T’au Empire — army rules
Auxiliary Cadre
Detachment rules
Integrated Command Structure: Kroot and Vespid Stingwings units from your army gain Targeting Triangulation (Aura): while an enemy unit is within 9" of and visible to this unit, each ranged attack made by a friendly T'AU EMPIRE model (excluding KROOT, VESPID STINGWINGS and Titanic models) against that enemy unit improves its Armour Penetration by 1. T'au Empire units (excluding KROOT and VESPID STINGWINGS units) from your army gain Localised Stealth Projectors (Aura): while a friendly KROOT or VESPID STINGWINGS unit is wholly within 6" of and visible to this unit, that unit can only be targeted by a ranged attack if the attacking model is within 18".
Enhancements
Student of Kauyon (15 pts): Kroot Shaper model only. In the Declare Battle Formations step, pick up to three Kroot Carnivores or Kroot Farstalkers units from your army. Models in those units gain the Deep Strike ability.
Admired Leader (20 pts): T'AU EMPIRE model (excluding Kroot models) only. In your Command phase, you may pick one KROOT or Vespid Stingwings unit within 12" of the bearer. Until your next Command phase, improve the Leadership of its models by 1, and while that unit is not Battle-shocked add 1 to the Objective Control of its models.
Fanatical Convert (10 pts): Kroot model only. The bearer's unit gains the For the Greater Good ability.
Transponder Lock Module (25 pts): T'au Empire Walker model with the Deep Strike ability only. The bearer's unit may be set up via Deep Strike in the Reinforcements step of your first, second or third Movement phase, regardless of mission rules. During your first Movement phase, set it up within 12" of one or more friendly Kroot or Vespid Stingwings units and not within 9" horizontally of any enemy units.
Stratagems
MULTISENSORY SCANNING
WHEN: Your Shooting phase or Fight phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, each attack a model in your unit makes may re-roll a Wound roll of 1; if it is a Kroot or Vespid Stingwings unit, you may re-roll the whole Wound roll instead.
ALIEN EXPERTISE
WHEN: Your Movement phase. TARGET: One T'AU EMPIRE unit from your army. EFFECT: Until the turn ends, your unit may shoot in a turn in which it Advanced; if it is a Kroot or Vespid Stingwings unit, it may also declare a charge in a turn in which it Advanced.
GUIDED FIRE
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit (excluding Kroot and Vespid Stingwings units) from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, add 1 to the Strength of ranged weapons carried by models in your unit, or add 2 instead if your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army.
INTERLOCKING MANOUEVRES
WHEN: End of the Fight phase. TARGET: One T'AU EMPIRE unit from your army that was eligible to fight this phase. EFFECT: If your unit is outside Engagement Range of all enemy units, it may make a Normal move of up to 6"; otherwise it may make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
PHEROMONE WAYPOINTS
WHEN: Your Movement phase. TARGET: One Kroot or Vespid Stingwings unit from your army not yet chosen to move this phase. EFFECT: Until the phase ends, each time your unit Advances, do not roll for the Advance; instead, until the phase ends, add 6" to the Move characteristic of models in your unit.
EXPERIMENTAL MODIFICATIONS
WHEN: Your Shooting phase or Fight phase. TARGET: One Kroot or Vespid Stingwings unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, improve the Armour Penetration of weapons carried by models in your unit by 1.
Experimental Prototype Cadre
Detachment rules
Superior Craftsmanship: Add 6" to the Range characteristic of ranged weapons carried by T'AU EMPIRE models from your army.
Enhancements
Supernova Launcher (15 pts): T'AU EMPIRE model only. Pick one airbursting fragmentation projector carried by the bearer. Add 3 to its Strength and 1 to its Armour Penetration and Damage.
Thermoneutronic Projector (20 pts): T'AU EMPIRE model only. Pick one T'au flamer carried by the bearer. Add 2 to its Strength and 1 to its Armour Penetration and Damage.
Plasma Accelerator Rifle (10 pts): T'AU EMPIRE model only. Pick one plasma rifle carried by the bearer. Add 2 to its Strength and 1 to its Attacks, Armour Penetration and Damage.
Fusion Blades (25 pts): T'AU EMPIRE model only. Pick one fusion blaster carried by the bearer. Add 1 to its Attacks and 3 to its Strength, and give it the [MELTA 4] ability.
