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Warhammer 40k: Faction Focus T’au Brings 3 New Detachments For The Greater Good

5 Minute Read
May 13 2026
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A first peek at the lethal sharpshooters of the T’au Empire in 11th edition 40k- take a look at what they bring to the tabletop.

The T’au Empire has arguably been the premier ranged combat faction of Warhammer for many years, and today’s Faction Focus suggests that won’t be changing anytime soon. From previous reveals, we’ve learned what a big deal the Hidden ability is going to be in 11th edition. Today, we learn a little more about those mechanics through the lens of the T’au and their superior firepower. As usual, Games Workshop has also released a video discussion to accompany their article.

Advanced Acquisition Cadre

Pathfinder teams and stealth battlesuits take the fore in the Advanced Acquisition Cadre. The new hidden rules are hugely impactful for ranged armies like the T’au, both in offense and defense. This detachment can help you manage both sides of the hidden coin by improving your advanced reconnaissance and surprise attack specialists.

A short and sweet bonus for all of your pathfinders and stealth battlesuits. Simply enough, when these units shoot, they do not lose hidden status. Standard detection range is 15,” meaning that your Pathfinder teams and their rifles have sufficient range to stay safely concealed while they lay down fire.

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Litter this upgrade across up to three of your reconnaissance units to root out the sneakiest of the enemy. With +9″ added to the standard 15″ detection range, units so upgraded will have a fantastic threat range. Armies facing the T’au will need to make careful use of terrain that obstructs line of sight, as they won’t be able to count on staying hidden in lighter terrain.

Infamously, the T’au are as frail as they are good at shooting. This detachment-specific stratagem adds a little survivability for your forward elements. +1 Sv could readily keep your pathfinders and stealth suits alive long enough to return fire and wipe out the foe or displace to safer ground.

Auxiliary Cadre

I may have never been a T’au player, but I’ve always had a soft spot for the Kroot, and more recently, their Vespid pals, and this might be the nudge that gets me to finally pick some up. The pack-hunting Kroot and Vespid offer some serious synergy to your other T’au in this specialist detachment.

Pairing nicely with the Advanced Acquisition Cadre above, the Integrated Command Structure rules play with your detection range and hidden capabilities. Your Kroot and Vespids are likely to be some of your farthest-ranging units, and this innate ability will let them increase the detection range of enemies while also remaining hidden even while they themselves are shooting. It’s starting to look like the T’au are going to be extremely difficult armies to utilize stealth against.

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Deep Striking Kroot is the name of my new drum and bass DJ name. It’s also something your Kroot Shapers can grant to up to three units of Kroot Carnivores/Farstalkers before the game begins. This looks like it’s going to be a really interesting way to throw your opponent off balance. Three units of 20 Carnivores each is an awful lot of Deep Strike threat to consider!

It’s likely that your Kroot and Vespid will be up close with the enemy from the get-go, and this stratagem strengthens that early punch. Spend 1 CP and a unit shooting at a target within 9″ gains Lethal Hits. This is potentially a considerable volume of fire, so crits that auto-wound could really do some damage.

Experimental Prototype Cadre

Fire Caste commanders in battlesuits are the focus of this final previewed detachment. These units are already walking battleships, but the Experimental Prototype Cadre pushes their wargear to new, sometimes hazardous heights.

Another “fire and forget” detachment rule granting +6″ R to all of your battlesuit characters. Being able to strike almost anywhere on the board from your own deployment zone is impressive for sure. Even better, this also means that secondary range effects like Melta will also be extended. This will allow you to dish out serious damage from a fusion blaster even after a Deep Strike.

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This enhancement lets you get one over on your opponent before the game has begun. As you’re sharing your lists in the Declare Battle Formations step of the pre-game sequence, you’ll have the chance to specialize a battlesuit’s weaponry. You can tailor a weapon to deal with whatever your opponent has brought to the table with this versatile enhancement.

As if the T’au didn’t have enough exotic weaponry, this cheap stratagem allows you to add some extra firepower on demand. +1 S on ranged attacks for the phase is solid enough, but you have the option of also gaining AP at the cost of HAZARDOUS. Sure, you might blow yourself up as well, but that’s a small price to pay for the Greater Good. Right?

That wraps up our first look at the T’au Empire in 11th edition, but the Faction Focus series grinds on. Tomorrow we’ll be back to take a look at the promised Adeptus Custodes article.

Do you think any armies will be able to stay concealed from the guns of the T’au?

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Simon Berman
Author: Simon Berman
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