Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining. Full details in BRB. Rule too long to copy verbatim.
All friendly models with the Tau Empire Faction within 12" of the Ethereal use his Ld for Fear, Morale, Pinning and Regroup tests. However, if the Ethereal is removed as a casualty in a mission that uses Victory Points, your opponent gains one additional Victory Point.
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.
Infantry (Character)
4
3
10
5+