Pathfinders - Kill Team Rules

Faction Rules

Markerlights

Some **PATHFINDER** operatives (indicated on their datacard) can perform the **Markerlight** unique action: **Markerlight 1AP** Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four). An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding **MB3 RECON**) would perform the **Shoot** action (excluding **Guard**) and this action during the same activation, only the target of that **Shoot** action can be selected for this action (and vice versa). Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the **Dash**, **Charge**, **Fall Back** or **Reposition** action, remove one of those tokens. While only some **PATHFINDER** operatives can perform the **Markerlight** action, all **PATHFINDER** operatives can benefit from its effects. Whenever a friendly **PATHFINDER** operative is shooting with a weapon from its datacard (excluding **ASSAULT GRENADIER**'s fusion grenade), it has additional rules determined by the number of Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence. | Markerlight Tokens | Additional Rules | | 1 | Saturate and Balanced weapon rules. | | 2 | Improve the Hit stat of that friendly operative's ranged weapons by 1 (to a maximum of 3+). | | 3 | The target cannot be obscured. | | 4 | Seek Light weapon rule. |

Operatives

Shas'ui Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 8

Keywords: PATHFINDER, TAU EMPIRE, LEADER, SHAS'UI

Art of War. **Strategic Gambit.** If this operative is in the killzone, select one of the following and apply its rules until the end of the turning point. You cannot select each option more than once per battle: - **Mont'ka:** Add 1" to the Move stat of friendly **PATHFINDER** operatives. - **Kauyon:** Friendly **PATHFINDER** operatives can perform a free **Markerlight** action during their activation if they have a Conceal order.

Markerlight. See the Markerlights faction rule.

Assault Grenadier Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, ASSAULT GRENADIER

Grenadier Specialist. This operative can use frag and krak grenades (see universal equipment). Doing so doesn't count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it's doing so, improve the Hit stat of that weapon by 1.

Markerlight. See the Markerlights faction rule.

Blooded Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 8

Keywords: PATHFINDER, TAU EMPIRE, BLOODED

Veteran. During a turning point in which you have used a friendly **SHAS'UI** operative's Art of War **STRATEGIC GAMBIT** and you selected Mont'ka, this operative can use Kauyon instead during its activation (and vice versa).

Markerlight. See the Markerlights faction rule.

Comms Specialist Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, COMMS SPECIALIST

Markerlight. See the Markerlights faction rule.

Signal. **Support.** Select one other friendly **PATHFINDER** operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Drone Controller Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, DRONE CONTROLLER

Drone Controller. Whenever this operative is in the killzone: - Add 2" to the Move stat of friendly **PATHFINDER** **DRONE** operatives. - The Saviour Protocols firefight ploy costs you 0CP.

Markerlight. See the Markerlights faction rule.

Remote Pilot. One friendly **PATHFINDER** **DRONE** operative can immediately perform one free action, but it cannot move more than 2" during that action. That action can be one that's normally restricted by its Drone rule (this takes precedence over that rule). This operative cannot perform this action while within control range of an enemy operative. This operative can perform this action more than once during its activation, but if it does, the same **DRONE** operative cannot perform the same free action more than once per activation.

Marksman Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MARKSMAN

Inertial Dampener. You can ignore any changes to the Hit stat of this operative's marksman rail rifle.

Medical Technician Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MEDIC, MEDICAL TECHNICIAN

Medic!. The first time during each turning point that another friendly **PATHFINDER** operative (excluding **DRONE**) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn't incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free **Dash** action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it's a **Shoot** action and this operative would be a primary or secondary target.

Markerlight. See the Markerlights faction rule.

Medikit. Select one friendly **PATHFINDER** operative (excluding **DRONE**) within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Shas'la Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, SHAS'LA

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **PATHFINDER** **SHAS'LA** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Fearless on the Frontline. This operative can perform the **Markerlight** action while within control range of an enemy operative (this takes precedence over the **Markerlight** action's normal conditions). In addition, this operative can perform the **Fall Back** action for 1 less AP.

Markerlight. See the Markerlights faction rule.

Transpectral Interference Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, TRANSPECTRAL INTERFERENCE

Multi-Dimensional Vision. Whenever this operative is shooting, enemy operatives cannot be obscured.

Markerlight. See the Markerlights faction rule.

System Jam. Select one enemy operative visible to this operative. Until the end of that operative's next activation, subtract 1 from its APL stat. This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Weapons Expert Pathfinder

APL 2 · Move 6" · Save 5+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, WEAPONS EXPERT

MB3 Recon Drone

APL 3 · Move 6" · Save 4+ · Wounds 12

Keywords: PATHFINDER, TAU EMPIRE, MB3 RECON, DRONE

Analyse. Whenever this operative performs the **Markerlight** action, each other enemy operative that's both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Markerlight**, **Reposition** and **Shoot**. It cannot use any weapons that aren't on its datacard. - Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.

Markerlight. See the Markerlights faction rule.

