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Tau Vior'la 75 (Warhammer 40,000 8th Edition) [75 PL, 1642pts]

Battalion Detachment +5CP (T'au Empire) [75 PL, 1642pts]


HQ [11 PL, 223pts]

Cadre Fireblade [2 PL, 42pts]


Selections: Markerlight [3pts]
Categories: Faction: <Sept>, Character, Infantry, HQ, Faction: T'au Empire, Cadre Fireblade
Rules: For the Greater Good, Markerlights
Abilities: Volley Fire, Unit: Cadre Fireblade, Weapon: Markerlight, Photon grenade, Pulse rifle

Abilities Description Ref

Models in <SEPT> units within 6" of any friendly <SEPT> Cadre Fireblades may fire an extra
Volley Codex: T'au
shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half
Fire Empire p96
the weapon's range.

Unit M WS BS S T W A Ld Save Ref

Cadre
6" 3+ 2+ 3 3 5 3 8 4+
Fireblade

Weapon Range Type S AP D Abilities Ref

Markerlight 36" Heavy 1 - - - See Markerlights.

This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.

Rapid
Pulse rifle 30" 5 0 1 -
Fire 1

Commander in XV86 Coldstar Battlesuit [9 PL, 181pts]


Selections: 3x Fusion blaster [63pts], 2x MV4 Shield Drone [20pts], Puretide engram neurochip, Shield generator [8pts],
Warlord
Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, Legendary Unit, XV86 Coldstar,
Commander, Warlord
Rules: For the Greater Good, Manta Strike
Abilities: Coldstar, Master of War, Shield generator, Unit: Commander in XV86 Coldstar Battlesuit, Weapon: Fusion blaster

Abilities Description Ref

When this model Advances, add 20" to its Move characteristic for that Movement phase
Coldstar
instead of rolling a D6.

Once per battle, at the beginning of your turn, a single COMMANDER from your army can
declare either Kauyon or Mont'ka: * Kauyon: Until the end of the turn, you can re-roll failed hit
Codex:
rolls for friendly <SEPT> units within 6" of the COMMANDER, but these units cannot move for
Master of T'au
any reason. * Mont'ka: Friendly <SEPT> units within 6" of the COMMANDER can both
War Empire
Advance and shoot as if they hadn't moved this turn. Unless stated otherwise, you can only
p89
use Master of War ability once per battle, irrespective of how many models in your army have
this ability.

Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, Codex:
Puretide
or a friendly <SEPT> unit within 6" of the bearer. In addition, if your army is Battle-forged and T'au
engram
the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on Empire
neurochip
a 6 you gain a command point. p132

Codex:
Shield A model with a shield generator has a 4+ invulnerable save. You cannot take this support T'au
generator system on a Riptide battlesuit. Empire
p123

Codex:
Shield
A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a T'au
generator
DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. Empire
(Drone)
p109
Unit M WS BS S T W A Ld Save Ref

Commander in XV86 Coldstar


20" 3+ 2+ 5 5 6 4 9 3+
Battlesuit

MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+ Codex: T'au Empire p109

Weapon Range Type S AP D Abilities Ref

Fusion Assault If the target is within half range of this weapon, roll two dice when
18" 8 -4 D6
blaster 1 inflicting damage with it and discard the lowest result.

Troops [11 PL, 256pts]

Kroot Carnivores [3 PL, 50pts]


Selections: 10x Kroot [50pts]
Categories: Troops, Infantry, Faction: Kroot, Faction: T'au Empire, Kroot Carnivores
Abilities: Stealthy Hunters

Abilities Description Ref

At the start of the first battle round but before the first turn begins, you can move this unit up to Codex:
Stealthy 7". It cannot end this move within 9" of any enemy models. If both players have units that are T'au
Hunters able to move at the start of the first battle round but before the first turn begins, the player who Empire
is taking the first turn moves their units first. p100

Unit M WS BS S T W A Ld Save Ref

Codex: T'au Empire


Kroot 7" 3+ 4+ 3 3 1 1 6 6+
p100

Weapon Range Type S AP D Abilities Ref

Kroot rifle (melee) Melee Melee +1 0 1 -

Kroot rifle
24" Rapid Fire 1 4 0 1 -
(shooting)

Strike Team [4 PL, 103pts]


Categories: Infantry, Troops, Faction: <Sept>, Faction: T'au Empire, Strike Team
Rules: For the Greater Good
Abilities: Bonding Knife Ritual

