Don’t miss all the new Tau 40k Unit Datasheets & Army Wide rules for their updated 9th Edition Warhammer 40k codex.
With the Tau Empire Codex in hobbyists’ hands and rules previews aplenty from Games Workshop, we can get a better picture of what all the new rules are looking like for the Greater Good.
Tau Unit Datasheets & Army Wide 40k Rules
These unique faction rules are collected from all the following reviews on YouTube, and Warhammer Community alike, so be sure to watch your favorite presenters talk about their take on the book at the links below!
Codex: T’au Empire Retail Price: $50
Click here to get yours for less from these retailers: | Amazon | Dicehead Games | Gold Goblin Games or full price on the GW Webstore
This 136-page book comprehensively covers the T’au Empire. It has everything you need to bring the technological might of the T’au to bear on the tabletop in order to expand the empire, plus a selection of lore and art to inspire your own collection.
Tau Empire 9th Edition 40k Army Wide Rules
First up we’ve got some list restrictions that essentially say each detachment can only have one commander unless it’s a Farsight Enclaves detachment, then those can have two commanders. The drawback for the Enclave is then that they can’t take Ethereals, which got some love in this update.
The big change here for abilities is that Markerlights are now treated as an Action. Additionally, Markerlights are now removed after being shot at, and at the end of the shooting phase. This means that marker lights are easier to place and get the best effect (no more having to go for a certain number for certain effects), however, you’ll have to keep placing them each turn you want to take advantage of that sweet-sweet +1 to hit.
We will just have to see if this is a strong or weak change in the coming weeks.
Other abilities are also defined here like the pregame move: Ambushing Predators and the deep strike: Manta Strike.
New Tau Tactical Philosophy Mont’ka & Kauyon 40k Rules
The Next big new ability is the Philosophies. Now after you decide who goes first you can decide to commit to Kauyon or Mont’ka.
Durable units get a lot of mileage out of the Kauyon Tactical Philosophy, as the army must be able to withstand several turns of enemy attacks before springing their trap. Stealth and Ghostkeel Battlesuits are well suited for the task, as their camouflage systems offer extra protection and their high rate of fire generates extra hits on the counter-attack.
In general, Kauyon looks to surge up to a powerful final turn, where targeting the closest enemies (within 12″) and rolling an unmodified hit roll (as displayed above) result in an additional hit! This also allows shooting and falling back in the same turn, however, the star really is getting a 50-50 chance for additional hits on round 5.
We’ll have to see how many people pick this one because it means you have to make it to turn three to start getting value. It is strong once you get there, but how many units will you have left to take advantage of it? However, if you make it to turns four and five with a decent amount of stuff, you’re gaining a lot of firepower and maneuverability
Mont’ka Tau Tactical Philosophy Rules
The Mont’ka Tactical Philosophy rewards decisive action in the first three turns, allowing its warriors to rapidly advance into enemy lines and blaze away with powerful close-range firepower. This allows players to move even their foot-slogging Fire Warriors into a commanding position early in the game, getting their new, improved pulse rifles into that all-important Rapid Fire range from the get-go. Mont’ka is a particular favourite of Crisis Battlesuit cadres deploying via Manta Strike, who aim to scrub elite troops from the field by dropping down at close range.
Mont’ka instead cares about a strong start, allowing movement and being treated as remaining stationery, plus getting an extra AP and wound re-rolls of 1 if targetting the closest unit (within the specified distance above).
As we said, you pick these after the turn order has been decided and one helps with the first 3 turns, the other helps with the last three. If you need to get on objectives early and maneuver into a better position this is super strong. As advancing or moving gives you no negative effects.
Then, if you’re getting up close and personal, you get some serious shooting benefits. An extra AP and re-rolling a wound is no joke.
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Overall both of these look extremely good, but it’ll depend on what the matchup looks like to decide which is best for each game! Will the plan be to hunker down and outlast, or rush the board for an early wipe?
Tau Empire 9th Edition 40k Unit Datasheets
While there are a ton of datasheets for the Tau, we wanted to specifically highlight the new Darkstrider and all the drone changes.
All-in-all this also looks like a big improvement over his old rules! But this also came with a stunning new model.
Did you wonder who the mysterious silhouetted figure was in our Kill Team article on the T’au Empire? It was none other than Sub-commander El’Myamoto, better known as Darkstrider.
The model is actually pretty interesting with him and the drones. Obviously, it’s much better than the old Finecast one and hey, it’s not Finecast! So that right there makes this way better. They also showed a couple of rules for the new mini.
