Tau Quick Ref
Tau Quick Ref
Tau Third Phase Expansion Armies have a Strategy Rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are
Initiative 1+, all other formations are Initiative 2+.
Tau Core Formations—Any amount of core formations may be selected.
FORMATION UNITS UPGRADES ALLOWED COST
Crisis Battlesuit Cadre One Shas’el Commander character and Four Shas’o, Crisis Suits, Gun Drones 250
XV8 Crisis Battlesuit units
Fire Warrior Cadre Eight Tau Fire Warrior units or Bonded Teams, Broadsides, Ethereal, Fire Warriors, 225
Six Tau Fire Warrior units and three Devilfish Gun Drones, Hammerheads, Pathfinders, Piranhas,
Skyray
rd
Air Caste Formations—1/3 of your army list may be Air Caste formations.
FORMATION UNITS COST
Barracuda Squadron Two Barracuda Fighters 150pts
Manta Dropship One Manta 650pts
Orca Dropship One Orca 150pts
0-1 Spacecraft One Protector Class Cruiser or 200pts
One Custodian Class Battleship 225pts
Tiger Shark Squadron Two Tiger Sharks 175pts
May begin the game transporting a formation of six Gun Drone units +100pts
Tiger Shark AX-1-0 Squadron Two Tiger Shark AX-1-0 350pts
vs 6.8
TAU THIRD PHASE EXPANSION FORCE REFERENCE SHEET
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
Ethereal Character n/a n/a n/a n/a Honour Blade (base contact) Assault Weapon, Extra Attacks (+1) Character, Invulnerable Save, Leader
A formation with an Ethereal becomes fearless. Lose fearless and take extra D3 blast
markers if he is killed.
Shas’o Commander Character n/a n/a n/a n/a Experimental Weapons 30cm AP4+ Character, Coordinated Fire, Leader
May re-roll one failed initiative test of any type per turn. May only be added to XV8 unit
Shas’el Commander Character n/a n/a n/a n/a - - - Character, Coordinated Fire, Leader. May only be added to XV8 unit
Fire Warrior unit Infantry 15cm 5+ 6+ 5+ Pulse Rifles 30cm AP4+ -
Pulse Carbines 15cm AP5+, Disrupt
Gun Drone unit Infantry 20cm 5+ 6+ 5+ Twin Pulse Carbines 15cm AP4+, Disrupt Tau Jet Packs
Pathfinder unit Infantry 15cm 5+ 6+ 5+ Rail Rifles 30cm AP5+, Sniper Coordinated Fire, Markerlights, Scouts
Pulse Carbines 15cm AP5+, Disrupt
Kroot Master Shaper unit Infantry 15cm 6+ 4+ 5+ Mercenary Weapons (base contact) Assault Weapons, Extra Attacks (+1) Infiltrators, Leader, Scouts
Kroot Rifles (15cm) Small Arms
Kroot Warrior unit Infantry 15cm - 4+ 5+ Kroot Rifles (15cm) Small Arms Infiltrators, Scouts
Kroot Hound unit Infantry 20cm - 3+ - Fangs (base contact) Assault Weapons Infiltrators, Scouts
Krootox Herd unit Infantry 15cm 4+ 4+ 5+ Kroot Guns 45cm AP5+/AT6+ -
Claws (base contact) Assault Weapons, Extra Attacks (+1)
XV8 Crisis Battlesuit unit Infantry 20cm 3+ 5+ 5+ Twin Missile Pods 45cm AP5+/AT6+ Invulnerable Save, Tau Jet Packs
Twin Plasma Rifles 30cm AP4+
Twin Fusion Blasters 15cm MW4+
XV15 Stealth Battlesuit unit Infantry 20cm 5+ 6+ 5+ Silenced Burst Cannons 15cm AP4+, Disrupt First Strike, Markerlights, Reinforced Armour, Scouts, Tau Jet Packs, Teleport.
