Pathfinder Team
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Pulse carbine | 20" | 2 | 4+ | 5 | 0 | 1 |
| Pulse pistol | 12" | 1 | 4+ | 5 | 0 | 1 |
| Semi-automatic grenade launcher - EMP | 18" | 1 | 4+ | 3 | 0 | 1 |
| Semi-automatic grenade launcher - fusion | 18" | 1 | 4+ | 6 | -1 | 3 |
| Ion rifle - standard | 30" | 3 | 5+ | 7 | -1 | 1 |
| Ion rifle - overcharge | 30" | 3 | 5+ | 8 | -2 | 2 |
| Rail rifle | 30" | 1 | 5+ | 10 | -4 | 3 |
| Drone burst cannon | 18" | 4 | 5+ | 5 | 0 | 1 |
| Twin pulse carbine | 20" | 2 | 5+ | 5 | 0 | 1 |
| Missile pod | 30" | 2 | 5+ | 7 | -1 | 2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 1 | 5+ | 3 | 0 | 1 |
| Onager Gauntlet | Melee | 4 | 3+ | 14 | -3 | 3 |
Abilities
Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.
During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.
Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.
Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit: - That unit is unengaged. - That unit was not set up on the battlefield this turn. - No model in that unit has moved more than 3" this turn.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
Each time an enemy unit selects the bearer's unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit.
The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability.