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T'au

XV26 Stealth Battlesuits

Infiltration/Recon

Kill teams of XV26 Stealth Battlesuits provide the T’au Empire with experts in innovative tactics considered unconventional – at best – by Fire caste academies. They use infiltration to identify and eliminate key targets, penetrate hostile regions to conduct aggressive reconnaissance, and launch ambushes from within the enemy’s own midst.

Faction Rules

Kauyon

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule.

X is determined by that enemy operative’s location.

Stealth Shields

Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.

Operatives

Strategic Ploys

Patient Hunters

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.

Bonds of Unity

Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), if it is visible to and within 6" of another friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE), you can ignore any changes to that first friendly operative's APL stat and select one of the following:

Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.

Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.

Prepare Ambush

Place one of your Ambush markers wholly within your territory and more than 2" from enemy operatives. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule.

If you do, remove that marker and that friendly operative's ranged weapons have the Seek weapon rule until the end of the action.

In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.

Holowave Countermeasures

Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none).

This isn’t cumulative with being obscured.

Firefight Ploys

Vectored Retro-Thrusters

Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE).

Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action.

Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.

Ghostshroud

Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.

Engage Jet Pack

Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is activated or counteracts. Until the end of that activation/counteraction, you can ignore the vertical distance they move during one climb and one drop.

Saviour Protocols

Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action.

Select one friendly XV26 STEALTH BATTLESUIT 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 or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.

Equipment

XV26 Multitrackers

Once per turning point, when a friendly XV26 STEALTH BATTLESUIT operative is performing the Shoot action and you select a burst cannon (sweeping), you can use this rule. If you do, until the end of that action, that weapon has the Torrent 2" weapon rule.

Counter-Network Jammers

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if only one friendly XV26 STEALTH BATTLESUIT operative and only two enemy operatives contest it.

That friendly XV26 STEALTH BATTLESUIT operative cannot be a DRONE operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Advanced Blacksun Filters

Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is obscured, you do not have to discard one success as a result of that rule. All other effects of obscured apply as normal.

Hardwired Target Locks

Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.

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

An XV26 STEALTH BATTLESUIT KillTeam is composed of:

- 1 XV26 STEALTH BATTLESUIT SHAS’VRE with pulse pistol and one of the following options:
  - Burst cannon or fusion blaster
- 1 XV26 STEALTH BATTLESUIT MV75 MARKER DRONE
- 1 XV26 STEALTH BATTLESUIT MV15 GUN DRONE
- 4 XV26 STEALTH BATTLESUIT operatives selected from the following list:
  - DESIGNATOR*
  - INFILTRATOR*
  - LIBERATOR*
  - LODESTAR*
  - NEUTRALISER*

Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

*With one of the following options:
- Burst cannon; fists
- Fusion blaster; fists