XV88 Broadside Battlesuit Light Vehicle 15cm 4+ 6+ 5+ Twin Railguns 60cm AT3+ Reinforced Armour, Walker
Smart Missile System 30cm AP5+, Ignore Cover
Tetra Light Skimmer Light Vehicle 35cm 5+ 6+ 6+ Tetra Pulse Rifles 30cm AP6+ Coordinated Fire, Markerlights, Scouts, Skimmer
Piranha Light Skimmer Light Vehicle 35cm 5+ 6+ 6+ Burst Cannon & Gun Drones 15cm AP5+ Skimmer
Seeker Missiles 90cm AT6+, Guided Missiles
Devilfish Troop Carrier Armoured Vehicle 30cm 5+ 6+ 6+ Burst Cannon & Gun Drones 15cm AP5+ Skimmer
Seeker Missiles 90cm AT6+, Guided Missiles Transport (Two Fire Warrior or Pathfinder units).
Hammerhead Gunship (Ionhead) Armoured Vehicle 30cm 4+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer
Seeker Missiles 90cm AT6+, Guided Missiles
Ion Cannon 60cm AP4+/AT5+
Hammerhead Gunship (Fusionhead) Armoured Vehicle 30cm 4+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer
Seeker Missiles 90cm AT6+, Guided Missiles
Twin Fusion Cannon 30cm MW4+
Hammerhead Gunship (Railhead) Armoured Vehicle 30cm 4+ 6+ 5+ Burst Cannons 15cm AP5+ Skimmer.
Seeker Missiles 90cm AT6+, Guided Missiles
Hammerhead Railgun 75cm AP5+
or 75cm AT4+, Lance
Skyray Air Defence Gunship Armoured Vehicle 30cm 5+ 6+ 6+ Smart Missile System 30cm AP5+, Ignore Cover Markerlights, Skimmer
2 × Hunter Missiles 60cm AA5+
2 × Seeker Missiles 90cm AT6+, Guided Missiles
Orca Dropship War Engine, Bomber 4+ 6+ 6+ Twin Burst Cannons 15cm AA6+ Planetfall
Aircraft Twin Missile Pods 45cm AP5+/AT6+ Damage Capacity 2. Critical: Orca and all units aboard are destroyed.
Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Transport (Up to twelve: Fire Warriors, Pathfinders, Stealth, Crisis, Gun Drones,
Broadsides, Kroot, Kroot Master Shaper and Kroot Hounds. Crisis take two slots each).
Manta Dropship War Engine 20cm 5+ - 4+ Twin Heavy Railcannons 90cm MW2+, Titan Killer (D3), Fixed Forward Arc Fearless, Markerlights, Planetfall, Reinforced Armour, Support Craft, Tau Deflector Shield
3 × Heavy Ion Phalanx 75cm AP3+/AT4+, Fixed Forward Arc Damage Capacity 8. Critical: Tau Deflector Shield is destroyed; further critical hits cause a
4 × Twin Manta Burst Cannons 30cm AP5+/AA6+ point of damage.
Twin Missile Pods 45cm AP5+/AT6+, Fixed Forward Arc Transport (Up to twenty: Fire Warriors, Pathfinders, Stealth, Gun Drones, Crisis,
2 × Seeker Missiles 90cm AT6+, Guided Missiles Broadsides, Kroot, Kroot Master Shaper, Kroot Hounds and Krootox. Crisis units take up
two slots each. The Manta may also carry four vehicles of the following types: Devilfish,
Hammerhead, Skyray, Piranha or Tetra. Three Tetras may be carried in each vehicle slot).
Barracuda Fighter Aircraft Fighter 6+ n/a n/a Ion Cannon 30cm AP4+/AT5+/AA5+, Fixed Forward Arc -
Twin Burst Cannons 15cm AA6+
Twin Missile Pods 45cm AP5+/AT6+, Fixed Forward Arc
Tiger Shark Aircraft Bomber 4+ n/a n/a Twin Ion Cannons 30cm AP3+/AT4+/AA4+, Fixed Forward Arc Transport (Three Gun Drone units). Transported Gun Drone formations may be split across
Twin Burst Cannons 15cm AA6+ multiple Tiger Sharks as an exception to the normal aircraft transport rules. The Tiger
Twin Missile Pods 45cm AP5+/AT6+, Fixed Forward Arc Shark cannot land, make an Engagement, or embark units, but can disembark transported
Drones after an approach move. The Drone formation may shoot when it disembarks as
normal (see 4.2.5), and counts as having activated for that turn. After this initial deployment
the Gun Drones are a completely independent formation. Transported Drones do not
generate blast markers for being destroyed until after they are disembarked.
