# T'au Empire Stratagems: 11th Edition Cards by Detachment

> All 39 T'au Empire stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/t-au-empire

[§ PRINT](/print) · 11th edition

# T'au Empire Stratagems: 39 stratagems across 9 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

39

Detachments

9 7 tournament legal

Army rules

2

Data

2026-08-04

[Print as cards](/print/stratagems?faction=t-au-empire) [Phase Plan](/phaseplan) [T'au Empire meta](/metamerge/t-au-empire)

[Advanced Acquisition Cadre](#det-advanced-acquisition-cadre) [Auxiliary Cadre](#det-auxiliary-cadre) [Experimental Prototype Cadre](#det-experimental-prototype-cadre) [Kauyon](#det-kauyon) [Kroot Hunting Pack](#det-kroot-hunting-pack) [Kroot Raiding Party](#det-kroot-raiding-party) [Mont’ka](#det-mont-ka) [Retaliation Cadre](#det-retaliation-cadre) [Starfire Cadre](#det-starfire-cadre)

2 rules

## Army rules

What every T'au Empire army brings to the table, whichever detachment it is built on.

### For the Greater Good

The Hunter Cadres battle for the betterment of the T’au Empire, not for personal gain or egotistic accomplishments. This burning commitment allows for prodigiously effective covering fire. Enemies are pinned in place by deadly bursts of pulse blasts, or the infamous T’au markerlight is used to expose even well-fortified enemy positions, allowing other T’au warriors to fall on the vulnerable enemies with murderous force.

If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and **Battle-shocked** units) select one enemy unit that is **visible** to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.
Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.
Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the MARKERLIGHT keyword, that attack has the \[IGNORES COVER\] ability.

39 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Advanced Acquisition Cadre

3 stratagems

### Expert Fieldcraft

Extensive additional training – including tuition by Trail Shapers – enables these warriors to fire and relocate seamlessly while remaining concealed.

In your Shooting phase, when a friendly PATHFINDER TEAM / STEALTH BATTLESUITS unit is **selected to shoot**, those ranged attacks do not prevent your unit from being **hidden**.

1 CP Your turn

### MARKER BEACON

Movement

These small devices emit tightbeam triangulation signals for follow‑up waves of incoming T’au forces, silently marking out strategically vital sites to be secured.

When

End of your Movement phase.

Target

One friendly PATHFINDER TEAM / STEALTH BATTLESUITS unit.

Effect

Select one **objective** your unit is controlling. That **objective** is **secured**.

1 CP Your turn

### MICRODRONE SUPPORT

Shooting

Deployed from overflights of heavier stealth‑capable carrier drones, these tiny machines provide versatile battlefield support for T’au stealth specialists, even in the midst of vicious firefights.

When

Your Shooting phase, when a friendly PATHFINDER TEAM / STEALTH BATTLESUITS unit **starts an action**.

Target

That PATHFINDER TEAM/STEALTH BATTLESUITS unit.

Effect

That **action** does not prevent your unit from being **eligible to shoot**.

1 CP Opponent's turn

### AUTOREACTIVE CAMOUFLAGE

Shooting

An experimental new form of portable electrocamouflage generators, these small devices interweave active energy shielding with passive sensor damping to further protect T’au soldiery in hiding.

When

Your opponent’s Shooting phase, when an enemy unit targets a friendly PATHFINDER TEAM / STEALTH BATTLESUITS unit, if that friendly unit is **hidden**.

Target

That PATHFINDER TEAM/STEALTH BATTLESUITS unit.

Effect

Your unit has +1 **Sv**.

## Auxiliary Cadre

3 stratagems

### Integrated Command Structure

Friendly KROOT / VESPID STINGWINGS units have the following ability:
**Harnessed Alien Instincts:** In your Shooting phase, this unit can select one **visible** enemy unit within 12". That enemy unit is **prey-marked**:
▪ While a unit is **prey-marked**, that unit has +3" **detection range**
Friendly GHOSTKEEL BATTLESUIT / STEALTH BATTLESUITS units have the following ability:
**Localised Stealth Projectors (Aura):** When a friendly KROOT/VESPID STINGWINGS unit within 6" of this unit has shot, those attacks do not prevent that unit from being **hidden**. This **detachment** has the AUXILIARIES tag and cannot be taken with another AUXILIARIES **detachment**.

