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T’au Rumors Confirmed: No Salt Needed

Tau Sept wal hor

Last week we saw a big influx of T’au rumors, and it looks like they’re completely accurate with what we’ve seen so far. You’re not going to want to miss this!

We got a look at a lot of rumors over the last week, and now that Games Workshop has started dropping their previews and it looks like those rumors that once needed salt no longer do. Let’s take a look at the rumors themselves and how they’ve matched up with what we’ve seen from GW so far.

Weapons

Tau Riptide Weapons

HBC (one profile only now ) 36″ 12 shots S6 -1 2dmg CONFRIMED

Ion Accelerator ( only normal and overcharge) CONFRIMED
-72″ Heavy D6 S8 -3 d3dmg
-72″ Heavy D6 S9 -3 3dmg (self mortal wound on roll of 1)

The changes for the Ion accelerator and the Heavy burst cannon were spot on! Ion accelerator standard increased to a Heavy D6, Strength 8, doing D3 Damage. Overcharged also go a little bit of an upgrade increasing the Strength to 9 and doing a guaranteed 3 Damage instead of D3, but it’s doing a mortal wound on hit rolls of 1.

Tau Farsight Weapons

Dawn Blade +3 S CONFRIMED

High Intensity Plasma Rifle (new) 30″ RF1 6 -4 1 CONFRIMED

The High-intensity plasma rifle has an extra 6″ range over the Plasma rifle, it’s still Rapid Fire 1 and Strength 6, but it’s now doing 2 Damage with a -4 AP. Sounds devastating. The only thing changing about the Dawnblade is the Strength went from the User to a +3, which is definitely going to help with those wound rolls.

Sept Traits

Tau: Overwatch on a 5 regardless of firing model BS or any modifiers. CONFRIMED

Tau Coordinated Fire Arcs

Vior’la : Treats all RF weapons as assault weapons (RF 1 treated as assault 1). Additionally, no penalty to advance and fire the assault weapons.
Dal’yth : Unit that does not manta strike, move , fall back, charge , pile in or consolidate this turn may claim the benefit of cover even while in the open.
Sa‘cea: +1 LD, Additionally, in shooting phase, you can reroll a single failed hit roll for each Sa‘cea unit
Bork’an : Add 6″ to maximum range of any Rapid Fire and Heavy weapon they are armed with. CONFRIMED

Tau Sup Craftsmanship

Farsight: Reroll wounds of 1 against models that are within 6′ of the firing (farsight) model. CONFRIMED

Tau Dev Counter Attack

We also got a look at some Sept Warlord traits from the upcoming T’au codex as well:

Sept Warlord Traits
Tau : 5+ save against Mortal Wounds
Vior’la : If warlord has master of war, Volley Fire or Failure is Not an Option ability, the range increased to 9″. additionally, if your army is battleforged, +1 command pt
Dal’yth: While within 12″ of Warlord, friendly Kroot and Vespid units gain For The Greater Good ability
Sa‘cea: Friendly Sa‘cea unit within 6″ of warlord, reduce the number of model that flee as a result of morale by 1
Bork’an: For each hit roll made by warlord, +1 to wound for that hit
Farsight: Warlord can perform 6″ heroic intervention. Additionally, if your warlord has charged , was charged or heroic intervened, until end of phase, can reroll hits. CONFRIMED

Tau Hero Enclaves

Hero of the Enclaves is going to be giving your Warlord a nice little bonus. You’ll be able to perform Heroic Intervention if your Warlord is within 6″ of an enemy unit after the enemy has completed all their charge moves. This is going to allow you to move your Warlord up to 6″ when performing a Heroic Intervention, as long as they move closer to the nearest enemy. If you charge with your Warlord, perform a Heroic Intervention, or your Warlord was charged, you’ll also be able to re-roll failed hit rolls for them until the end of the turn.

Will the new traits make the T’au even faster, not to mention more deadly?

With three previews down, and eight rumors almost word for word accurate, we think it’s safe to say the rest of what follows can be taken with no salt.

Enjoy what is quickly turning out to be previews and not rumors of the upcoming T’au codex.

Warlord Traits
1) reroll wounds 1 against Monster or Vehicles
2) your shooting phase, pick a visible enemy unit to your warlord, each time any friendly <sept> unit within 6′ of warlord makes a wound roll of 6, add 1 to AP of attack
3) Add 6 to Advance instead of rolling dice.
4) If warlord within 12′ of enemy unit at start of shooting phase, you can reroll hits for your warlord until end of phase.
5) reroll hits for warlord, if they have not moved this turn. if they move for any reason, they lose the trait until the start of next turn.
6) warlord can advance and shoot as if he hasn’t advanced.

We also got a look at a couple of unit point changes for the T’au.

Breacher -1 
Strike Team -1
Devilfish -21
Riptide -24 
Gun Drone +4 
MV Shield Drone +2 
Broadside -20
Skyray -19
Hammerhead -17 
Piranha -6 

Aunshi +8 
Aunva +20 

The Skyray, Broadside, Devilfish, and Riptide are all seeing pretty big point drops, while the Aunva is jumping 20 points in cost.

tau wal hor codex 8thThat’s not all though, we’re also got a look at point changes for some of the equipment.

Airburst -2
Burst Cannon -2
Cluster Rocket -36
Fusion Collider -9
HBC – 20
HRR -28
HYMP -16
Ion Accel -42 
Ion Cannon -20 
SMS -5 
Supremacy Rail gun -19 

ATS (Ghostkeel , SS, Riptide) 18 
ATS (all others ) +4 
Counterfire Defense +5 
EWO (Ghostkeel, SS, Riptide) 10
EWO (all others) -3 
Multi tracker (all) 10 
shield gen (ss) 40 
shield gen (all others including ghostkeel now)
Iridium 15

The Ion Accel is seeing a huge drop 42 point change, and the Cluster Rocket will be dropping 36 points. That’s going to make both of these weapons easier to bring in your army and possibly free up enough space to add another unit.

tau fire warrior hor wal

We’re also seeing some rumored changes for equipment stats.

Seeker Missiles S8 -2 D6 dmg
Cyclic Ion Blaster 3 shots instead of D3 . Overcharge mode.
Cyclic Ion Raker 6 shots instead of D6 . Overcharge mode.
Ion Cannon D6 instead of D3 perm for overcharged.
Ion Rifle (overcharged) 2dmg instead of 1
Longshot pulse. On a wound roll of 6, additional 1 Mortal Wound dmg.
Pulse Driver Cannon D6 instead of D3
EWO have additional clause of -1 to hit when being used.
Multitracker now only works on units with 5 or more models.
Markerlight table 3 and 4 swap, 3 is now ignore cover.

Having 3 shots instead of D3 on the Cyclic Ion Blaster instead of D3, 6 shots instead of D6 on the Cyclic Ion Raker, and they both get an Overcharge mode, is making both of these weapons even more deadly than they already were.

tau wal hor

Riptide points down 24, HBC down 20, Ion Accelerator down 42.

Gun Drones +4
Shield Drones +2
Marker Drones same.
Broadside -20 HRR -27 HYMP -16 SMS-5
Skyray -19 Hammerhead -17

So it looks like we’ll be seeing a couple point drops for the T’au, but the Shield and Gun Drones are both going to be slightly increased in points.

All in all, these are going to be some updates that T’au players should be taking note of.

Who doesn’t like big point drops, faster moving units, and more damage?

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About the Author: James Rodriguez

I'm a huge fan of anything tabletop. I play strictly Chaos in Warhammer, and Imperial in anything Star Wars. I spent 8 years in the military. Now I'm happy to be a civilian working with a great group of people. "We are all tyrants. Do not fool yourself. We were bred for nothing else." -Mortarion