Tiger Shark AX-1-0 Aircraft Bomber 4+ n/a n/a Twin Railcannons 45cm MW3+, Titan Killer (D3), Fixed Forward Arc -
Twin Burst Cannons 15cm AA6+
Twin Missile Pods 45cm AP5+/AT6+, Fixed Forward Arc
Aircraft Seeker Missiles 45cm AT6+, Guided Missiles
Protector Class Cruiser Spaceship n/a n/a n/a n/a 2 × Pin-Point Attack n/a MW2+, Titan Killer (D3) Transport (may carry up to 3 Orcas plus any troops carried in them. Mantas and any
embarked troops can also be carried but count as 3 Orcas for transport purposes).
Custodian Class Battleship Spaceship n/a n/a n/a n/a Pin-Point Attack n/a MW2+, Titan Killer (D3) Transport (may carry up to 18 Orcas plus any troops carried in them. Mantas and any
Gravitic Tracer Salvo n/a 3 × MW4+, Ignore Cover, Guided Missiles embarked troops can also be carried but count as 3 Orcas for transport purposes).
A Gravitic Tracer Salvo may be fired at a marked formation of any type.
vs 6.8
TAU SPECIAL RULES
Coordinated Fire Some units are noted as being able to call in coordinated fire. These units can order up to two other formations within 15cm that have not taken an action this turn, and
which are not broken, to follow their own formation when they take an advance, double or sustained fire action.
Make a single initiative roll for all formations, counting a single -1 modifier if any have blast markers. If the test is failed then the original formation (containing the unit
calling for coordinated fire) receives a Blast marker and must take a hold action, but the other formations are unaffected (and may take an action later in the turn). If the
test is passed then all formations concerned are allowed to take either an advance, double or sustained fire action.
There is no obligation for all formations to take the same action, and these actions may be resolved in any order, but they must all fire at the same target formation. The
formations don’t have to stay within a given distance of each other and will complete their actions one after the other. Each formations action is declared and resolved
(including testing to see if the target formation is broken) before moving on to the next Tau formation.
Note that units with this ability confer the Coordinated Fire ability to any formation that they join. For example, a Pathfinder upgrade purchased to be added to a Fire
Warrior Cadre, adds the Coordinated Fire ability to all units in the Cadre.
Markerlights All enemy formations with at least one unit within 30cm range and Line of Fire (LOF) of at least one Tau unit with the markerlights ability is considered to be marked.
When shooting at a marked formation, all ranged firepower attacks add +1 to their to-hit roll.
Guided Missiles may only be fired at a target formation that is marked, but Guided Missiles may be fired without LOF if the target is marked. A Tau formation may not mark
an enemy formation if it has used the March order during the turn, or if it is broken. This bonus for shooting at a marked enemy may not be used when making Anti-Aircraft
attacks.
Tau Jet Packs Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs are allowed to make an additional move of 10cm at the end of an advance, double
or march order. The extra move is allowed whether or not the unit fires and takes place after any firing. This extra move may be in any direction and follows all the normal
movement rules, so unit coherency and zones of control must be adhered to as usual. No extra movement is allowed on any orders other than advance, double or march.
In formations where only some of the units have Tau Jet Packs, the units without Tau Jet Packs are not allowed the extra move.
Tau Deflector Shields Tau deflector shields work like an invulnerable save in all respects, except that this invulnerable save is always at 5+.
Support Craft Support craft are skimmers, which for all line of sight and terrain purposes count as ‘popped up’ at all times. If the Support Craft has a transport option, it may embark and
disembark units as normal, embarked units are allowed a save (see 1.7.5) if the Support Craft is destroyed.
Support Craft do not block line of sight, must always use their Skimmer ability to force a firefight in engagements and Infantry in base contact with a Support Craft may not
use it to count as being in cover.
Lance When units with reinforced armour are hit by a weapon with the lance ability they do not get to re-roll failed armour saves.
vs 6.8