Pathfinder Team

Source: Codex: Tau, p. 28; Chapter Approved – Codex: Tau Q&A (v2.0), p. 1

Fast Attack

Pathfinder Team (Tau: Shas'la)

Points WS BS S T W I A Ld Sv
Shas'la 12 2 3 3 3 1 2 1 7 4+
Shas'ui +10 2 3 3 3 1 2 2 8 4+

Team: Consists of 4-8 Pathfinders.

Equipment: Pulse carbine with markerlight target designator.

Options: Pathfinders may carry photon grenades at an additional cost of +1 point per model and EMP grenades at an additional cost of +3 points per model.

Character: One Pathfinder Shas'la may be upgraded to a Shas'ui team leader at an additional cost of +10 points. The Shas'ui may be given extra equipment from the Tau Armoury.

Special Rules

Bonded: A team may be bonded by the Ta'lissera at an additional cost of +10 points for the whole team.

Forward Scouts: Pathfinders operate ahead of the main Tau lines identifying targets for Brotherhood side and Crisis teams to eliminate. In scenarios where some troops start in reserve and others on table, Pathfinders always deploy on table. Pathfinders may make a normal move after deployment but before the first turn to get into a forward position. This move may include disembarking from the Devilfish.

Errata — Chapter Approved: Codex: Tau Q&A (v2.0): When Pathfinders make their pre-game free move, their Devilfish transport may move as well — the move is performed as normal and may include embarking or disembarking.

Transport: Pathfinders must select a Devilfish troop carrier at an additional cost of +80 points.

Pathfinders are the eyes and ears of the army's commander, and coordinate closely with other formations. An efficient Pathfinder team can help other Fire Warrior teams operate at peak efficiency and are highly respected as a consequence. They are masters of battlefield positioning, with limitless patience and a prodigious determination to choose the most valuable targets for others to destroy.