MV1 Gun Drone

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MV1 GUN, DRONE

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Reposition** and **Shoot**. It cannot use any weapons that aren't on its datacard. - Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.

MV4 Shield Drone

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MV4 SHIELD, DRONE

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight** and **Reposition**. It cannot use any weapons that aren't on its datacard. - Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.

Shield Generator. - This operative ignores the Piercing weapon rule. - Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage. - You can use the Saviour Protocols firefight ploy for 0CP if this is the specified **DRONE** operative.

MV7 Marker Drone

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MV7 MARKER, DRONE

High-intensity Markerlight. Whenever this operative performs the **Markerlight** action, the selected enemy operative gains two of your Markerlight tokens (instead of one).

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Markerlight** and **Reposition**. It cannot use any weapons that aren't on its datacard. - When determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - When determining what's visible to this operative, the round disc at the top of the miniature is its head.

Markerlight. See the Markerlights faction rule.

MV31 Pulse Accelerator Drone

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MV31 PULSE ACCELERATOR, DRONE

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Pulse Accelerator** and **Reposition**. It cannot use any weapons that aren't on its datacard. - Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.

Pulse Accelerator. Until the start of this operative's next activation or until it's incapacitated (whichever comes first), whenever another friendly **PATHFINDER** operative is shooting with a pulse weapon within 3" of this operative, that weapon has the Lethal 5+ and Severe weapon rules.

MV33 Grav-inhibitor Drone

APL 2 · Move 6" · Save 4+ · Wounds 7

Keywords: PATHFINDER, TAU EMPIRE, MV33 GRAV-INHIBITOR, DRONE

Drone. - This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight** and **Reposition**. It cannot use any weapons that aren't on its datacard. - Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. - Whenever determining what's visible to this operative, the round disc at the top of the miniature is its head.

Grav-inhibitor. - Whenever an enemy operative performs an action in which it moves (excluding **Dash**), if it would move visible to and within 6" of this operative, treat the distance as an additional 2" and ignore the additional distances from the Obstructing and Accessible terrain rules. - Whenever an enemy operative is fighting or retaliating while visible to and within 6" of this operative, worsen the Hit stat of that enemy operative's melee weapons by 1. This is cumulative with being injured.

Strategy Ploys

Recon Sweep

Select one killzone edge (excluding your own). Each friendly **PATHFINDER** operative that's wholly within 6" of that edge can immediately perform a free **Dash** action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.

Suppressing Fire

Whenever an enemy operative is performing the **Shoot** action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn't the closest valid target, your opponent cannot re-roll their attack dice. Ignore friendly **PATHFINDER** operatives that have a Conceal order or are obscured when determining this.

Bonded

Whenever a friendly **PATHFINDER** operative (excluding **DRONE**) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it's within 3" of another friendly **PATHFINDER** operative (excluding **DRONE**), that first friendly operative's ranged weapons have the Accurate 1 weapon rule.

Take Cover

Whenever an operative is shooting a friendly **PATHFINDER** operative, if you can retain any cover saves, improve that friendly operative's Save stat by 1.

Firefight Ploys

A Worthy Cause

Use this firefight ploy at the start of the Firefight phase. One friendly **PATHFINDER** operative (excluding **DRONE**) can immediately perform a free mission action.

Supporting Fire

Use this firefight ploy when a friendly **PATHFINDER** operative is performing the **Shoot** action and you're selecting a valid target within 6" of it. Having other friendly **PATHFINDER** operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected.

Saviour Protocols

Use this firefight ploy when a friendly **PATHFINDER** operative (excluding **DRONE**) is selected as the valid target of a **Shoot** action. Select one friendly **PATHFINDER** **DRONE** operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn't normally be valid for this). That friendly **DRONE** operative is only in cover or obscured if the original target was.

Point-Blank Fusillade

Use this firefight ploy when a friendly **PATHFINDER** operative (excluding **DRONE**) is retaliating, if it wasn't within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word 'grenade' in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent. If that friendly operative is ready, has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).

Equipment

Target Analysis Optic

Once per turning point, when a friendly **PATHFINDER** operative (excluding **DRONE**) is performing the **Shoot** action and you're selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it's treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.

High-intensity Markerlight

Up to twice per turning point, when a friendly **PATHFINDER** operative (excluding **MV7 MARKER DRONE**) performs the **Markerlight** action, you can use this rule. If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).

Photon Grenade

Once per turning point, a friendly **PATHFINDER** operative that has the **Markerlight** action on their datacard (excluding **DRONE**) can perform the following unique action: **Photon Grenade 1AP** Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative's next activation, subtract 2" from its Move stat. An operative cannot perform this action while within control range of an enemy operative.

Orbital Survey Uplink

Once per turning point, when a friendly **PATHFINDER** operative performs the **Markerlight** action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn't need to be visible). This isn't cumulative with the High-intensity Markerlight or Analyse rules.