 E 4 80 2 Full Twin-Linked 40kg
Cannon

Seeker Missile x 2 Missile 25km* S/-/- 4d10+6 X 8 1 - Blast (1) 10kg

* 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.

Remote Sensor Tower


The Remote Sensor Tower is another piece of T'au equipment newly encountered by the Imperium. It
is an information relay station which scans the surrounding area and relays data on enemy
movements to other T'au units in the vicinity. It incorporates advanced ground sensors, its own
Marker Light system and is capable of relaying targeting information that is used to guide other
attacks. The tower mounts no weaponry, and as such is considered an expendable asset by the T'au
Fire Caste.
Control Number: 3
Category: Heavy
Characteristics: Replace the following Characteristics Scores from the Category Base Profile:
Agility 0.
Tactical Speed / Cruising Speed: 0 (This Drone may not move)
Gear: Twin-Linked Marker-Light.
Armour: -10 on all facings when deployed.
This Drone may deploy its sensor range out of its protective casing. It sits at a height of 6 metres when
deployed.
Multi-Phasic Sensor Suite: This is an advanced ground scanning and detection system, used to take
in data on the enemy and the terrain before feeding this information to nearby T'au units to augment
their accuracy.
Functions as an Auspex with a range of 500m with a bonus to Awareness Tests based on Sight and
Hearing of +30.
Positional Relay: The Positional Relay on a Remote Sensor Tower records detailed battlefield data
and relays it in a tight-band, encrypted signal to a single T'au unit operating as a strategic reserve to
better aid their deployment.
This Drone may transmit Information to a Drone Controller device despite not being in its control
range up to a distance of 10km.
Custom Drones
[Credit to The Fringe is Yours for the basis of these rules as well as the excellent wording.]
While Standard Drones cover a myriad of purposes, sometimes a character may want to add their own
personal flair to their escort of little helpers. When a character wishes to make a custom drone, they
must first requisition a Drone Frame and a Drone Motive System. Once they have those two parts,
as well as any weapons or tools they wish to arm the drone with, they may make a Routine (+20)
Trade (Armourer) test in order to assemble the Drone. One the Custom Drone is built, it must be
programmed with a Drone Software Package. Drone Software Packages do not need to be
Requisitioned but simply programmed by making a Tech-Use Test which difficulty depends on what
package is to be installed.

Custom Drone Parts


Part Availability

Drone Frames

Light Drone Frame Scarce

Medium Drone Frame Very Rare

Heavy Drone Frame Near Unique

Drone Motive System

Basic Propulsion Rare

Jet Propulsion Ext. Rare

Immobile Scarce

Drone Software Package

Civilian Package N/A

Combat Package N/A

Interceptor Package N/A

Stealth Package N/A

Custom Package N/A

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.

Light Drone Frame


Light Drone Frames are the smallest frame available and are the most commonly used drone frame.
While they are easy to control, they are limited in available equipment.
Control Number: 1
Characteristics: Strength 20, Toughness 30.
Power Reserves: 24h
Wounds: 15.
Traits: Machine (5), Size (3).
Equipment Slots: 2
Equipment Restrictions: Pistol and Basic Weapons, Personal Equipment (Gear, Tool, Cybernetic
Implant). May be equipped with either one Weapon and one piece of personal equipment item or with
two identical Weapons. If two Weapons are equipped, they are treated as a single Twin-Linked
Weapon with doubled Semi-Auto and Full-Auto RoF.
Gear: Blacksun Filter, 3 Clips for each Equipped Weapon.

Medium Drone Frame


Medium Drone Frames toe the line between the most powerful drones possible, and the smaller, mass
produced drones. Despite being a medium frame, these Drone Frames are often the basis of the Heavy
Gun Drone type.
Control Number: 2
Characteristics: Strength 30, Toughness 40.
Power Reserves: 48h
Wounds: 30
Traits: Machine (8), Size (4), Unnatural Toughness (2).
Equipment Slots: 2
Equipment Restrictions: Pistol, Basic and Heavy Weapons, Light Hard Point Weapons, Personal
Equipment (Gear, Tool, Cybernetic Implant).
Each equipment Slot may either hold one Weapon or two pieces of personal equipment. If equipped
with two identical Weapons, they are treated as a single Twin-Linked Weapon with doubled Semi-
Auto and Full-Auto RoF.
Gear: Blacksun Filter, 3 Clips for each Equipped Weapon.

