Invocation of the Elements

(Rule)
Description:

At the start of each Movement phase, choose one of the four elemental powers. The Ethereal, and all friendly non-vehicle Tau Empire models within 12" benefit from the power until the start of the Ethereal's next Movement phase. If the Ethereal is slain, the power ends.

  • Calm of Tides: Stubborn.
  • Storm of Fire: Fire an extra shot with pulse weapons when target is within half range. This affects Kroot pulse rounds but not pulse bombs.
  • Sense of Stone: Feel No Pain (6+) .
  • Zephyr's Grace: Fire Snap Shots after running.

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