Stratagems
EXPERIMENTAL WEAPONRY
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each time you roll one or more dice to determine the number of attacks made by a weapon carried by a model in your unit, you may re-roll the result.
REACTIVE IMPACT DAMPENERS
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit has chosen its targets. TARGET: One T'au Empire Battlesuit unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, each time an attack targets your unit, if the attack's Strength exceeds your unit's Toughness, subtract 1 from the Wound roll.
AUTOMATED REPAIR DRONES
WHEN: Command phase. TARGET: One T'au Empire Battlesuit unit from your army. EFFECT: Pick one BATTLESUIT model in your unit; it recovers up to D3+1 lost wounds.
NEUROWEB SYSTEM JAMMER
WHEN: Your opponent's Shooting phase, just after an enemy unit has chosen its targets. TARGET: One T'au Empire Crisis unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, your unit can only be targeted by a ranged attack if the attacking model is within 18".
EXPERIMENTAL AMMUNITION
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot this phase. EFFECT: Pick one of the following to apply to your unit until the phase ends: improve the Strength of ranged weapons carried by its models by 1; or improve the Strength and Armour Penetration of those weapons by 1 and give them the [HAZARDOUS] ability. RESTRICTIONS: You cannot target the same unit with both the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
THREAT ASSESSMENT ANALYSER
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot this phase. EFFECT: Pick [SUSTAINED HITS 1] or [LETHAL HITS]; until the phase ends, ranged weapons carried by models in your unit gain that ability. Alternatively, pick [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] to apply to those weapons until the phase ends. RESTRICTIONS: You cannot target the same unit with both the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
Kauyon
Detachment rules
Patient Hunter: During the third, fourth and fifth battle rounds, ranged weapons carried by T'au Empire models from your army gain the [SUSTAINED HITS 1] ability. During those same battle rounds, while a unit is a Guided unit (see For the Greater Good), each ranged attack made by a model in it against a Spotted unit may ignore any or all modifiers to its Ballistic Skill characteristic and/or to the Hit roll.
Enhancements
Exemplar of the Kauyon (20 pts): T'AU EMPIRE model only (excluding Kroot Shaper models). While the bearer leads a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round on, rather than the third.
Precision of the Patient Hunter (15 pts): T'AU EMPIRE model only. Each ranged attack the bearer makes gets +1 to the Hit roll. From the third battle round on, it also gets +1 to the Wound roll.
Solid-image Projection Unit (30 pts): T'AU EMPIRE model only. After both players have deployed, pick up to three T'AU EMPIRE units from your army and redeploy them. You may place those units in Strategic Reserves if you wish, ignoring any limit on how many units are already there.
Through Unity, Devastation (40 pts): T'AU EMPIRE model only (excluding Kroot Shaper models). While the bearer leads a unit, each time that unit is an Observer unit, until the phase ends, ranged weapons carried by models in a Guided unit gain the [LETHAL HITS] ability against their Spotted unit.
Stratagems
WALL OF MIRRORS
WHEN: End of your opponent's Fight phase. TARGET: One Stealth, Ghostkeel or Commander Shadowsun unit from your army. EFFECT: Remove your unit and place it in Strategic Reserves. RESTRICTIONS: Cannot target a unit within Engagement Range of any enemy units.
A TEMPTING TRAP
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot this phase. The first time you use this Stratagem, also pick one objective marker not in your opponent's deployment zone; until the battle ends this is your Trap objective marker. EFFECT: Until the phase ends, each ranged attack a model in your unit makes against an enemy unit within range of your Trap objective marker gets +1 to the Wound roll. RESTRICTIONS: Cannot be used during the first or second battle rounds.
COORDINATE TO ENGAGE
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army that has just been chosen as an Observer unit (see For the Greater Good). EFFECT: Until the phase ends, each attack a model in your unit makes against their Spotted unit improves its Ballistic Skill by 1, and if your unit has the Markerlight keyword that attack gains the [IGNORES COVER] ability.
POINT-BLANK AMBUSH
WHEN: Your Shooting phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each ranged attack a model in your unit makes against an enemy unit within 9" improves its Armour Penetration by 1. RESTRICTIONS: Cannot be used during the first or second battle rounds.
PHOTON GRENADES
WHEN: Your opponent's Charge phase, just after an enemy unit declares a charge. TARGET: One T'au Empire Grenades unit from your army chosen as one of that charge's targets. EFFECT: That enemy unit must immediately take a Battle-shock test, and until the phase ends subtract 2 from Charge rolls made for it.