Heavy Drone Frame


The Heavy Drone Frame is the largest frame available, akin to vehicles. It is this frame that forms the
basis of drones such as the Remora and Sentry Turrets.
A Drone built from a Heavy Drone Frame is a Vehicle which pilots itself.
Control Number: 3
Characteristics: Strength 30, Toughness --.
Power Reserves: 96h
Structural Integrity: 20
Armour: 25 Front, 25 Sides, 20 Rear.
Size: Hulking (5).
Equipment Slots: 6
Equipment Restrictions: Heavy Weapons, Light, Medium and Missile Hard Point Weapons,
Personal Equipment (Gear, Tool, Cybernetic Implant), Hard Point Support Systems.
● 3 Slots for:
○ Up to two Fixed, Front-Facing Light or Medium Hard Point Weapons. If identical,
these Weapons are treated as a single Twin-Linked Weapon with doubled Semi-Auto
and Full-Auto RoF.
○ Up to one Fixed, Front-Facing Heavy Weapon.
○ A set of 3 pieces of Personal Equipment.
● 2 Slots for Hull, Front-Facing, Missile Hard Points.
Gear: 3 Clips for each Equipped Weapon.
Benefits from the effects of a Blacksun Filter.

Drone Motive Systems


The motive system determines the mobility of a drone – whether or not it is a lightning fast
troubleshooter, or an immobile sentry. Motive Systems may incur an increase in the Control Number
of the Drone. The Motive Systems determine the Agility Characteristic of the Drone as well as its
modes of movement.

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.

Drone Software Packages


Software packages determine the Drone’s operation modes beyond the basic AI protocols shared by
every Drone. Software Packages have a Programming Difficulty which is the Difficulty of Tech-Use
Tests to install the package on a drone. The Drone’s Software Package determines every other
Characteristic, its Skills, and its Talents.

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

Advanced Power Cells Ext. Rare

Ammo Stores Scarce

Armour Plating Very Rare

Boosted Thrusters Very Rare

Skill Upgrade Scarce

Talent Upgrade Rare

Targeting Array Very Rare

Advanced Power Cells


An upgraded power cell core grants a larger power output for this drone, enabling it to work faster and
for larger periods of time. Doubles the Power Reserves of the Drone. This upgrade may be applied
only once.

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.

Battlesuit Qualities (Primary Systems)


Battlesuit Qualities are special rules that may both be possessed by Suit Armours and Battlesuit
Vehicles.

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.

Enhanced Battlesuit Motive Systems


Arrays of various technologies allow Battlesuits to move much faster and stronger than a normal
Tau Fire Warrior.
A Character wearing a Suit Armour with this Quality may move up to twice it’s Base Movement
Speed during a Half Action Move and up to three times his Base Movement Speed during a Full
Action Move. A Battlesuit Vehicle with this Quality use the Pilot’s Strength Characteristic instead
of the value listed in their profile. A Battlesuit Vehicle with this Quality benefits from the Effects of
the Enhanced Motive Systems Trait. If the Battlesuit has the Ponderous Trait, it does not benefit
from Enhanced Motive Systems but this Trait cancels the effects of Ponderous.
Manipulator Gauntlets
Sometimes, enacting the will of the Greater Good requires a more… delicate touch. Integrated into
the pilot’s neural connection, this allows the Battlesuit Pilot to manipulate fine objects with their
hands
As a Half Action, a Battlesuit or Suit Armour with Manipulator Gauntlets may extend them. This
removes any penalties a Battlesuit Pilot or Suit Armour Wearer may face to fine manipulation.

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.

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

Cruising Speed: 50 Kph Tactical Speed: 7m

Manoeuvrability: +0 Size: Enormous (6) Availability: Ext. Rare

Crew: Pilot Integrity: 20

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.

Weapon Mounts 2 Arm Light Hard Points


1 Hull, Front Facing Light Hard Point

Characteristics Scores
WS BS S T Ag Int Per WP Fel
10
* * 55 --† * * * * *

* From Pilot.
† Use Pilot’s when targeted.

XV8-02 “Iridium” Crisis Battlesuit

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

Cruising Speed: 45 Kph Tactical Speed: 5m

Manoeuvrability: -5 Size: Enormous (6) Availability: Unique

Crew: Pilot Integrity: 26

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Reinforced Armour.

Weapon Mounts 2 Arm Light Hard Points


1 Hull, Front-Facing Light Hard Point

Characteristics Scores
WS BS S T Ag Int Per WP Fel

10
* * 55 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV81 Crisis Battlesuit

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

Cruising Speed: 50 Kph Tactical Speed: 7m

Manoeuvrability: +0 Size: Enormous (6) Availability: Unique

Crew: Pilot Integrity: 20

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Environmentally Sealed, Enhanced
Battlesuit Motive Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.

Weapon Mounts 2 Arm Light Hard Points


1 Hull, Front Facing Light Hard Point
1 Hull, Front Facing Light Hard Point equipped with a Smart Missile System.

Characteristics Scores
WS BS S T Ag Int Per WP Fel

10
* * 55 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV84 Crisis Battlesuit

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

Cruising Speed: 50 Kph Tactical Speed: 7m

Manoeuvrability: +0 Size: Enormous (6) Availability: Unique

Crew: Pilot Integrity: 20

Carrying Capacity None

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 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV85 “Enforcer” Battlesuit

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

Cruising Speed: 50kph Tactical Speed: 7m

Manoeuvrability: +0 Size: Enormous (6) Availability: Near Unique

Crew: Pilot Integrity: 26

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker.

Weapon Mounts 2 Arm Light Hard Points


2 Hull, Front-Facing Light Hard Point

Characteristics Scores
WS BS S T Ag Int Per WP Fel

12
* * 60 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


XV86 “Coldstar” Battlesuit

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

Cruising Speed: 50kph Tactical Speed: 7m

Manoeuvrability: +5 Size: Enormous (6) Availability: Unique

Crew: Pilot Integrity: 26

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Sky Thrusters†,
Holophoton Countermeasures††

Weapon Mounts 2 Arm Light Hard Points


2 Hull, Front-Facing Light Hard Point.

Characteristics Scores
WS BS S T Ag Int Per WP Fel

12
* * 60 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


†Sky Thruster: Doubles the Aircraft Tactical Speed and Cruising Speed gained from activating the
Jetpack Battlesuit Quality and removes the time limit for its activation. This thruster also allows the
Coldstar Battlesuit to operate as a spacecraft while in the Void with the Operate (Battlesuit) Skill as
well. However it is not powerful enough to take off from a planet’s surface.
††Holophoton Countermeasures: Weapon Skill and Ballistic Skill Tests made to Attack this
Battlesuit suffer a -20 penalty.

XV88 Broadside Battlesuit

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

Cruising Speed: 20kph Tactical Speed: 3m

Manoeuvrability: -15 Size: Enormous (6) Availability: Ext. Rare

Crew: Pilot Integrity: 30


Carrying Capacity None

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 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV9 Class

XV9 “Hazard” Battlesuit


The XV9 Hazard Battlesuit is the most sophisticated and powerful T'au Battlesuit yet fielded by the
Fire Caste, the use of which has remained controversial amongst the more traditionalist members of
the Ethereal and Earth Castes. Though undoubtedly powerful, its armament is short-ranged and the
armour's size and mobility difficulties make it more complex to operate than any previous Battlesuit,
requiring a veteran's skills to master its use and effectively utilise its sheer power in combat.

XV9 “Hazard” Battlesuit Battlesuit


Front: 24 Side: 24 Rear: 22

Cruising Speed: 75 Kph Tactical Speed: 10m

Manoeuvrability: +0 Size: Enormous (6) Availability: Near Unique

Crew: Pilot Integrity: 25

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Manipulator Gauntlets, Multi-Tracker, Photon Casters†

Weapon Mounts 2 Arm Medium Hard Points


1 Hull , Front Facing Light Hard Point for Support Systems only

Characteristics Scores
WS BS S T Ag Int Per WP Fel

12
* * 60 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


†Photon Casters: A Photon Caster is a T'au defensive technology that all XV9 Hazard Battlesuits
have mounted upon their forward knee armour. Operating in a similar fashion to Photon Grenades,
Photon Casters are designed to be used in the situation that enemy forces advance too close to the
Battlesuit, and repel attackers with a dazzling pulse of multi-spectrum light and a deafening sonic
burst.
When an Enemy enters in Melee Range of the XV9 “Hazard ” Battlesuit, the Pilot may use a Reaction
before the Enemy rolls for attack (including between the Movement and Attack of a Charge Action) to
trigger his Photon Caster. Every enemy in Melee Range of the Battlesuit must make a Difficult (-10)
Toughness Test or be Blinded and Deafened for a number of Rounds equal to his DoF on the Test. If
an enemy is immune to either blinding or sound Attacks, the difficulty of the Test is reduced by one
step and they only suffer the other effect. If an enemy is immune to both, they aren’t affected. If an
enemy fails the Test by 2 DoF or more, they suffer a temporary delusion after recovering from the
Blindness and/or Deafness and roll 1d10 on Table 5–3: Hallucinogenic Effects in the DH2E Core
Rulebook. The effects last as long as the Blindness and/or Deafness lasted. After the use of the Photon
Casters, enemies who were making Charge Action when the Photon Casters were activated proceed
with their Attack.

XV95 “Ghostkeel” Battlesuit

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

Cruising Speed: 60 Kph Tactical Speed: 8m

Manoeuvrability: -15 Size: Enormous (6) Availability: Unique

Crew: Pilot Integrity: 30

Carrying Capacity None

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 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


†Ghostkeel Electrowarfare Suite: Functions as a Best Craftsmanship Signal Jammer and Best
Craftsmanship Static Generator.
††Ghostkeel Holophoton Countermeasures: Weapon Skill and Ballistic Skill Tests made to Attack
this Battlesuit suffer a -20 penalty. If this Battlesuit does not perform any Movement Actions nor
shoots any of its Weapons for a Turn, the Ghostkeel Holophoton Countermeasures impose a further
-20 penalty on Weapon Skill and Ballistic Skill Tests and provides a bonus of +30 to Stealth Tests.
These benefits remain active as long as the Battlesuit does not perform any of the above Actions.
†††Ghostkeel Stealth Field Generator: A large version of the Stealth Field Generator Support
System made specifically for Ghostkeel Battlesuit. Functions as the Stealth Field Generator Hard Point
Support System except that it affects the Battlesuit.
XV10 Class