1 CP Either turn

### EXPERIMENTAL MODIFICATIONS

Shooting · Fight

These experimental Earth caste weapon upgrades can only activate for short bursts at a time, but the extra stopping power they provide is formidable.

When

Your Shooting phase or the Fight phase, when a friendly KROOT / VESPID STINGWINGS unit is **selected to attack**.

Target

That KROOT/VESPID STINGWINGS unit.

Effect

Your unit’s attacks have +1 **AP**.

1 CP Your turn

### ALIEN EXPERTISE

Movement

There is much that the alien auxiliaries of the T’au empire can teach the Fire caste, not least through practical and deadly battlefield demonstrations.

When

Your Movement phase, when a friendly KROOT / VESPID STINGWINGS unit is selected to make an **advance move**.

Target

That KROOT/VESPID STINGWINGS unit.

Effect

That move does not prevent your unit from being **eligible to declare a charge**.

1 CP Your turn

### GUIDED FIRE

Shooting

Firing on coordinates provided by selfless alien auxiliaries, the T’au are able to scythe down their targets with pinpoint precision.

When

Your Shooting phase, when a friendly T’AU EMPIRE unit (excluding KROOT / VESPID STINGWINGS units) is **selected to shoot**.

Target

That T’AU EMPIRE unit.

Effect

Your unit’s ranged attacks that target a unit within 9" of a friendly KROOT/VESPID STINGWINGS unit have \[LETHAL HITS\].

## Experimental Prototype Cadre

1 stratagems

### Superior Craftsmanship

The applied science divisions of the Earth caste labour endlessly to provide front-line units with expertly crafted instruments of destruction.

Friendly BATTLESUIT CHARACTER units’ ranged attacks have +6" **R**.
This **detachment** has the BATTLESUIT tag and cannot be taken with another BATTLESUIT **detachment**.

1 CP Your turn

### EXPERIMENTAL AMMUNITION

Shooting

From hardened warheads and amplified ion capacitors, to hyperaccelerated pulse fields and refined fusion cores, the T’au are forever innovating improvements to improve the lethality of their ammunition.

When

Your Shooting phase, when a friendly BATTLESUIT CHARACTER unit is **selected to shoot**.

Target

That BATTLESUIT CHARACTER unit.

Effect

Your unit’s ranged attacks have:
▪ +1 **S**.
▪ **OR:** +1 **S**, **AP** and \[HAZARDOUS\].

## Kauyon

6 stratagems

### Patient Hunter

The tactical philosophy known as the Kauyon allows for T’au commanders to draw the enemy into a deadly trap, springing it at the perfect moment to deliver a storm of fatal strikes against which none can escape.

During the third, fourth and fifth battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the \[SUSTAINED HITS 1\] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll.

1 CP Battle Tactic Your turn

### A TEMPTING TRAP

Shooting

Kauyon teaches that many things can be used to bait a trap, luring the foe into position.

When

Your Shooting phase.

Target

One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.

Restrictions

You cannot use this Stratagem during the first or second battle rounds.

1 CP Battle Tactic Your turn

### POINT-BLANK AMBUSH

Shooting

Devastating firepower need not be applied from afar, especially when striking an unsuspecting foe.

When

Your Shooting phase.

Target

One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.

Restrictions

You cannot use this Stratagem during the first or second battle rounds.

1 CP Battle Tactic Your turn

### COORDINATE TO ENGAGE

Shooting

T’au Hunter Cadres work in close coordination to destroy the most dangerous enemy targets.

When

Your Shooting phase.

Target

One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the MARKERLIGHT keyword, that attack has the \[IGNORES COVER\] ability.