DS8 Tactical Support Turret w/ Missile pod [24pts]


Selections: Missile pod [24pts]
Abilities: DS8 Tactical Support Turret, Unit: DS8 Tactical Support Turret, Weapon: Missile pod

Fire Warrior Shas'ui [7pts]


Selections: Pulse rifle
Unit: Fire Warrior Shas'ui, Weapon: Photon grenade, Pulse rifle

9x Fire Warrior w/ Pulse Pistol + Pulse Rifle [72pts]


Selections: 9x Pulse pistol [9pts]
Unit: Fire Warrior, Weapon: Photon grenade, Pulse pistol, Pulse rifle

Abilities Description Ref

Codex:
Bonding T'au
If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire
pvar
Tactical Support Turrets are not set up when the unit is set up. Instead, once per game, at the
DS8 Codex:
end of any of your Movement phases, you can set up the Tactical Support Turret within
Tactical T'au
coherency of its unit and more than 2" away from any enemy models. The turret cannot move
Support Empire
for any reason, and is destroyed if its unit moves out of unit coherency with it. The destruction
Turret pvar
of a Tactical Support Turret is ignored for the purposes of Morale tests.

Unit M WS BS S T W A Ld Save Ref

DS8 Tactical Support


- - 4+ 3 3 1 0 4 4+
Turret

Fire Warrior 6" 5+ 4+ 3 3 1 1 6 4+

Fire Warrior Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+

Weapon Range Type S AP D Abilities Ref

Missile
36" Assault 2 7 -1 D3 -
pod

This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.

Pulse
12" Pistol 1 5 0 1 -
pistol

Rapid
Pulse rifle 30" 5 0 1 -
Fire 1

Strike Team [4 PL, 103pts]


Categories: Infantry, Troops, Faction: <Sept>, Faction: T'au Empire, Strike Team
Rules: For the Greater Good
Abilities: Bonding Knife Ritual

DS8 Tactical Support Turret w/ Missile pod [24pts]


Selections: Missile pod [24pts]
Abilities: DS8 Tactical Support Turret, Unit: DS8 Tactical Support Turret, Weapon: Missile pod

Fire Warrior Shas'ui [7pts]


Selections: Pulse rifle
Unit: Fire Warrior Shas'ui, Weapon: Photon grenade, Pulse rifle

9x Fire Warrior w/ Pulse Pistol + Pulse Rifle [72pts]


Selections: 9x Pulse pistol [9pts]
Unit: Fire Warrior, Weapon: Photon grenade, Pulse pistol, Pulse rifle

Abilities Description Ref

Codex:
Bonding T'au
If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire
pvar

Tactical Support Turrets are not set up when the unit is set up. Instead, once per game, at the
DS8 Codex:
end of any of your Movement phases, you can set up the Tactical Support Turret within
Tactical T'au
coherency of its unit and more than 2" away from any enemy models. The turret cannot move
Support Empire
for any reason, and is destroyed if its unit moves out of unit coherency with it. The destruction
Turret pvar
of a Tactical Support Turret is ignored for the purposes of Morale tests.

Unit M WS BS S T W A Ld Save Ref

DS8 Tactical Support


- - 4+ 3 3 1 0 4 4+
Turret

Fire Warrior 6" 5+ 4+ 3 3 1 1 6 4+

Fire Warrior Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+

Weapon Range Type S AP D Abilities Ref


Missile
36" Assault 2 7 -1 D3 -
pod

This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.

Pulse
12" Pistol 1 5 0 1 -
pistol

Rapid
Pulse rifle 30" 5 0 1 -
Fire 1

Elites [41 PL, 939pts]

Firesight Marksman [1 PL, 25pts]


Selections: Markerlight [3pts], Pulse pistol [1pts]
Categories: Elites, Character, Infantry, Faction: <Sept>, Faction: T'au Empire, Firesight Marksman
Rules: For the Greater Good, Markerlights
Abilities: Drone Uplink, Marksman Stealth Field, Unit: Firesight Marksman, Weapon: Markerlight, Pulse pistol

Abilities Description Ref

You can add 1 to hit rolls for <SEPT> MV71 Sniper Drones in the Shooting phase Codex: T'au
Drone Uplink
when they attack a unit visible to a friendly <SEPT> Firesight Marksman. Empire p104

Marksman Codex: T'au


This model adds 2 rather than 1 to its saving throws when benefiting from cover.
Stealth Field Empire p104

Unit M WS BS S T W A Ld Save Ref

Firesight
5" 5+ 3+ 3 3 3 2 7 4+
Marksman

Weapon Range Type S AP D Abilities Ref

Markerlight 36" Heavy 1 - - - See Markerlights.