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:

All XV10 Battlesuits:


● Nova-Charge Weapons: The Riptide may use the “Nova-Charge” profile of their
Weapons.
XV104 Riptide Battlesuit
● Nova Shield: The Riptide gains a Power Field with a Protection Rating of 65. This field
cannot Overload.
● Boost: If the Jetpack of the Battlesuit is active, they may increase the Aircraft Tactical
Speed gained from it by 1, plus 1 per DoS scored on the Operate Test.
XV107 R’Varna Battlesuit
● Nova Shield: The R’Varna gains a Power Field with a Protection Rating of 75. This field
cannot Overload.
● Electromagnetic Shockwave: The R’Varna may release a shockwave affecting all
Characters and Vehicles in a radius 15m around itself, inflicting 1d10 Energy Damage with
a Penetration of 2, and the Haywire Quality.
● Mobile Artillery: The R’varna may perform a Floor it action with no penalty to size, and
can fire all weapons at a -20 to BS.
XV109 “Y’Vahra” Battlesuit
● Nova Shield: The Y’Vahra gains a Power Field with a Protection Rating of 75. This field
cannot Overload.
● Frontal Assault: The Pilot may fire all weapons into Melee, as well as doubles their tactical
speed until the start of their next Turn. This effect adds with Enhanced Motive Systems.
● Vector Evasion: The Pilot may reroll failed Jink Tests.
XV104 Riptide 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

Cruising Speed: 60 Kph Tactical Speed: 9m

Manoeuvrability: -25 Size: Massive (7) Availability: Near Unique

Crew: Pilot Integrity: 40

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Environmentally Sealed, Jetpack, Multi-Tracker, Nova Reactor, Shield Generator†

Weapon Mounts 1 Arm Heavy Hard Point


4 Hull, Front Facing Light Hard Points
†PR 30 Power Field, Overloads 1-5.
Characteristics Scores
WS BS S T Ag Int Per WP Fel

15
* * 70 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV107 R’Varna Battlesuit

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

Cruising Speed: 35 Kph Tactical Speed: 5m

Manoeuvrability: -35 Size: Massive (7) Availability: Unique, Experimental


Crew: Pilot Integrity: 44

Carrying Capacity None

Vehicle Traits Battlesuit, Blacksun Filters, Battlesuit Assistance Suite, Enclosed, Enhanced Battlesuit Motive
Systems, Multi-Tracker, Nova Reactor, Shield Generator†

Weapon Mounts 2 Arm Heavy Hard Points


4 Hull, Front Facing Light Hard Points
†PR 40 Power Field, does not Overload.
Characteristics Scores
WS BS S T Ag Int Per WP Fel

15
* * 70 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.

XV109 Y'vahra Battlesuit

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

Cruising Speed: 120 Kph Tactical Speed: 11m

Manoeuvrability: -20 Size: Massive (7) Availability: Unique, Experimental

Crew: Pilot Integrity: 36

Carrying Capacity None

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†

Weapon Mounts 2 Arm Heavy Hard Points


3 Hull, Front Facing Light Hard Points
†PR 40 Power Field, does not Overload.
Characteristics Scores
WS BS S T Ag Int Per WP Fel
15
* * 70 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


††Vectored Thrust Array: If the Jetpack of the suit is active, the pilot of the battlesuit may choose to
make a Vectored Thrust as a Half Action, moving him 100m in a direction of his choosing. This is a
movement action, and all firing at the battlesuit that round suffers a -20 penalty. The Vectored Thrust
may not be performed in two consecutive rounds.

KV/X Class Titans

Vehicle Traits for Titans


Some of the following “Titan” Battlesuits have the following (new or imported from other games)
Vehicle Traits.

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.

KV128 Stormsurge Ballistic Suit

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

Cruising Speed: 25 Kph Tactical Speed: 8m

Manoeuvrability: -45 Size: Immense (8) Availability: Unique, Experimental

Crew: Pilot, 2 Gunner Integrity: 60

Carrying Capacity None

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.

Weapon Mounts 1 Hull Front-Facing Cluster Rocket System.


1 Hull, Front Facing Stormsurge Macro Hard Point†††
2 Hull, Front-Facing Smart Missile Systems
4 Hull, Front-Facing Missile Hard Points.
2 Hull, Front-Facing Light Hard Points.
3 Light Hard Points for Battlesuit Support Systems only.