1 CP Wargear Opponent's turn

### COMBAT EMBARKATION

Charge

Those who act as the lure in the Kauyon must be ready to make a hasty withdrawal once the enemy closes into killing range, lest they be trapped.

When

Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target

One T’AU EMPIRE INFANTRY unit from your army that was selected as one of the targets of that charge, and one friendly TRANSPORT.

Effect

Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge.

Restrictions

Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.

1 CP Wargear Opponent's turn

### PHOTON GRENADES

Charge

Hurling a volley of photon grenades, the T’au leave their enemies dazzled and disorientated, unable to close the distance into combat at a crucial moment.

When

Your opponent's charge phase, just after an enemy unit has selected its charge target.

Target

One T’AU EMPIRE GRENADES unit from your army that was selected as one of the targets of that charge.

Effect

That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from **Charge rolls** made for that enemy unit.
**RESTRICTION:** You cannot target a unit that is within Engagement Range of one or more enemy units.

1 CP Battle Tactic Opponent's turn

### WALL OF MIRRORS

Fight

T’au Stealth Cadres utilise obfuscation fields and wide-band refraction beams to mask their advance.

When

End of your opponent’s Fight phase.

Target

One STEALTH, GHOSTKEEL or COMMANDER SHADOWSUN unit from your army.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

Restrictions

You cannot target a unit that is within Engagement Range of one or more enemy units.

## Kroot Hunting Pack

6 stratagems

### Hunter’s Instincts

The Kroot naturally predate upon weakened foes, drawn by the scent of spilled blood and viscera.

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.

### Skirmish Fighters

Though ill-suited to protracted warfare, the Kroot are experts at light, swift skirmishing. Here their fieldcraft and wiry natural agility help them to evade the hostile attentions of their foes.

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

2 CP Battle Tactic Either turn

### JOIN THE HUNT

Any phase

When a Kroot Hunting Pack closes in on its prey, there are often other hunters waiting to join in the fray and take their share of any spoils.

When

Any phase.

Target

One KROOT INFANTRY or KROOT HOUNDS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Add a new unit to your army identical to your destroyed unit, in **Strategic Reserves**, at its Starting Strength.

Restrictions

This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.

1 CP Battle Tactic Either turn

### A TRAP WELL LAID

Shooting · Fight

The Kroot have long perfected the art of ambush hunting, their packs working in deadly concert.

When

Your Shooting phase or the Fight phase.

Target

One KROOT unit from your army that has not been selected to shoot or fight this phase.

Effect

After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is **Battle-shocked**, improve the Armour Penetration characteristic of that attack by 1.

1 CP Wargear Either turn

### EMP GRENADES

Shooting · Fight

Furnished by T’au allies or returning Farstalkers, these electromagnetic grenades wreak havoc with the animuses of armoured fighting vehicles.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight.

Target

One KROOT GRENADES unit from your army within 8" of that enemy VEHICLE unit.

Effect

Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1.

1 CP Strategic Ploy Either turn

### THE GRISLY FEAST

Fight

The psychological impact of witnessing one's comrades being dismembered and devoured by gore-splattered Kroot cannot be overstated.

When

Fight phase.

Target

One KROOT unit from your army that destroyed one or more enemy units this phase.

Effect

In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.

1 CP Strategic Ploy Your turn

### GUERRILLA WARRIORS

Movement

Kroot see no value in stand-up fights, caring little for honour or glory. They hit and fade, frustrating their foes and bleeding them by degrees until - weakened and out of position - they are rendered vulnerable.

When

Your Movement phase, just after a KROOT unit from your army Falls Back.

Target

That KROOT unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge.

1 CP Strategic Ploy Opponent's turn

### HIDDEN HUNTERS

Shooting

The Kroot are experts in camouflage and concealment, able to utilise cover in ways most foes would never consider and - to their great misfortune - do not anticipate.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One KROOT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

## Kroot Raiding Party

Boarding Actions 4 stratagems

### Guerrilla Ambushers

So stealthy and swift are Kroot on the hunt they are often able to pounce upon their victims before the foe is even aware of their peril.

Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army.

1 CP Battle Tactic Either turn

### BOARDING BLADES

Fight

Expecting close-quarters carnage, these Kroot have adapted the blades on their weapons to slice through even thick armour.

When

Fight phase.

Target

One KROOT unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.

1 CP Strategic Ploy Either turn

### SWEEPING AMBUSH

Fight

Once they spring their ambush these Kroot move fast, hacking through one band of foes and pouncing on the next before the enemy can regain their footing.

When

Fight phase.

Target

One KROOT unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move.

1 CP Strategic Ploy Your turn

### BRUTE FORCE

Movement

Where cunning will not suffice, the brutal strength of Krootox sees hatchways and bulkheads smashed to pieces, filling the corridors beyond with whickering shrapnel.

When

Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway.

Target

That KROOTOX RIDERS unit.

Effect

Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 **mortal wound**; on a 5+, that enemy unit suffers 2 mortal wounds.

1 CP Wargear Your turn

### TANGLEBOMB BOLAS

Shooting

Sent spinning in to entangle their targets, these weapons leave their victims easy prey for the screeching Kroot.

When

Your Shooting phase.

Target

One KROOT unit from your army.

Effect

Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve **Advance** and **Charge rolls** made for it.

## Mont’ka

6 stratagems

### Killing Blow

Mont’ka is the most aggressive style of T’au warfare. Its singular focus is the art of identifying a target of opportunity and attacking it swiftly with an overwhelming application of force.

During the first, second and third battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the \[ASSAULT\] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the \[LETHAL HITS\] ability.

1 CP Battle Tactic Either turn

### PINPOINT COUNTER-OFFENSIVE

Any phase

Mont’ka emphasises rapid evolving threat-analysis and the application of overwhelming firepower to eliminate emergent high-priority targets.

When

Any phase.

Target

One T’AU EMPIRE unit (excluding KROOT units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.

1 CP Battle Tactic Your turn

### AGGRESSIVE MOBILITY

Movement

By advancing swiftly into commanding positions, Mont’ka forces maximise the benefits of their enemies' shock and disorientation.

When

Your Movement phase.

Target

One T’AU EMPIRE unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

1 CP Battle Tactic Your turn

### FOCUSED FIRE

Shooting

Mont’ka doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.

When

Start of your Shooting phase.

Target

Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.

Effect

Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.

Restrictions

You cannot use this Stratagem during the fourth or fifth battle rounds.

1 CP Battle Tactic Your turn

### COMBAT DEBARKATION

Shooting

The most aggressive Fire caste warriors sometimes spring from moving transports, roll with the impact of landing, and come up with weapons already blazing.

When

Your Shooting phase.

Target

One T’AU EMPIRE INFANTRY unit from your army that disembarked from a TRANSPORT this turn.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.

2 CP Strategic Ploy Your turn

### PULSE ONSLAUGHT

Shooting

Rather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns, pinning their advancing foes and staving off their onslaught.

When

Your Shooting phase.

Target

One T’AU EMPIRE INFANTRY unit (excluding KROOT units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks.

Effect

Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from **Advance** and **Charge rolls** made for it.

2 CP Wargear Opponent's turn

### COUNTERFIRE DEFENCE SYSTEMS

Shooting

Point-defence systems trigger as incoming fire is detected, blasting projectiles from the air and lessening the power of the enemy fusillade.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.

## Retaliation Cadre

6 stratagems

### Bonded Heroes

Each time a T’AU EMPIRE BATTLESUIT model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1 as well.

2 CP Epic Deed Either turn

### FAIL-SAFE DETONATOR

Any phase

Devices are incorporated into some battlesuits either to prevent high-ranking pilots being taken alive for interrogation or to prevent just such fatal explosions.

When

Any phase, just after a T’AU EMPIRE BATTLESUIT model from your army is destroyed.

Target

That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed.

Effect

Before removing your model from play, if it has the **Deadly Demise** ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 **mortal wounds**.