COMBAT EMBARKATION
WHEN: Your opponent's Charge phase, just after an enemy unit declares a charge. TARGET: One T'au Empire Infantry unit from your army chosen as one of that charge's targets, plus one friendly Transport. EFFECT: Your unit may embark within that TRANSPORT; if it does, your opponent may pick 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 room to embark the whole unit.
Kroot Hunting Pack
Detachment rules
Hunter’s Instincts: Each attack a Kroot model from your army makes gets +1 to the Hit roll if the target is below its Starting Strength, and also +1 to the Wound roll if the target is Below Half-strength.
Skirmish Fighters: Kroot models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.
KEYWORDS: If you take this Detachment, Kroot Carnivore units from your army gain the Battleline keyword.
Enhancements
Borthrod Gland (15 pts): Kroot Flesh Shaper only. While the bearer leads a unit, each melee attack a model in that unit makes scores a Critical Hit on an unmodified Hit roll of 5+.
Kroothawk Flock (10 pts): Kroot model only. Ranged weapons carried by models in the bearer's unit gain the [IGNORES COVER] ability, and enemy units set up as Reinforcements cannot be placed within 12" horizontally of the bearer.
Nomadic Hunter (20 pts): Kroot Trail Shaper model only. While the bearer leads a unit, add 3" to the Move characteristic of its models, and ranged weapons carried by those models gain the [ASSAULT] ability.
Root-carved Weapons (10 pts): Kroot War Shaper model only. All weapons carried by the bearer gain the [PRECISION] and [DEVASTATING WOUNDS] abilities.
Stratagems
JOIN THE HUNT
WHEN: Any phase. TARGET: One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed (you may use this Stratagem on it though it is destroyed). EFFECT: Add a new unit identical to the destroyed one to your army, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: Cannot be used to return destroyed Character units to Attached units. Once per battle only.
A TRAP WELL LAID
WHEN: Your Shooting phase or Fight phase. TARGET: One Kroot unit from your army not yet chosen to shoot or fight this phase. EFFECT: After your unit resolves its attacks this phase, pick one enemy unit hit by one or more of them. Until the phase ends, each attack a KROOT model from your army makes against that enemy unit improves its Armour Penetration by 1, unless the attacking unit is Battle-shocked.
THE GRISLY FEAST
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, with -1 to the test if that unit is Below Half-strength. Units affected by this Stratagem do not take any other Battle-shock tests that phase.
GUERRILLA WARRIORS
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back. TARGET: That KROOT unit. EFFECT: Until the turn ends, your unit may shoot and declare a charge.
HIDDEN HUNTERS
WHEN: Your opponent's Shooting phase, just after an enemy unit has chosen its targets. TARGET: One Kroot unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, your unit can only be targeted by a ranged attack if the attacking model is within 18".
EMP GRENADES
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy VEHICLE unit is chosen to shoot or fight. TARGET: One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. EFFECT: Until the phase ends, worsen the Weapon Skill and Ballistic Skill of that enemy VEHICLE unit's weapons by 1.
Kroot Raiding Party
Detachment rules
Guerrilla Ambushers: Each time an enemy unit is chosen to fire Overwatch, roll one D6: on a 4+, until the turn ends that unit cannot make Overwatch attacks targeting KROOT units from your army.
Enhancements
Experienced Leader (0 pts): At the start of the first battle round, pick one enemy unit on the battlefield. For the rest of the battle, each attack a KROOT model from your army makes against that unit may re-roll the Wound roll while the bearer is on the battlefield.
Quill Marker (0 pts): At the start of your Charge phase, pick one enemy unit within 12" of the bearer. Until the phase ends, each time a KROOT unit from your army declares a charge while within 6" of that enemy unit, it may include that enemy unit as a charge target even if it is not visible.
Stratagems
BOARDING BLADES
WHEN: Fight phase. TARGET: One KROOT unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, improve the Armour Penetration of melee weapons carried by models in your unit by 1. Also, each attack a model in your unit makes improves its Armour Penetration by a further 1 on a Critical Wound.
BRUTE FORCE
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 within 3" of that Hatchway, if the Hatchway is visible to it and it is wholly on the far side from your unit: on a 2-4 that enemy unit takes 1 mortal wound; on a 5+ it takes 2 mortal wounds.
