| Abilities |
|---|
| Inspiring Presence:
The Ethereal and all Tau units (not Kroot, Vespid or Drones) with a line of sight to him may re-roll any Morale checks. If the Night Fighting rules are in use then roll to determine the distance the unit can see. This includes passed Morale checks. The re-rolled result stands. Any Tau unit joined by an Ethereal becomes Fearless. |
| Price of Failure:
If a friendly Ethereal is killed then every unit of Tau on the tabletop (excluding Kroot, Vespids or Drones) must take a Morale Check at the start of their next turn if they are not in close combat or falling back. In addition, every Tau that takes the test will benefit from the Preferred Enemy universal special rule, with the enemy as their preferred enemy. This applies whether the Morale test is passed or failed, and lasts until the end of the game. |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Melee Weapons |
|---|
| Close-Combat Weapon:
Weapons like chainswords, rifle butts, combat blades, bayonets, etc., do not confer any particular bonus to the model using them. Remember that, in close combat, pistols count as normal close combat weapons and so the Strength and AP of the pistol are ignored. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Ethereal | 4 | 3 | 3 | 3 | 2 | 3 | 3 | 10 | - |