Pulse
12" Pistol 1 5 0 1 -
pistol

XV104 Riptide Battlesuit [14 PL, 268pts]


Selections: 2x Smart missile system [30pts], Advanced targeting system [18pts], Heavy burst cannon [35pts]
Categories: Fly, Elites, Faction: <Sept>, Battlesuit, Jet Pack, Faction: T'au Empire, Monster, XV104 Riptide Battlesuit
Rules: Drone Support, For the Greater Good
Abilities: Advanced targeting system, Nova Reactor, Riptide Shield Generator, Unit: XV104 Riptide Battlesuit, Weapon:
Heavy burst cannon, Smart missile system, Wound Track (M,BS,A): XV104 Riptide Shas'vre 1, XV104 Riptide Shas'vre 2,
XV104 Riptide Shas'vre 3

Abilities Description Ref

Codex:
Advanced
A model equipped with an advanced targeting system increases the AP characteristic of all of T'au
targeting
its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). Empire
system
p123

In your Movement phase you can choose to use this model's Nova Reactor. If you do, this
model suffers a mortal wound. Choose one of the following effects to last until the beginning Codex:
Nova of your next turn: * Nova Shield: This model has a 3+ invulnerable save. * Boost: This model T'au
Reactor can move 2D6" in your charge phase (even if it doesn't declare a charge). * Nova-charge: Empire
Choose for either of this model's heavy burst cannon Type to change to Heavy 18, or its ion p106
accelerator Type (both standard and overcharge) to change to Heavy 6.

Codex:
Riptide
T'au
Shield This model has a 5+ invulnerable save.
Empire
Generator
p106

Unit M WS BS S T W A Ld Save Ref


XV104 Riptide
* 5+ * 6 7 14 * 8 2+
Battlesuit

Weapon Range Type S AP D Abilities Ref

Heavy burst Heavy


36" 6 -1 2 -
cannon 12

Smart This weapon can be fired at units that are not visible to the bearer.
Heavy
missile 30" 5 0 1 Units attacked by this weapon do not gain any bonus to their saving
4
system throws for being in cover.

Wound Track (M,BS,A) Remaining W M BS A Ref

XV104 Riptide Shas'vre


7-14+ 12" 4+ 4 Codex: T'au Empire p106
1

XV104 Riptide Shas'vre


4-6 8" 5+ 3 Codex: T'au Empire p106
2

XV104 Riptide Shas'vre


1-3 4" 5+ 2 Codex: T'au Empire p106
3

XV8 Crisis Battlesuits [13 PL, 323pts]


Selections: 2x MV4 Shield Drone [20pts]
Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, XV8 Crisis Battlesuits
Rules: For the Greater Good, Manta Strike
Abilities: Bonding Knife Ritual

Crisis Shas'ui [96pts]


Selections: 3x Cyclic ion blaster [54pts]
Unit: Crisis Shas'ui, Weapon: Cyclic ion blaster (Overcharge), Cyclic ion blaster (Standard)

Crisis Shas'ui [96pts]


Selections: 3x Cyclic ion blaster [54pts]
Unit: Crisis Shas'ui, Weapon: Cyclic ion blaster (Overcharge), Cyclic ion blaster (Standard)

Crisis Shas'ui [111pts]


Selections: 3x Cyclic ion blaster [54pts], XV8-02 Crisis Iridium battlesuit [15pts]
Abilities: XV8-02 Crisis Iridium battlesuit, Unit: Crisis Shas'ui (XV8-02 Crisis Iridium battlesuit), Weapon: Cyclic ion
blaster (Overcharge), Cyclic ion blaster (Standard)

Abilities Description Ref

Bonding Knife If you roll a 6 when taking a Morale test for this unit, the test is automatically Codex: T'au
Ritual passed. Empire pvar

A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6


Shield generator Codex: T'au
each time a DRONE with this ability loses a wound; on a 5+ that Drone does not
(Drone) Empire p109
lose a wound.