The new miniature sees Darkstrider carefully releasing one of his drone familiars, with his trusty pulse carbine, Shade, tucked under his right arm.
This is a serious increase of both damage and AP from the last version, so nothing wrong with more firepower!
Darkstrider’s optical scanner incorporates a highly advanced structural analyser, enabling him to direct the fire of his kin at the weak points of their targets with ruthless precision.
This is very similar to his old ability. So not much changed here, which is a good thing considering this is a pretty good (and unique) ability.
Previously, all drones had more or less the exact same stat line, however, this new change gives them way more diversity! It’s also a little hilarious that shield drones are now tanky-er than a Chaos Space Marine, but hey, this is still a great and welcome update! These new stat lines will hopefully make the decision on drone types in lists much more interactive and interesting. Gone are teh days of only taking gun drones and shield drones…
As for the drone’s abilities, there are some changes here too! Shield drones lost their 5+ FNP, however, the extra wound should more than compensate for that. The other big change is to Sniper Drones which lost the mortal wound rule, but now have -2 AP instead of 0!
Marker Drones are potentially going to be more important now given that marker lights need to be constantly re-placed each turn, so expect a few more of those in games for sure. Pulse Accelerator Drone got completely changes from extra range, to an extra AP and now only affects pulse weapons, which seems like a good thematic change.
Lastly, the Guardian Drone is now changed to a 4+ invuln and 1-2 to wound always fails when targeting it, it sadly no longer gives Strike Teams a 6+ invuln of their own. While the Gun Drone has gotten an extra 6″ range with no downside, making it still a good option for a few extra shots!
- Stormsurge costs 330 pts. Blast cannon is the more expensive weapon. Driver Cannon is Hvy 3d3, S10, AP-4, dmg 3, Blast. Cluster Rockets retain Blast ability. Built-in 4++.
- Piranha assembly picture is incorrect. The burst cannon is AP 0 base. The fusion blaster is a heavier, vehicle-mounted specifically for the piranha. The Crisis version remains d6 damage. Both types of FB get the new Melta treatment: +2 dmg at half range.
- Enforcer Commanders have DR -1 innately.
- Hammerheads are 145pts (+10 for Ion) Hammerhead Railgun is the only weapon that ignores Invuls innately.
- Farsight gives the same buff as a standard XV8 Crisis Commander: Tactical Acumen. Choose a Crisis team in the Command Phase within 6″, they can Shoot and Charge after falling back. They Ignore and or all ranged Hit modifiers He also can choose a Farsight Enclaves Core unit at the beginning of the Fight phase and give them +1 to Hit in Melee for the phase.
Above is the old rules for Shadowsun from The Greater Good
- Shadowsun has Full Re-roll Chapter Master Buff, does not break Sept Traits if she doesn’t match the army, and is a Supreme Commander.
- BOTH Farsight and Shadowsun have RR1s to Hit for Core aura.
- Farsight has A5 and does that “Choose Double weak attacks or Single, 2x 3 dmg attacks”
- Shield Drones are 12ppm.
- Crisis Suits profile: W4, 30ppm base, 3-6 unit size. ATS is gone now. Most support systems are free (not shield generators) and they get a 4th hardpoint only for support systems.
- Vespid are 12ppm. WS 4, BS 4, S4, T4, W1, A1, Ld8, 4+ SV
- All three Crisis Commanders are still around. They each have a different buff they give to a unit of Crisis suits. They have the RR1s to Hit aura for Core units and they give a benefit (not mentioned what benefit is) to a group of Crisis suits. Still, only 1 per detachment unless you are FSE – then you get 2.
- Sunshark is all damage output. 12 Ion Rifle shots that can overcharge. I think it’s the only model in that game that can murder itself stacking Overheat MWs now. The Pulse Bomb seems alright. 6d6 dice, 4+ is an MW. Can go to 10 dice against large squads.
- Ghostkeels 160pts, apparently very hard to shift now, and cannot get an invulnerable save.
So far the new updates to infantry and battlesuits seem to be just what the doctor ordered for the Tau rules-wise in 9th edition!
Here’s all the latest on the upcoming Tau rules updates and points changes for Warhammer 40k.
- All The Tau 40k Rules
- Tau Stratagems Rules
- Relics, Warlord, & Ethereal Traits
- New Markerlight Rules for Tau
- Tau HQ & Unit Rules Rumors
- Farsight & Tau Sept Rules
- Wargear & Weapon Rules
- New Tau Empire Wargear, Points, & Secondaries 40k Rules
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