1 CP Wargear Either turn

### STIMM INJECTORS

Shooting · Fight

On-board hypodermics shunt pain-blockers and chemical stimulants into the pilot's system.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One T’AU EMPIRE BATTLESUIT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.

2 CP Strategic Ploy Your turn

### THE SHORTENED BLADE

Movement

Made famous by Commander Farsight and his protege Brightsword, this philosophy encourages pilots to drop into the very teeth of the enemy army and apply their firepower at point-blank range.

When

Your Movement phase.

Target

One T’AU EMPIRE BATTLESUIT unit from your army that is arriving using the **Deep Strike** ability this phase.

Effect

Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.

Restrictions

A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.

1 CP Battle Tactic Your turn

### THE ARRO’KON PROTOCOL

Shooting

Commander Arro’kon’s teachings are considered pre-eminent in the art of engaging and eliminating numerically overwhelming enemy formations.

When

Your Shooting phase.

Target

One T’AU EMPIRE BATTLESUIT unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the \[SUSTAINED HITS 1\] ability. If that attack targets an enemy unit that contains 11 or more models, it has the \[SUSTAINED HITS 2\] ability instead.

1 CP Strategic Ploy Your turn

### THE TORCHSTAR GAMBIT

Shooting

Though now disgraced by association with O'Shovah, Sub-Commander Torchstar’s strike-and-fade tactics are still taught - albeit officially under other names - in many Fire caste academies.

When

Your Shooting phase.

Target

One T’AU EMPIRE BATTLESUIT unit from your army that can FLY whose attacks have been resolved this phase.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a **Normal move**. If it does, your unit cannot declare a charge this turn

1 CP Strategic Ploy Opponent's turn

### GRAV-INHIBITOR FIELD

Charge

First used by O’Jir during the battle for Laguna Shard, these battlesuit-mounted emitters batter advancing foes backwards with gravitic pulse waves.

When

Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target

One T’AU EMPIRE BATTLESUIT unit from your army that was selected as a target of that charge.

Effect

That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 **mortal wound**.

## Starfire Cadre

Boarding Actions 4 stratagems

### Markerlight Precision

The inescapable data-beams of markerlights stab out through the venting steam and boiling smoke of the boarding action, questing to paint enemy targets and direct Tan firepower against them.

Each time a T’AU EMPIRE unit from your army (excluding KROOT units) is selected to shoot, ranged weapons equipped by models in your unit have their Ballistic Skill characteristic improved by 1 and have the \[SUSTAINED HITS 1\] ability while targeting an enemy unit that is visible to one or more friendly MARKERLIGHT units that are not within Engagement Range of one or more enemy models.

1 CP Strategic Ploy Either turn

### FIRING LINE

Fight

Should the foe break through one line of Fire caste defence, the next is ready to push them back from vital sites aboard the contested ship.

When

Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army.

Target

One FIRE WARRIOR or PATHFINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit.

Effect

Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit.

1 CP Strategic Ploy Your turn

### RETREATING FIRE

Shooting

Collapsing lines of infantry provide a defence in depth through the shipboard confines, allowing the enemy to overextend even as retreating T'au continue to pour fire into them.

When

Your Shooting phase.

Target

One FIRE WARRIOR or PATHFINDER TEAM unit from your army.

Effect

Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

1 CP Battle Tactic Your turn

### RESPONSIVE VOLLEY

Movement

Should enemy forces be suddenly revealed during such close-confines combat, Fire caste soldiery are trained to loose immediate, punishing firepower.

When

Your Movement phase, just after a FIRE WARRIOR or PATHFINDER TEAM unit from your army opens a Hatchway.

Target

That FIRE WARRIOR or PATHFINDER TEAM unit.

Effect

Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

1 CP Battle Tactic Opponent's turn

### PULSE BARRAGE

Movement · Charge

The tight confines of voidship warfare funnel the enemy right into the waiting T'au guns.

When

Your opponent’s Movement or Charge phase.

Target

One FIRE WARRIOR or PATHFINDER TEAM unit from your army that has not fired Overwatch this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