SWEEPING AMBUSH
WHEN: Fight phase. TARGET: One KROOT unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, each Pile-in or Consolidation move a model in your unit makes may be up to 6" instead of up to 3". Also, when making a Consolidation move, that model may end within Engagement Range of the closest enemy unit that was not visible to its unit when the move began.
TANGLEBOMB BOLAS
WHEN: Your Shooting phase. TARGET: One KROOT unit from your army. EFFECT: Pick 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 its models and halve Advance and Charge rolls made for it.
Mont’ka
Detachment rules
Killing Blow: During the first, second and third battle rounds, ranged weapons carried by T'AU EMPIRE models from your army gain the [ASSAULT] ability. During those same battle rounds, while a unit is a Guided unit, its ranged weapons gain the [LETHAL HITS] ability.
Enhancements
Coordinated Exploitation (40 pts): T'AU EMPIRE model only (excluding Kroot Shaper models). While the bearer leads a unit, each time that unit is an Observer unit, until the phase ends, ranged weapons carried by models in a Guided unit gain the [SUSTAINED HITS 1] ability against their Spotted unit.
Exemplar of the Mont’ka (10 pts): T'AU EMPIRE model only (excluding Kroot Shaper models). While the bearer leads a unit, the Killing Blow Detachment rule also applies to that unit during the fourth battle round.
Strategic Conqueror (15 pts): T'AU EMPIRE model only. At the start of the first battle round, before the first turn, pick one objective marker on the battlefield. While a friendly T'AU EMPIRE model is within range of it and the bearer is on the battlefield, add 1 to that friendly model's Objective Control characteristic.
Strike Swiftly (25 pts): T'AU EMPIRE model only. At the start of the battle, before any Scouts moves, you may pick up to two friendly T'AU EMPIRE units within 6" of the bearer that lack the Scouts ability. For the rest of the battle, all models in those units gain the Scouts 6" ability.
Stratagems
AGGRESSIVE MOBILITY
WHEN: Your Movement phase. TARGET: One T'AU EMPIRE unit from your army not yet chosen to move this phase. EFFECT: Until the phase ends, if your unit Advances, do not roll for the Advance; instead, until the phase ends, add 6" to the Move characteristic of models in your unit.
PINPOINT COUNTER-OFFENSIVE
WHEN: Any phase. TARGET: One T'AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed (you may use this Stratagem on it though it is destroyed). EFFECT: For the rest of the battle, each attack a T'AU EMPIRE unit (excluding KROOT units) from your army makes against the enemy unit that destroyed your unit may re-roll the Hit roll.
FOCUSED FIRE
WHEN: Start of your Shooting phase. TARGET: Two T'AU EMPIRE units from your army not yet chosen to shoot this phase, plus one enemy unit. EFFECT: Until the phase ends, each attack a model in either of your units makes may only target that enemy unit (and only if it is an eligible target), and that attack improves its Armour Penetration by 1. RESTRICTIONS: Cannot be used during the fourth or fifth battle rounds.
COMBAT DEBARKATION
WHEN: Your Shooting phase. TARGET: One T'au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn. EFFECT: Until the phase ends, each attack a model in your unit makes against the closest enemy unit may re-roll the Wound roll.
PULSE ONSLAUGHT
WHEN: Your Shooting phase. TARGET: One T'au Empire Infantry unit (excluding Kroot units) from your army that has just shot, plus 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. A shaken unit has -2 to its Move characteristic and -2 to Advance and Charge rolls made for it.
COUNTERFIRE DEFENCE SYSTEMS
WHEN: Your opponent's Shooting phase, just after an enemy unit has chosen its targets. TARGET: One T'AU EMPIRE unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, each time an attack is allocated to your unit, subtract 1 from that attack's Damage characteristic.
Retaliation Cadre
Detachment rules
Bonded Heroes: Each ranged attack a T'au Empire Battlesuit model from your army makes against a unit within 12" improves its Strength by 1. If the target is within 9", improve its Armour Penetration by 1 as well.
Enhancements
Internal Grenade Racks (20 pts): T'au Empire Battlesuit model only. The bearer gains the Grenades keyword, and each time it finishes a Normal move you may pick one enemy unit it moved over during that move. If you do, roll six D6: for each 4+ that enemy unit takes 1 mortal wound.
Prototype Weapon System (15 pts): T'au Empire Battlesuit model only. Each time the bearer is chosen to shoot, pick [LETHAL HITS] or [SUSTAINED HITS 1]; until those attacks resolve, ranged weapons carried by the bearer gain the chosen ability.
Puretide Engram Neurochip (25 pts): T'au Empire Battlesuit model only. Each time you target the bearer's unit with a Stratagem, roll one D6: on a 4+ you gain 1CP.
Starflare Ignition System (20 pts): T'au Empire Battlesuit model only. At the end of your opponent's turn, if the bearer's unit is outside Engagement Range of all enemy units, you may remove it and place it in Strategic Reserves.
Stratagems
THE ARRO’KON PROTOCOL
WHEN: Your Shooting phase. TARGET: One T'au Empire Battlesuit unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, each attack a model in your unit makes against an enemy unit of 6 or more models gains the [SUSTAINED HITS 1] ability, or against an enemy unit of 11 or more models gains the [SUSTAINED HITS 2] ability instead.
FAIL-SAFE DETONATOR
WHEN: Any phase, just after a T'au Empire Battlesuit model from your army is destroyed. TARGET: That destroyed model's unit (you may use this Stratagem on it even if the unit is destroyed). EFFECT: Before removing your model, if it has the Deadly Demise ability, do not roll for it; instead choose whether the result is a 1 or a 6. If it lacks Deadly Demise, roll one D6 for each unit within 6" of it: on a 4+ that unit takes D3 mortal wounds.
THE SHORTENED BLADE
WHEN: Your Movement phase. TARGET: One T'au Empire Battlesuit unit from your army arriving via Deep Strike this phase. EFFECT: Your unit may be set up anywhere on the battlefield more than 6" horizontally from all enemy models. RESTRICTIONS: A unit targeted by this Stratagem cannot declare a charge that turn.
THE TORCHSTAR GAMBIT
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 outside Engagement Range of all enemy units, it may make a Normal move; if it does, it cannot declare a charge this turn.
GRAV-INHIBITOR FIELD
WHEN: Your opponent's Charge phase, just after an enemy unit declares a charge. TARGET: One T'au Empire Battlesuit unit from your army chosen as a target of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test, and you roll one D6 for each model in it: for each 6, that enemy unit takes 1 mortal wound.
STIMM INJECTORS
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit has chosen its targets. TARGET: One T'au Empire Battlesuit unit from your army chosen as a target of one or more of those attacks. EFFECT: Until the phase ends, models in your unit gain the Feel No Pain 6+ ability.
Starfire Cadre
Detachment rules
Markerlight Precision: Each time a T'AU EMPIRE unit from your army (excluding KROOT units) is chosen to shoot, ranged weapons carried by its models improve their Ballistic Skill by 1 and gain the [SUSTAINED HITS 1] ability while targeting an enemy unit visible to one or more friendly MARKERLIGHT units that are outside Engagement Range of all enemy models.
Enhancements
Target Optimisation Microdrones (0 pts): CADRE FIREBLADE model only. Once per turn, in your Shooting phase, when a friendly FIRE WARRIOR, PATHFINDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is chosen to shoot, the bearer may use this Enhancement. If it does, until the phase ends, improve the Armour Penetration of ranged weapons carried by models in that unit by 1.
Duty’s Echo (0 pts): ETHEREAL model only. At the end of your Shooting phase, you may pick one friendly FIRE WARRIOR or PATHFINDER TEAM unit within 6" of the bearer. If you do, that unit may make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn.
Stratagems
RESPONSIVE VOLLEY
WHEN: Your Movement phase, just after a FIRE WARRIOR or PATHFINDER TEAM unit from your army opens a Hatchway. TARGET: That unit. EFFECT: Until the turn ends, each ranged attack a model in your unit makes against an enemy unit wholly on the far side of that Hatchway scores a Critical Hit on an unmodified Hit roll of 5+ instead of only a 6.
PULSE BARRAGE
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 phase ends, each Overwatch attack a model in your unit makes hits on an unmodified Hit roll of 5+ instead of only a 6.
FIRING LINE
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 outside Engagement Range of all enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit. EFFECT: Your unit may shoot as though it were your Shooting phase, but its models may only target that enemy unit (and only if it is an eligible target), and each attack hits only on an unmodified Hit roll of 5+.
RETREATING FIRE
WHEN: Your Shooting phase. TARGET: One FIRE WARRIOR or PATHFINDER TEAM unit from your army. EFFECT: Until the phase ends, your unit may shoot in a turn in which it Fell Back.