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Warhammer 40K: How Good Are the New T’au ‘Twin Lance’?

4 Minute Read
Feb 25 2026
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Well it looks like GW drop some spicy new 40K rules for the T’au army this week.  Let’s dive into the new ‘Twin Lance’ unit and see if it’s worth your time on the tabletop.

They are the “Twin Lance” and they are extremely spicy.  We don’t know the points yet – but if they are under 225 points they are a friggin steal for any T’au Empire army to field. They are going to wreck so many armies with their combo of interesting rules powerful interactions. The new unit is a set of twins wearing powerful new T’au Battlesuits with upgraded weapons as well as some powerful new rules.

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T’au Twin Lance Unit Basics

Let’s start at the top with the fact it is a two-model unit with OC 2 on each model, 16 wounds to chew through, a 2+/4++ save combo, and some crazy shooting options. I think the fact they are a unit of 16 wounds with OC 4 will make them a scary thing to look at with all the other crazy things they can do.

Will start with the weapons as one is set up with some crazy Melta action that hits on a 2+ and then a weapon designed to murder thru Elite infantry with either a flat damage 2 or a powered up hazardous option at damage 3.  This is just in time to chew through those Vectrix guard and other fun new 3 wound models without an Invulnerable save.  They also have extra shooting attacks as well with their new Pistol based burst system and an 18 inch damage 2 gun as well.  This is a great deal of shooting that they can also fire in close combat with a few options as well.

The Twin Lance Packs Some Surprises

In fact this is a unit that you can’t just tie up either as they can shoot with their crazy guns in combat just like Cypher.  It is a wild set of rules to just surprise you with some pistol attacks and then extra attacks with their Fusion gun and Ion Scattercannon.  Of course this is all pretty amazing but the other crazy issue is these suits get even more rules.

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They gain Sustained Hits 1 and Ignores cover if they shoot at the closest target.  Then they can pick a unit within 12” that isn’t a vehicle/monster at the start of the opponents charge phase, force a Battleshock test, and then the unit is -1 to charge rolls for the unit.  The fact it just causes a Battleshock test and gives them -1 to charge is huge.  You could break them on the last turn and all of a sudden they don’t score that objective at the end of their turn.  Oh they also have an 8” scout move as well plus Deep Strike.

That is a ton of rules but there is one more left that is even better.  They have a Retro-Thrusters move that allows this unit to make move at the end of the Fight Phase – either a Normal Move or a Fallback move.  This is at the end of any Fight Phase  which means this model can scout 8”, move its 10”, then another 10” in their fight phase, and then at the end of the opponents fight phase move another 10”.  That is 38” if left to their own devices on a set of models that are not easy to kill and you can never tie down.

Twin Lance – The Verdict?

What does this all mean?  Well if you are a T’au player be very excited about this unit.  If you are not a T’au player you have to be worried about the twin brothers of destruction all of a sudden showing up and wrecking your stuff in your back field.  Heck just deep strike, move in your opponents fight phase, and be safe from enemy fire power.  Oh and the models look amazing too. Fingers crossed for a not sky-high points cost.

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