T’au Empire
Mont’ka
Detachment Rules
Killing Blow
Enhancements
Exemplar of the Mont’ka
10 ptsThis warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.
- T’AU EMPIRE* model only (excluding KROOT SHAPER models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well.
Strike Swiftly
35 ptsThis commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.
- T’AU EMPIRE* model only. In the Resolve Pre-battle Abilities step, you can select up to two friendly T'AU EMPIRE units within 6" of this model that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.
Strategic Conqueror
15 ptsA wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.
- T’AU EMPIRE* model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T’AU EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic.
Coordinated Exploitation
30 ptsThis leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.
- T’AU EMPIRE* model only (excluding KROOT SHAPER models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit.
Stratagems
eitherPlayer
Pinpoint Counter-offensive
1 CPMont’ka emphasises rapid evolving threat-analysis and the application of overwhelming firepower to eliminate emergent high-priority targets.
Any phase.
One T’AU EMPIRE unit (excluding KROOT units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.
Your Turn
Aggressive Mobility
1 CPBy advancing swiftly into commanding positions, Mont’ka forces maximise the benefits of their enemies’ shock and disorientation.
Your Movement phase.
One T’AU EMPIRE unit from your army that has not been selected to move this phase.
Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Focused Fire
1 CPMont’ka doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.
Start of your Shooting phase.
Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
You cannot use this Stratagem during the fourth or fifth battle rounds.
Combat Debarkation
1 CPThe most aggressive Fire caste warriors sometimes spring from moving transports, roll with the impact of landing, and come up with weapons already blazing.
Your Shooting phase.
One T’AU EMPIRE INFANTRY unit from your army that disembarked from a TRANSPORT this turn.
Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.
Pulse Onslaught
2 CPRather than charge into hand-to-hand combat, T’au soldiery instead intensify their fire patterns, pinning their advancing foes and staving off their onslaught.
Your Shooting phase.
One T’AU EMPIRE INFANTRY unit (excluding KROOT units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks.
Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
Opponent's Turn
Counterfire Defence Systems
2 CPPoint-defence systems trigger as incoming fire is detected, blasting projectiles from the air and lessening the power of the enemy fusillade.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.