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Thousand Sons
Faction Rules
01
Sorcerous Restoration
When a friendly Thousand Sons Sorcerer causes a friendly unit to restore HP, that healing can return destroyed models. As HP is restored, return destroyed models when the unit has enough HP to support them normally.
02
Channel the Warp
Before making a Psychic Test, the caster may Channel the Warp. Add +1d6 to the Psychic Test. If the Channel Die rolls a natural 1, the casting unit suffers 1 Direct Damage after resolving the test.
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Aeldari
Faction Rules
03
Aeldari Psyker
Aeldari Psykers may use Psyker abilities during their activation.
Using a Psyker ability replaces the caster’s attack.
To use a Psyker ability, spend its listed AP cost.
The ability then resolves automatically.
Aeldari Psyker abilities do not require a test and cannot Channel
the Warp.
Each Psyker ability may only be used once per army per Battle Round
unless a rule explicitly states otherwise.
04
Guide
1 AP · Range 18"
Choose one friendly Aeldari unit.
That unit’s next attack before this Psyker’s next activation has
Advantage.
05
Fortune
2 AP · Range 12"
Choose one friendly Aeldari unit.
Until this Psyker’s next activation:
Increase that unit’s DC by 1.
Increase its Minor Threshold by 2.
Increase its Major Threshold by 2.
Fortune cannot stack with itself.
06
Doom
3 AP · Range 18"
Choose one visible enemy unit.
Until this Psyker’s next activation:
Friendly Aeldari attacks against that unit have Advantage.
Those attacks gain Overwhelm.
When a friendly Aeldari attack against that unit scores a Critical Hit,
add one matching Damage Die to that attack.
Doom cannot stack with itself.
07
Eldritch Storm
4 AP · Range 24"
Choose one visible point on the battlefield within range.
Every enemy unit within 6" of that point suffers 4d10 Psychic Damage.
Each affected unit must make a Battle Shock test.
Any unit that fails becomes Dazed in addition to becoming Battle Shocked.
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T’au
Faction Rules
08
For the Greater Good
When a friendly T’au unit activates, it may nominate one other friendly T’au unit within 18″ as its Observer. The Observer must be able to see an enemy unit within 36″. Choose one such enemy unit. It becomes Spotted until the end of the Battle Round, and the activating unit becomes the Guided Unit against that enemy for this activation. While the Guided Unit makes ranged attacks against the Spotted enemy, those attacks have Advantage, the target cannot benefit from Light Cover, and Stealth does not impose Disadvantage on those attacks. An Observer cannot Observe more than once during the same Battle Round. A unit cannot be both the Observer and Guided Unit for the same activation. Only one enemy unit may normally be Spotted at a time. If another enemy becomes Spotted, the previous Spotted condition ends.
09
Observer
An Observer is the friendly unit providing targeting data for For the Greater Good. The Observer must satisfy the range and visibility requirements of that rule and cannot Observe more than once in the same Battle Round.
10
Guided Unit
The Guided Unit is the activating unit receiving targeting data through For the Greater Good. For that activation, its ranged attacks against the Spotted enemy have Advantage, ignore Light Cover, and ignore Disadvantage from Stealth.
11
Spotted
A Spotted enemy has been identified by the T’au targeting network. Spotted remains until the end of the Battle Round unless another enemy becomes Spotted first. The Guided Unit receives the benefits described by For the Greater Good when attacking the Spotted enemy. Other rules may grant additional benefits against a Spotted enemy. Spotted does not allow an attack to ignore normal visibility or targeting restrictions unless a rule explicitly says otherwise.
12
T’au Active Weapons
T’au units may select up to 4 active ranged weapon systems and up to 3 active melee weapon systems, unless their loadout states otherwise. Multiple profiles or forms of the same weapon system count as one weapon system; selecting that system includes all of its profiles or forms.
13
Battlesuit Weapons
T’au Battlesuits are treated as Vehicles for rules and effects. When a T’au Battlesuit model makes its ranged attack, it may attack once with each of its selected active ranged weapons instead of choosing only one weapon. Resolve each weapon separately. This is an explicit exception to the normal one attack per model rule. If a weapon has multiple profiles, modes or forms, choose one profile when that weapon attacks. A weapon cannot attack with more than one of its profiles during the same ranged attack unless a specific rule explicitly allows it. Example: a Cyclic Ion Raker may fire either its Standard profile or its Overcharge profile. It cannot fire both.
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