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T'au

Pathfinders

Infiltration/Recon

Specialist reconnaissance infantry, T’au Pathfinders range far ahead of their allies. Pathfinder kill teams are capable

Faction Rules

Markerlight

Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).

An operative cannot perform this action while within control range of an enemy operative.

If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).

Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the Dash, Charge, Fall Back or Reposition action, remove one of its Markerlight tokens.

While only some PATHFINDER operatives can perform the Markerlight action, all PATHFINDER operatives can benefit from its effects.

Whenever a friendly PATHFINDER operative is shooting with a weapon from its datacard (excluding ASSAULT GRENADIER’S fusion grenade), it has additional rules determined by the number of your Markerlight tokens the target has.

These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.

Saturate: The defender cannot retain Cover saves.

Balanced: Can re-roll one Attack die

Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).

Operatives

Strategic Ploys

Bonded

Whenever a friendly PATHFINDER operative (excluding DRONE) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly PATHFINDER operative (excluding DRONE),

that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Recon Sweep

Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.

Suppressing Fire

Whenever an enemy operative is performing the Shoot action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn’t the closest valid target,

your opponent cannot re-roll their attack dice. Ignore friendly PATHFINDER operatives that have a Conceal order or are obscured when determining this.

Take Cover

Whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

Firefight Ploys

A Worthy Cause

Use this firefight ploy at the start of the Firefight phase. One friendly PATHFINDER operative (excluding DRONE) can immediately perform a free mission action.

Point-Blank Fusillade

Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.

If that friendly operative is ready, has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).

Supporting Fire

Use this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER

operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

Saviour Protocols

Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly PATHFINDER DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover if the originatl target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.

Equipment

Target Analysis Optic

Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule.

If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it is treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.

Orbital Survey Uplink

Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule.

If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible).

This is not cumulative with the high-intensity Markerlight or Analyse rules.

High-Intensity Markerlight

Up to twice per turning point, when a friendly PATHFINDER operative (excluding MV7 MARKER DRONE) performs the Markerlight action, you can use this rule.

If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).

Photon Grenade

Once per turning point, a friendly PATHFINDER operative that has the Markerlight action on their datacard (excluding DRONE) can perform the following unique action:

PHOTON GRENADE1AP

Select one enemy operative visible to this operative and roll one D6:

On a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat.

An operative cannot perform this action while within control range of an enemy operative.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A PATHFINDERS KillTeam is composed of:

- 1 PATHFINDER SHAS’UI operative
- 11 PATHFINDER operatives selected from the following list:
  - ASSAULT GRENADIER
  - BLOODED
  - COMMS SPECIALIST
  - DRONE CONTROLLER
  - MARKSMAN
  - MEDICAL TECHNICIAN
  - SHAS’LA
  - TRANSPECTRAL INTERFERENCE
  - MB3 RECON DRONE (counts as two selections)
  - MV31 PULSE ACCELERATOR DRONE
  - MV33 GRAV-INHIBITOR DRONE
  - MV1 GUN DRONE
  - MV4 SHIELD DRONE
  - MV7 MARKER DRONE
  - WEAPONS EXPERT with one of the following:
    - Ion rifle; gun butt
    - Rail rifle; gun butt
        
Other than SHAS’LA and WEAPONS EXPERT operatives, your kill team can only include each operative on this list once.  

Your kill team can only include up to two WEAPONS EXPERT operatives.  

Some PATHFINDER rules refer to a ‘pulse weapon’. The following weapons are pulse weapons: burst cannon, pulse carbine, suppressed pulse carbine, twin pulse carbine.