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

Stormsurge Macro Hard Point Weapons

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)

Stormsurge “Cluster Rocket System”

Storm, Blast (4),


Concussive (2),
Cluster Rocket
Vehicle 750m S/6/12 1d10+10 10 72 2 Full Twin-Linked, 200kg Near Unique
System
Saturation
Pattern†
†Saturation Pattern: The Drone guidance system of this Weapon allows it to target a zone and cover it in an optimized saturation pattern.
This weapon ignores Penalties to Ballistic Skill due to Movement of the Target. The AP provided to targets by Cover is reduced by half,
rounded up, against shots from this Weapon. When fired in Semi-Auto or Full-Auto mode, the shots may be allocated to any number of
targets within a 10m radius around the original target and every creature caught in the Blast radius of any of its shots must make a
Willpower Test or be Pinned. The Test against Pinning is Difficult (-10) if fired in Semi-Auto mode and Hard (-20) if fired in Full-Auto
Mode.
*The Pulse Blastcannon’s Profile changes depending on the Range it is fired at.

KX139 Ta’unar “Supremacy” Battlesuit


The T'au KX139 Ta'unar Supremacy Armour is larger than any other current class of T'au Battlesuit.
It is intended to meet a threat that the T'au Empire has not yet prepared for; the defence of worlds
within their growing domain from the counter-expansion forces of other starfaring species like
Mankind. Lacking the manoeuvrability of other Battlesuits, the KX139 Ta'unar Supremacy Armour
was designed for static defence; carrying massively destructive, long range weapons.
KX 139 Ta’unar “Supremacy” Battlesuit Battlesuit
Front: 42 Side: 38 Rear: 34

Cruising Speed: 30 Kph Tactical Speed: 10m

Manoeuvrability: -35 Size: Monumental (9) Availability: Unique, Experimental

Crew: Pilot Integrity: 84

Carrying Capacity None

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†

Weapon Mounts 1 Hull, Front Facing Ta’unar Macro Hard Point††.


2 Arm Ta’unar Super-Heavy Hard Points†††.
4 Missile Hard Points.
8 Hull, Front Facing Light Hard Points: Light Hard Point Weapons only.

Characteristics Scores
WS BS S T Ag Int Per WP Fel

20
* * 80 --† * * * * *

* From Pilot ; † Use Pilot’s when targeted.


†Vigilance Defence System: The Pilot of the Ta’unar “Supremacy” Battlesuit gains the benefit of an
Early Warning Override Support System with its 8 Light Hard Point Weapons.
††Ta’unar Macro Hard Point: Functions as the other Hard Points but may only equip Ta’unar
Macro Hard Point Weapons listed in the following Table.
†††Ta’unar Super-Heavy Hard Point: Functions as the other Hard Points but may only equip
Ta’unar Super-Heavy Hard Point Weapons listed in the following Table.

Ta’unar Weapons:
Name Class Range RoF Dam Pen Clip Rld Special Wt Availability

KV139 Ta’unar Macro Hard Point Weapons

Felling (5),
Heavy Rail 16 Proven (3),
Vehicle 1800m S/-/- 4d10+32 I 20 24 240kg Unique
Cannon* Full Destroyer (3),
Blast (2), Tearing

Fragmentation Vehicle 0m S/3/6 1d10+10 X 6 24 8 Full Blast (15), 240kg Unique


Cluster Shell Tearing,
Launcher*, † Concussive,
Recharge,

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:

Concentrated 16 Blast (3),


Vehicle 1080m S/-/6 4d10+12 X 10 72 480kg Unique
Bombardment Full Destroyer (3),
Concussive (2)
Pattern
S/6/12 3d10+8 X 8
Bombardment

KV139 Ta’unar Super-Heavy Hard Points

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.

Upgrade Weight Availability

Advanced Battlesuit AI N/A Requires a Hellish (-60)


Tech-Use test, Unique

Cross-Linked Stabilizer Jets +10% Near Unique

Enhanced Battlesuit Assistance Suite N/A Requires a Very Hard (-


30) Tech-Use test, Ext.
Rare

Manoeuvring Thrusters +10% Ext. Rare

Turbo-Jets +10% Ext. Rare

Traits: Fearless, Machine (1)