XV8-02 Crisis A model equipped with an XV8-02 Iridium Crisis battlesuit increases its Save Codex: T'au
Iridium battlesuit characteristic to 2+. Empire p123

Unit M WS BS S T W A Ld Save Ref

Crisis Shas'ui 8" 5+ 4+ 5 5 3 2 7 3+

Crisis Shas'ui (XV8-02 Crisis Iridium


8" 5+ 4+ 5 5 3 2 7 2+
battlesuit)

MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+ Codex: T'au Empire p109

Weapon Range Type S AP D Abilities Ref

If you roll one or more hit rolls of 1, the bearer's unit suffers
Cyclic ion blaster Assault
18" 8 -1 D3 a mortal wound after all of this weapon's shots have been
(Overcharge) 3
resolved.

Cyclic ion blaster Assault


18" 7 -1 1 -
(Standard) 3
XV8 Crisis Battlesuits [13 PL, 323pts]
Selections: 2x MV4 Shield Drone [20pts]
Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, XV8 Crisis Battlesuits
Rules: For the Greater Good, Manta Strike
Abilities: Bonding Knife Ritual

Crisis Shas'ui [96pts]


Selections: 3x Cyclic ion blaster [54pts]
Unit: Crisis Shas'ui, Weapon: Cyclic ion blaster (Overcharge), Cyclic ion blaster (Standard)

Crisis Shas'ui [96pts]


Selections: 3x Cyclic ion blaster [54pts]
Unit: Crisis Shas'ui, Weapon: Cyclic ion blaster (Overcharge), Cyclic ion blaster (Standard)

Crisis Shas'ui [111pts]


Selections: 3x Cyclic ion blaster [54pts], XV8-02 Crisis Iridium battlesuit [15pts]
Abilities: XV8-02 Crisis Iridium battlesuit, Unit: Crisis Shas'ui (XV8-02 Crisis Iridium battlesuit), Weapon: Cyclic ion
blaster (Overcharge), Cyclic ion blaster (Standard)

Abilities Description Ref

Bonding Knife If you roll a 6 when taking a Morale test for this unit, the test is automatically Codex: T'au
Ritual passed. Empire pvar

A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6


Shield generator Codex: T'au
each time a DRONE with this ability loses a wound; on a 5+ that Drone does not
(Drone) Empire p109
lose a wound.

XV8-02 Crisis A model equipped with an XV8-02 Iridium Crisis battlesuit increases its Save Codex: T'au
Iridium battlesuit characteristic to 2+. Empire p123

Unit M WS BS S T W A Ld Save Ref

Crisis Shas'ui 8" 5+ 4+ 5 5 3 2 7 3+

Crisis Shas'ui (XV8-02 Crisis Iridium


8" 5+ 4+ 5 5 3 2 7 2+
battlesuit)

MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+ Codex: T'au Empire p109

Weapon Range Type S AP D Abilities Ref

If you roll one or more hit rolls of 1, the bearer's unit suffers
Cyclic ion blaster Assault
18" 8 -1 D3 a mortal wound after all of this weapon's shots have been
(Overcharge) 3
resolved.

Cyclic ion blaster Assault


18" 7 -1 1 -
(Standard) 3

Fast Attack [12 PL, 224pts]

Pathfinder Team [5 PL, 92pts]


Categories: Fast Attack, Infantry, Faction: <Sept>, Faction: T'au Empire, Pathfinder Team
Rules: Drone Support, For the Greater Good
Abilities: Bonding Knife Ritual, Vanguard

6x Pathfinder [48pts]
Selections: 6x Markerlight [18pts]
Rules: Markerlights
Unit: Pathfinder, Weapon: Markerlight, Photon grenade, Pulse carbine

Pathfinder Shas'ui [8pts]


Selections: Markerlight [3pts]
Rules: Markerlights
Unit: Pathfinder Shas'ui, Weapon: Markerlight, Photon grenade, Pulse carbine
3x Pathfinder w/ Ion Rifle [36pts]
Selections: 3x Ion rifle [21pts]
Unit: Pathfinder, Weapon: Ion rifle (Overcharge), Ion rifle (Standard), Photon grenade

Abilities Description Ref

Bonding Codex: T'au


If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire pvar

At the start of the first battle round but before the first turn begins, you can move this unit
Codex: T'au
up to 7". It cannot end this move within 9" of any enemy models. If both players have units
Vanguard Empire p96,
that are able to move at the start of the first battle round but before the first turn begins, the
107
player who is taking the first turn moves their units first.

