Fire Caste Pathfinder Shas'La

Source: An Abundance of Apocrypha, pg. 237
Name Rating
Strength 3
Agility 3
Toughness 3
Intellect 3
Willpower 3
Fellowship 3
Initiative 4
Name Rating
Defence 3
Speed 7
Wounds 3
Shock 3
Soak 3
Resolve 4
Conviction 4
Passive Awareness 3
Resilience 7 ( 3 Armour)
Name Rating
Ballistic Skill 6
Awareness 6
Stealth 6
Weapon Skill 4
Default 5


Pathfinders are armed with Pulse Carbines, Markerlights, and Photon Grenades. Some exchange their Pulse Carbine and Markerlight for an Ion Rifle or Rail Rifle.

Name Range Damage AP Salvo Traits
Pulse Carbine 36 m
12 + 1 ED
0 2 Assault, Steadfast, includes Range 36m
+ build-in Photon Grenade Launcher 36 m
0 + 0 ED
0 - Blast (Medium), Suppression
Markerlights 72 m
0 + 0 ED
0 0 Heavy (5), Sniper
Photon Grenades 12 m
0 + 0 ED
0 - Blast (Medium), Suppression
Ion Rifle 60 m
15 + 1 ED
0 1 Rapid Fire (1), Supercharge, Ion Charge
Rail Rifle 60 m
14 + 2 ED
-4 1 Mortal (1), Rapid Fire (1), Sniper (1)

Assault: Assault weapons can be fired as part of a Run Action, with additional +2 DN for the attack.

Blast: Can affect multiple targets (see Core Rules, pg. 229). ◆ Missed attacks deviate. ◆ When used in Melee (e.g. Pistols), the blast may only affect engaged targets. ◆ Fire-Blasts ignore cover bonus to defence. ◆ Fire-Blasts do not deviate, bt hit the location. Characters still avoid being hit.

Heavy: Without Strength Rating of X the wielder suffers +2 DN on attacks and is (additionally) knocked prone on a Complication. Wearing Armour with the Powered Trait or having the Adeptus Astartes or Ork Keyword prevents the Knock Down. Bracing the weapon remove the DN penalty.

Ion Charge: Using the weapon on Supercharge adds the Blast [Medium] and Heavy [5] traits)

Rapid Fire: Add +X dice to range attacks at close range.

Sniper: Aimed range attacks gain an additional +2d and ignore the penalty for firing into melee. Aimed range attacks add +X ED.

Steadfast: Ignore the first attack complication in each combat. Add +1d to Tech tests to repair and maintain.

Supercharge: When fired in supercharge mode, add +2 ED but suffer 1d6 Mortal Wounds on a Complication.

Suppression: Enemies hit are blinded until the end of their next turn, and must test to avoid being pinned)

Special Abilities

For the Greater Good! (Fire): When an enemy declares a charge against a T’au ally within 12m of you, you may spend a Reload to make a shooting attack against the charging enemy, adding +4 to the DN and resolving the attack before the enemy moves. This ability may only be used once per round.

Ta'lissera Bonding Ritual: Any T’au with this rule are part of a bonded team (the GM should determine which T’au are part of which team for roleplaying purposes). Whenever a T’au with this ability attempts a Resolve or Conviction test, and rolls a 6 on their Wrath die, then the test is automatically successful, regardless of how many icons were rolled.

Vanguard: A Pathfinder increases their Speed by +2 when they Run or Sprint. They do not reduce their Defence when they Sprint.

Variants: T'au Septs (Fire Caste)

Bork'an Sept (Fire Caste): Increasing the range of all weapons with the Rapid Fire or Heavy trait by 12 metres.

Dal'yth Sept (Fire Caste): If they do not move during their turn, they add +2 to their Defence (as if in cover) until the start of their next turn.

The Farsight Enclave (Fire Caste): Add +2 to their Conviction. They may re-roll any failures on their extra damage dice for shooting attacks against enemies within 12m.

Sa'cea Sept (Fire Caste): All T’au from Sa’cea add +1 to their Resolve. May re-roll one die on any Ballistic Skill test they attempt.

T'au Sept (Fire Caste): T’au from T’au reduce the DN of tests using Ballistic Skill by 2.

Vior'la Sept (Fire Caste): Treat any Rapid Fire weapon as if it had the Assault trait.

Keywords: Tau Fire Caste <Sept>
An Abundance of Apocrypha, pg. 237