Advanced Battlesuit AI Skills: Acrobatics (Ag) +10, Awareness (Per)
A Battlesuit with this upgrade has been refitted +10, Operate (Battlesuit) +10, and 3 additional
with an advanced AI to assist the pilot. With a Skills at +10 known by the Pilot, selected
vastly improved AI core, the battlesuit is able when the upgrade is applied.
to help the pilot focus their abilities in combat, This AI replaces any previously installed and
and has a complimentary personality to their must be programmed when this modification is
Pilot. installed by making a Hellish (-60) Tech-Use
Effects: Replaces the Battlesuit Assistance Test. The AI may also count as an assistant for
Suite Quality or the Enhanced Battlesuit any skills it knows.
Assistance Suite Modification. It provides the Upgrades: Any Suit Armour or Battlesuit
same benefits as the Enhanced Battlesuit Vehicle with the Battlesuit Assistance Suite
Assistance Suite Modification. The Battlesuit Quality or Enhanced Battlesuit Assistance
now also has a customized AI with the Suite Modification.
following profile.
Battlesuit AI Cross-Linked Stabilizer Jets
Effects: The Armour Suit Wearer or Battlesuit
Characteristics: 200 Points distributed Pilot ignores negative modifiers to Ranged
between Weapon Skill, Ballistic Skill, Agility, Attacks due to movement. This effect applies
Intelligence, Perception, Willpower and even if the Jetpack is inactive.
Fellowship. No more than 40 points to each Upgrades: Any Suit Armour or Battlesuit with
Characteristic. the Jetpack Battlesuit Quality.
as a Trained (+10) Skill selected when the
Enhanced Battlesuit Assistance Suite Modification is applied.
The battlesuit has been upgraded with a large
amount of various systems to help assist the This AI replaces any previously installed and
pilot in combat. The basic AI has been must be programmed when this modification is
upgraded to a more advanced version as well. installed by making a Very Hard (-30) Tech-
Effects: Replaces the Battlesuit Assistance Use Test.
Suite Quality, providing the same benefits with Upgrades: Any Suit Armour or Battlesuit with
the addition of a +5 bonus to the Pilot’s the Battlesuit Assistance Suite Quality.
Ballistic Skill Tests when firing Hard Point
Weapons. The Battlesuit now also has an Manoeuvring Thrusters
improved AI with the following profile: Effects: Grants a +5 bonus to all Operate
(Battlesuits) Tests made by the Battlesuit’s
Battlesuit AI Pilot or Suit Armour Wearer. This effect
applies even if the Jetpack is inactive.
Characteristics: Upgrades: Any Battlesuit or Suit Armour with
the Jetpack Battlesuit Quality.
WS BS Ag Int Per WP Fel

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

Vehicle Qualities (Primary Systems)


Vehicle Qualities are special rules that may be possessed by Vehicles.

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.

Tau Vehicle Weapons


Many of the Weapons found mounted on Vehicles are fully integrated versions of those mounted to
Battlesuit Hard Points. Unless a Weapon’s profile is specifically listed with the Vehicle Profile, they
have the same Profile as the Hard-Point weapon of the same name with the Vehicle Class.

Tau Vehicle Support Systems


A Tau Vehicle may mount either a “Generic” or “Vehicle” Support System if they have an applicable
Light Hard Point

Fire Caste Vehicles (Skimmers)

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

Cruising Speed: 120 Kph Tactical Speed: 18m

Manoeuvrability: +25 Size: Hulking (5) Availability: Ext. Rare

Crew: 1 Pilot, 1 Gunner Integrity: 20

Carrying Capacity 2 Drones Mounted on External Racks

Vehicle Traits Drone Controller, Multi-Tracker, Landing Gear, Open-Topped, Skimmer, Targeting Array, Enhanced
Motive Systems

Weapon Mounts 1 Hull, Front Facing Burst Cannon or Fusion Blaster


2 Hull, Front Facing Missile Hard Points
1 Hull Vehicle Support System
2 Sponson, Left/Right MV1 Gun Drones (One on each side).

TX-42 Piranha Scout Gunship

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

Cruising Speed: 120 Kph Tactical Speed: 18m

Manoeuvrability: +22 Size: Hulking (5) Availability: Ext. Rare, Experimental

Crew: 1 Pilot, 1 Gunner Integrity: 22

Carrying Capacity None

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

Tetra Scout Speeder

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

Cruising Speed: 275 Kph Tactical Speed: 15m

Manoeuvrability: +20 Size: Hulking (5) Availability: Ext. Rare, Experimental

Crew: 1 Pilot, 1 Gunner Integrity: 16

Carrying Capacity None

Vehicle Traits Enhanced Motive Systems, Multi-Tracker, Landing Gear, Open-Topped, Skimmer, Targeting Array

Weapon Mounts 1 Fixed, Front-Facing Twin-Linked Pulse Rifle


1 Pintle High-Intensity Markerlight*
1 Light Hard Point only for mounting a viable Support System

*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

Cruising Speed: 75 Kph Tactical Speed: 10m

Manoeuvrability: +17 Size: Enormous (6) Availability: Ext. Rare


Crew: 1 Pilot, 1 Co-Pilot, 1 Commander (Gunner) Integrity: 35

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

Weapon Mounts 1 Turret Mounted Weapon*


2 Sponson, Left/Right-Facing: 2 MV1 Gun Drones or 2 Smart Missile Systems* or 2 Burst Cannons*
2 Hull, Front-Facing Missile Hard Points
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

Hammerhead Turret Weapons*

Railgun Felling (4),


-Normal Rounds 4d10+20 15 20 5 Full Proven (3), 80kg Ext. Rare
Destroyer (1)
Vehicle 700m S/-/
-Submunition
Rounds 2d10+5 5 20 5 Full Blast (6) 80kg N/A