Unit M WS BS S T W A Ld Save Ref

Pathfinder 7" 5+ 4+ 3 3 1 1 6 5+ Codex: T'au Empire p107

Pathfinder
7" 5+ 4+ 3 3 1 2 7 5+ Codex: T'au Empire p107
Shas'ui

Weapon Range Type S AP D Abilities Ref

Ion rifle Heavy If you roll one or more hit rolls of 1, the bearer suffers a mortal
30" 8 -1 2
(Overcharge) D3 wound after all of this weapon's shots have been resolved.

Ion rifle Rapid


30" 7 -1 1 -
(Standard) Fire 1

Markerlight 36" Heavy 1 - - - See Markerlights.

This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.

Pulse carbine 18" Assault 2 5 0 1 -

Pathfinder Team [5 PL, 92pts]


Categories: Fast Attack, Infantry, Faction: <Sept>, Faction: T'au Empire, Pathfinder Team
Rules: Drone Support, For the Greater Good
Abilities: Bonding Knife Ritual, Vanguard

6x Pathfinder [48pts]
Selections: 6x Markerlight [18pts]
Rules: Markerlights
Unit: Pathfinder, Weapon: Markerlight, Photon grenade, Pulse carbine

Pathfinder Shas'ui [8pts]


Selections: Markerlight [3pts]
Rules: Markerlights
Unit: Pathfinder Shas'ui, Weapon: Markerlight, Photon grenade, Pulse carbine

3x Pathfinder w/ Ion Rifle [36pts]


Selections: 3x Ion rifle [21pts]
Unit: Pathfinder, Weapon: Ion rifle (Overcharge), Ion rifle (Standard), Photon grenade

Abilities Description Ref

Bonding Codex: T'au


If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Knife Ritual Empire pvar

At the start of the first battle round but before the first turn begins, you can move this unit
Codex: T'au
up to 7". It cannot end this move within 9" of any enemy models. If both players have units
Vanguard Empire p96,
that are able to move at the start of the first battle round but before the first turn begins, the
107
player who is taking the first turn moves their units first.

Unit M WS BS S T W A Ld Save Ref

Pathfinder 7" 5+ 4+ 3 3 1 1 6 5+ Codex: T'au Empire p107


Pathfinder
7" 5+ 4+ 3 3 1 2 7 5+ Codex: T'au Empire p107
Shas'ui

Weapon Range Type S AP D Abilities Ref

Ion rifle Heavy If you roll one or more hit rolls of 1, the bearer suffers a mortal
30" 8 -1 2
(Overcharge) D3 wound after all of this weapon's shots have been resolved.

Ion rifle Rapid


30" 7 -1 1 -
(Standard) Fire 1

Markerlight 36" Heavy 1 - - - See Markerlights.

This weapon does not inflict any damage. Your opponent must
Photon Grenade
12" - - subtract 1 from any hit rolls made for INFANTRY units that have
grenade D6
suffered any hits from photon grenades until the end of the turn.

Pulse carbine 18" Assault 2 5 0 1 -

Tactical Drones [2 PL, 40pts]


Selections: 4x MV4 Shield Drone [40pts]
Categories: Fast Attack, Fly, Faction: <Sept>, Drone, Tactical Drones
Rules: For the Greater Good, Manta Strike

Abilities Description Ref

Shield A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6
Codex: T'au
generator each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose
Empire p109
(Drone) a wound.

Unit M WS BS S T W A Ld Save Ref

MV4 Shield
8" 5+ 5+ 3 4 1 1 6 4+ Codex: T'au Empire p109
Drone

Selection Rules
Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point
onwards, the Drones are treated as a separate unit. (Codex: T'au Empire)
For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may
fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. (Codex: T'au Empire p89)
Manta Strike: During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield. At the end of any of your
Movement phases, this unit can use a Manta strike to enter the fray - set it up anywhere on the battlefield that is more than 9" from any enemy
models. (Codex: T'au Empire pvar)
Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a
markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when
shooting at a unit that has markerlight counters. All benefits are cumulative.
* 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit.
* 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
* 3 - The target unit does not gain any bonus to its saving throws for being in cover.
* 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault
weapons.
* 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit. (Codex: T'au Empire p123)
Saviour Protocols: If a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit within 3" of a friendly <SEPT> DRONES unit is wounded by an
enemy attack, roll a D6. On a 2+ you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a
mortal wound instead of the normal damage. (Codex: T'au Empire pvar)

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