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Common Lore
Intelligence Groups: Tau Empire
Knowledge of life in the Tau Empire, as relates
to both the Tau species and the numerous other
races that exist as vassals, allies, and auxiliaries
within their domain.
Scholastic Lore
Intelligence Groups: Tau Empire
This Skill represents a knowledge of the
structures, regulations, and hierarchies of Tau
society on an academic level.
Speak Language (Tau)
Tau: The language of the Tau shares little with
most human tongues, and can be difficult to


Blessing of the ethereals

Prerequisites: Willpower 40
When suffering from Critical Damage, he is
immune to the effects of Fear and Pinning, but
disengaging from combat or backing down from
a fight without a direct order from a superior
requires a Challenging (+0) Willpower Test.
Bonding Ritual
Prerequisites: Willpower 35
The first time the Explorer suffers Critical
Damage each encounter, if there is another
character with this Talent within 20 metres, this
Explorer automatically passes any Tests he is
required to make by the Critical Effect and
ignores any non-permanent effects that the
Critical Effect would have (such as gaining
Levels of Fatigue or being knocked Prone, but
not losing a limb or being slain outright).
Disciple of Kauyon
Prerequisites: Bonding Ritualay perform the
perfect Lure action
Perfect Lure
Type: Full Action
Subtype: Movement, Fellowship
The Explorer makes a Challenging (+0)
Fellowship Test. If succsessds, one enemy
within 30 metres gains a +10 bonus to
Weapon Skill and Ballistic Skill Tests to strike
the Explorer and suffers a 30 penalty
Weapon Skill and Ballistic Skill Tests for
attacks made against the Explorers allies.
For every Degree of Success hescores on
the Test, he can affect one additionalfoe
within range this way.

Disciple of MontKa
Prerequisites: Agility 40, Silent Move +10
Whenever the Explorer strikes an Unaware
target. He inflicts additional damage equal to
the number of degrees of success on the
weapon skill or ballistic skill.
Envoy of the Greater Good
Prerequisites: Fellowship 45, Charm +10
Permanently lose the Speak Not Unto The
Alien. Additionally, whenever meeting a new
organisation or race the explorer may spend a
fate point to make a +10 charm test. If
successful gain +10 interaction with them for
the encounter and he gains an important piece
of information about their culture, group, or
species with which he is speaking that will be
useful in future greetings.
Exemplar of the selfless cause
Prerequisites: Bonding Ritual, Command +10
The explorer gains the Follow My Lead Action, if
he already has the action he increase the bonus
to +20.
Follow My Lead
Type: Half Action
Subtype: Concentration
Until the beginning of his next turn, each
allied Tau character within 10 meters who
undertakes the same half action this
explorer performs after his Follow My Lead
Action gains a +10 bonus to any tests
associated with that action.

Fire Caste Weapon training

Prerequisites: None
The explorer is proficient in the use of all tau
weaponry, and can wield these weapons
without suffering the penalty for untrained
weapon use.
Fire Support
Prerequisites: Ballistic skill 40, Fellowship 35
Once per encounter, provided he is in a location
where such assets are available and he is
equipped with a marker light, the explorer may
illuminate a target by making a Challenging (+0)
ballistic skill test as a full action. If successful,
1D5 rounds later a seeker missile strikes the
target dealing 3D10+5 explosive damage with a
penetration of 10.
Furious Fusillade
Prerequisites: Ballistic Skill 40, Crack shot
Whenever using the Semi-auto Attack action or
Full Auto Attack action while benefiting from


the aim action, he automatically gains an

additional degree of success on the test.
Greater than the sum
Prerequisites: Fellowship 45, New allies
Once per session, the explorer may spend a fate
point and either gain the benefits of a talent an
ally possesses or grant the benefits of a talent
to an ally. The character temporarily receives
the effect of the talent and need not meet the
prerequisites of the talent. This lasts until the
end the encounter.
Master of technology
Prerequisites: SL (Tau empire), CL (War)
May spend a fate point to automatically pass on
a tech-use test with a number of degrees of
successes equal to his intelligence bonus.
New Allies
Prerequisites: Fellowship 30
This Explorers for the greater good!,
Supporting Fire, and classified competency
traits, and any Talents he possesses that
reference tau characters can include any
trusted ally (such as other explorers).
Strength Through Unity
Prerequisites: Fellowship 40, Bonding Ritual
When engaged in melee combat, for each ally
with the bonded talent engaged with the same
target, the explorer gains an additional +5
bonus to weapon skill tests and inflicts 1
additional damage with melee attacks.
Superior supply chain
Prerequisites: None
+20 to acquisition test to acquire Tau weaponry,
wargear and other equipment.
Supporting Fire
Prerequisites: None
Any time an enemy makes a charged Action to
become in melee with an allied Tau character
within 20 meters, this explorer may spend his
reaction to make a standard ranged attack at a
-20 penalty against the enemy. This attack
resolves before the target completes its
charged action.
Tactical Flexibility
Prerequisites: Sprint, SL (Tau Empire)
Once per encounter, as a Half action, the
explorer may make a challenging (+0) SL (Tau
empire) Test. If successful, he and each other
tau within 20 meters may immediately make a
disengage action as a Free action.

Technological Insight
Prerequisites: SL (Tau empire), Tech-use +10
When wielding a weapons for which he lacks
the ranged weapon training, melee weapon
training or exotic weapon training talent, this
character may make a challenging (+0) Tech-use
Test as a half action. If successful, he can
operate the weapon without penalty for one
round, plus one additional round per degree of
success he scores on the test.
Technological Triumphant
Prerequisites: SL (Tau empire) +10, Tech-use
Once per game session, this character may work
to enhance a single piece of technology by
making a hard (-20) Tech-use Test, if successful,
he permanently improves the craftsmanship of
the item from poor to common, common to
good, or good to best. The amount of time this
upgrade process takes varies by item, based on
the GMs discretion.
Through Unity, Devastation
Prerequisites: Ballistic skill 45, Furious
Fusillade, command +20
An explorer with this talent may spend a fate
point and make a challenging (+0) Ballistic Skill
test as a Full action. If successful, He chooses a
single target within range; that target is marked
for one round, plus one additional round for
every degree of success he scored on the test.
As long as the target is marked, allied tau
characters who hit it with ranged attacks may
roll twice for damage, taking the higher result.