Pulse Rifle, Pulse Carbine or Burst Cannon. All three weapons are variants of the same technology. An induction field is used to propel a particle. The particle reacts by breaking down to create a plasma pulse as it leaves the barrel. The burst cannon is a multi-barrelled version of the carbine able to sustain high rates of fire but lacking the grenade launcher. The pulse carbine sacrifices range for portability and the chance to mount an underslung photon grenade launcher. Any unit suffering at least one wound from pulse carbine fire must test for pinning.
Hammerhead Railgun. The railgun is a linear accelerator which functions using standing wave acceleration along a number of cylindrical superconductive electrodes that surround the barrel. It can fire either a solid projectile or a sophisticated bundle of submunitions. The submunitions option is only available to the larger vehicle mounted railgun. The Ordnance template is used to determine how many models are hit by the submunition round, although the railgun is not an ordnance weapon.
Ion Cannon. Ion weaponry generates a stream of high-energy particles that are accelerated by an electromagnetic field. These will react explosively with the target as a result of direct transfer of energy at the atomic level.
Hammerhead Smart Missile System. The smart missile launcher fires a cluster of small missiles. Each missile is guided by a drone processor unit built into its warhead. Upon launch, the smart missile will search for targets before selecting and engaging one based on criteria previously detailed by its operator. It is therefore able to engage any enemy target in range even if the target cannot be seen by the firer.
Errata — Chapter Approved: Codex: Tau Q&A (v2.0): The range of smart missiles is not limited when the Night Fighting special rule is in effect, since smart missiles do not require line of sight.
Kroot Rifle. A basic slug-thrower relying on chemical propellant and the transfer of kinetic energy. The Tau have adapted the weapon to fire a charged pulse round supplied by them. The new ammunition gives the Kroot rifle far greater stopping power and penetration. The Kroot rifle is fitted with blades near the muzzle and stock. These are a throwback to early traditional Kroot fighting staves.
The incredible hand speed that a Kroot possesses due to its unique musculature makes these blades effective assault weapons and Kroot with Kroot rifles accordingly count as having an additional close combat weapon.
Errata — Chapter Approved: Codex: Tau Q&A (v2.0): In accordance with page 57 of the Warhammer 40,000 rulebook, close range for all rapid fire weapons is 12" — this applies to Tau pulse rifles too, so they can rapid fire at up to half their full range.
| Weapon | Range | Str | AP | Type | Notes |
|---|---|---|---|---|---|
| Pulse Rifle | 30" | 5 | 5 | Rapid Fire | |
| Pulse Carbine | 18" | 5 | 5 | Assault 1 | Pinning test |
| Railgun (solid shot) | 72" | 10 | 1 | Heavy 1 | |
| Ion Cannon | 60" | 7 | 3 | Heavy 3 | |
| Railgun (submunition) | 72" | 6 | 4 | Heavy 1 | Ordnance blast |
| Smart Missile System | 24" | 5 | 5 | Heavy 4 | No line of sight needed |
| Kroot Rifle | 24" | 4 | 6 | Rapid Fire | See above |
| Kroot Gun | 48" | 7 | 4 | Rapid Fire |