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

Blast (2), Twin-


Twin-Linked
Vehicle 250m S/4/- 3d10+10 8 24 3 Full Linked, Reactor 40kg Ext. Rare
Plasma Cannon
Powered

Melta, Blast (1),


Twin-Linked
Vehicle 60m S/2/- 4d10+12 14 16 3 Full Twin-Linked. 30kg Ext. Rare
Fusion Cannon
Reactor Powered

Twin-Linked Storm, Tearing,


Swiftstrike Burst Vehicle 160m -/-/24 2d10+10 6 180 4 Full Twin-Linked, 40kg Ext. Rare
Cannon Reactor Powered

TX72 Devilfish Drone Harbinger

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

Manoeuvrability: +17 Size: Enormous (6) Availability: Ext. Rare

Crew: 1 Pilot Integrity: 35

Carrying Capacity 24 Drones inside, 2 Drones on External Drone Racks


500kg worth of ammo and spare parts (At the GM’s Discretion)

Vehicle Traits Blacksun Filters, Drone Controller, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Skimmer

Weapon Mounts 2 Sponson Left/Right-Facing MV1 Gun Drones


1 Light Hard Point only for mounting a viable Support System

TX78 Sky Ray Missile Defence Gunship

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

Cruising Speed: 75 Kph Tactical Speed: 10m

Manoeuvrability: +17 Size: Enormous (6) Availability: Ext. Rare

Crew: 1 Pilot, 1 Gunner Integrity: 35

Carrying Capacity None

Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Velocity Tracker, Landing Gear,
Skimmer

Weapon Mounts 2 Hull, Front-Facing Uplinked Markerlights


2 Sponson, Left/Right-Facing: 2 MV1 Gun Drones or 2 Smart Missile Systems* or 2 Burst Cannons*
6 Turret Mounted Missile Hard Points (All 6 are on the same Turret).
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

TY7 Devilfish Transport

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

Cruising Speed: 75 Kph Tactical Speed: 14m

Manoeuvrability: +12 Size: Enormous (6) Availability: Ext. Rare

Crew: 1 Pilot Integrity: 35

Carrying Capacity 12 Passengers, 1 Recon Drone

Vehicle Traits Blacksun Filters, Drone Controller, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Skimmer

Weapon Mounts 1 Hull, Front-Facing Burst Cannon


2 Sponson, Left/Right-Facing: 2 MV1 Gun Drones or 2 Smart Missile Systems*
2 Hull, Front-Facing Missile Hard Points
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

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

Cruising Speed: 45 Kph Tactical Speed: 10m

Manoeuvrability: +5 Size: Enormous (6) Availability: Near Unique

Crew: 1 Pilot, 1 Co-Pilot, 1 Commander (Gunner) Integrity: 40

Carrying Capacity None

Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Skimmer, Targeting
Array

Weapon Mounts 1 Turret-Mounted Weapon*


2 Hull, Front Facing Missile Pods**
1 Hull, Front-Facing Burst Cannon
2 Hull, Front-Facing Missile Hard Points
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

Swordfish Turret Weapons*

Twin-Linked Felling (4),


Railgun Proven (3),
4d10+20 15 20 5 Full 80kg Ext. Rare
-Normal Rounds Destroyer (1),
Vehicle 700m S/2/ Twin-Linked

-Submunition Blast (6), Twin-


Rounds 2d10+5 5 20 5 Full 80kg N/A
Linked

Overcharge (10),
Twin-Linked Ion
Vehicle 400m S/-/6 3d10+5 8 20 2 Full Twin-Linked, 60kg Ext. Rare
Cannon
Reactor Powered

Air Caste Vehicles (Flyers and Jets)

AX-1-0 Tiger Shark

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.

AX-1-0 Tiger Shark Spacecraft


Front: 35 Side: 35 Rear: 30

Cruising Speed: 1400 Kph/ 7 VUs per Strategic Turn in Tactical Speed: 450m / 14 AUs
Space

Manoeuvrability: +10 Size: Immense (8) Availability: Near Unique

Crew: 1 Pilot and Co-Pilot (Navigator) Integrity: 48


Carrying Capacity N/A

Vehicle Traits Blacksun Filters, Dispersion Field, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear,
Spacecraft, Targeting Array

Weapon Mounts 2 Hull, Front-Facing Heavy Rail Cannons*


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 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

Felling (5),
Heavy Rail 16 Proven (3),
Vehicle 1800m S/-/- 4d10+32 I 20 24 240kg Unique
Cannon Full Destroyer (3),
Blast (2), Tearing

AX3 Razorshark Strike Fighter

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.

AX3 Razorshark Strike Fighter Flyer


Front: 28 Side: 26 Rear: 20

Cruising Speed: 1600 Kph Tactical Speed: 300m/ 15 AUs

Manoeuvrability: +10 Size: Massive (7) Availability: Ext. Rare

Crew: 1 Pilot Integrity: 32

Carrying Capacity N/A

Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Targeting Array,
Flyer

Weapon Mounts 1 Hull, Front-Facing Burst Cannon


1 Rear, Sponson Mounted Quad Ion Turret
2 Hull, Front-Facing Missile Hard Points
1 Light Hard Point only for mounting a viable Support System

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

AX39 Sun Shark Bomber

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.

AX39 Sun Shark Bomber Flyer


Front: 28 Side: 26 Rear: 20

Cruising Speed: 1600 Kph Tactical Speed: 300m/ 15 AUs

Manoeuvrability: +10 Size: Massive (7) Availability: Ext. Rare

Crew: 1 Pilot Integrity: 32

Carrying Capacity N/A

Vehicle Traits Blacksun Filters, Enclosed, Environmentally Sealed, Multi-Tracker, Landing Gear, Targeting Array,
Flyer, Pulse Bomb Generator*

Weapon Mounts 1 Hull, Front-Facing Markerlight


1 Rear, Sponson Missile Pod, May mount an additional Missile Pod on the Sponson**
2 Sponson, Left/Right-Facing: MV17 Interceptor Drones, armed with Twin-Linked Ion Rifles
2 Hull, Front-Facing Missile Hard Points
1 Light Hard Point only for mounting a viable Support System
*Pulse Bomb Generator: Once per turn, whenever the Sun Shark moves over an enemy it may drop a pulse bomb on it. This is treated as a
normal Ranged Attack. In order to reload this ability and generate another Pulse Bomb, the Pilot may attempt a Hard (-10) Tech-Use Test
as a Free Action. If it passes, another bomb has been generated and can be dropped in the next turn. If the check is failed with a roll of 96-
00, then the Pulse Bomb Generator has no more plasma left and must be refuelled at base before attempting to generate a new Pulse Bomb.
**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

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.

AX-5-2 Barracuda Spacecraft


Front: 24 Side: 24 Rear: 20

Cruising Speed: 1500 Kph/ 9 VUs per Strategic Turn in Tactical Speed: 400m / 17 AUs
Space

Manoeuvrability: +18 Size: Massive (7) Availability: Near Unique

Crew: 1 Pilot Integrity: 32

Carrying Capacity N/A

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

Swiftstrike Burst Storm, Tearing,


Vehicle 160m -/-/12 2d10+10 6 180 2 Full 20kg Ext. Rare
Cannon Reactor Powered

Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered

Swiftstrike Felling (3),


Vehicle 300m S/2/- 3d10+20 15 20 2 Full 40kg Ext. Rare
Railgun Proven (3)

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

Manoeuvrability: +0 Size: Titanic (10) Availability: Near Unique

Crew: 1 Pilot, 1 Co-pilot, 1 Navigator, Flight Engineer, 4 Integrity: 144


Operators,

Carrying Capacity 48 Passengers, 6 Drones, 1 VIP in the Upper Bay


156 Warriors or Equivalent Cargo in the Lower Bay*

Vehicle Traits Blacksun Filters, Shield Generator, Enclosed, Environmentally Sealed, Etherdrive, Landing Gear,
Spacecraft, Targeting Array

Weapon Mounts 2 Hull, Front-Facing Heavy Rail Cannons**


16 Hull, Front-Facing Drone Controlled*** Long-barreled Burst Cannons
10 Hull, Front-Facing Missile Hard Points
3 Hull, Front-Facing Twin-Linked Ion Cannons
2 Hull, Front-Facing Missile Pods***
1 Light Hard Point only for mounting a viable Support System
*May also fit 8 DX-6 Remora Drones instead
**May be treated as Twin-Linked. Changes into one Weapon with double the base RoF and gains the Twin-Linked Quality if so
***Must fire at the closest enemy, using the normal Light Drone Profile.

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

AX-1-0 Tiger Shark

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.

AX-1-0 Tiger Shark Spacecraft


Front: 35 Side: 35 Rear: 30

Cruising Speed: 1400 Kph/ 7 VUs per Strategic Turn in Tactical Speed: 450m / 14 AUs
Space

Manoeuvrability: +10 Size: Immense (8) Availability: Ext. Rare

Crew: 1 Pilot and Co-Pilot (Navigator) Integrity: 48

Carrying Capacity 14 Light Drones*

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

Swiftstrike Burst Storm, Tearing,


Vehicle 160m -/-/12 2d10+10 6 180 2 Full 20kg Ext. Rare
Cannon Reactor Powered

Overcharge (10),
Ion Cannon Vehicle 400m S/-/3 3d10+5 8 20 2 Full 60kg Ext. Rare
Reactor Powered

Swiftstrike Felling (3),


Vehicle 300m S/2/- 3d10+20 15 20 2 Full 40kg Ext. Rare
Railgun Proven (3)
Skyspear Missile
Vehicle 700m S/3/6 2d10+5 6 60 2 Full Blast (4) 40kg Ext. Rare
Rack

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