When attacking with this weapon, choose one of the profiles below. At the start of your Shooting phase, if a friendly COMMAND-LINK DRONE model is within 3" of this model, select one friendly T'AU EMPIRE unit within 12" of that model. Until the end of that phase, when resolving an attack made by a model in that T'AU EMPIRE unit, you can re-roll a hit roll of 1. When this model would lose any wounds as a result of an attack whilst this model is within 3" of a friendly XV25 STEALTH BATTLESUITS unit, that unit can attempt to intercept that attack. Roll one D6; on a 2+ this model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack. This model can be included in a T'AU EMPIRE Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is Coordinated Fire Arcs. When you set up this model and its accompanying DRONES during deployment, they can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models. Once per battle, this model can declare Kauyon even if Kauyon or Mont'ka has already been declared. Mont'ka and Kauyon cannot both be declared in the same turn. When resolving an attack made with a ranged weapon against this model or any accompanying DRONES, subtract 1 from the hit roll. This model has a 5+ invulnerable save. 8" 3+ 2+ 4 4 5 4 9 3+ 24" Assault 2 7 -1 D3 - 18" Pistol 5 3 0 1 - This model has a 4+ invulnerable save. When a friendly T'AU EMPIRE model would lose a wound whilst witin 3" of this model, roll one D6; on a 6 that wound is not lost. 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 18" Assault 2 7 -4 D3 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice. 24" Assault 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly FARSIGHT ENCLAVES units whilst their unit is within 6" of this model. Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly FARSIGHT ENCLAVES units against an ORK unit whilst their unit is within 6" of this model. Once per battle, this model can declare Mont'ka even if Kauyon or Mont'ka has already been declared. Mont'ka and Kauyon cannot both be declared in the same turn. 30" Rapid Fire 1 6 -4 2 - Melee Melee +3 -4 D3 - 6" Assault D6 4 0 1 Melee Melee 4 0 1 Make two hit rolls for each attack made by this weapon instead of one. 24" Rapid Fire 2 6 -1 1 If the target is a VEHICLE, roll a D6. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage. 36" Assault 2 9 -2 2 8" 5+ 5+ 3 4 1 1 6 4+ 8" Assault 1 5 0 1 When attacking with this weapon, choose one of the profiles below. Once per battle, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly <SEPT> unit within 6" of the bearer. In addition, if your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a command point. Enemy units within 6" of the bearer subtract 1 from their Leadership characteristic. Ethereal with hover drone only. Once per phase, when an enemy unit declares the bearer as the target of a charge, you may move the bearer up to 3" before the charge roll is made. The Ethereal's Move characteristic becomes 8", and it gains the FLY and JET PACK keywords. At the start of the Shooting phase, you may either pick an enemy INFANTRY unit claiming the benefit of cover, or a BUILDING, within 12" of the bearer. If you picked a BUILDING, it suffers D3 mortal wounds. If you picked an INFANTRY unit, roll a dice for each model in the unit. For each roll of 6, that unit suffers a mortal wound. 18" Assault D6 6 -2 2 This weapon can target units that are not visible to the bearer. T'AU SEPT BATTLESUIT only. This model may immediately move up to 6" after attacking in the Shooting phase. 8" Assault D6 6 -1 2 This weapon automatically hits its target. VIOR'LA SEPT model with flamer only. The Thermoneutronic Projector replaces one of the model's flamers. DAL'YTH SEPT model only. Your opponent must subtract 1 from hit rolls that target the bearer. SA'CEA SEPT model only. Enemy units that choose the bearer's unit as a target of a charge must subtract 2" from their charge distance. 30" Rapid Fire 1 7 -3 2 - BORK'AN SEPT model with plasma rifle only. The Plasma Accelerator Rifle replaces one of the model's plasma rifles. FARSIGHT ENCLAVES model with at least two fusion blasters only. The Fusion Blades replace two of the model's fusion blasters. Re-roll wound rolls of 1 made for your Warlord against enemy VEHICLES and MONSTERS. In each of your Shooting phases, you can pick an enemy unit that is visible to your Warlord. Until the end of the phase, each time you make a wound roll of 6+ against that unit for an attack made by friendly <SEPT> unit within 6" of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1). When your Warlord Advances, add 6" to their Move characteristic for that Movement phase instead of rolling a dice. If your Warlord is within 12" of an enemy unit at the start of the Shooting phase, you can re-roll failed hit rolls made for your Warlord until the end of the phase. Roll a D6 for each mortal wound inflicted on your Warlord; on a 5+, that mortal wound is ignored and has no effect. If your Warlord has the Master of War, Volley Fire or Failure is Not an Option ability, the range of that ability is increased to 9". In addition, if your army is Battle-forged, you receive an additional 1 Command Point. Whilst within 12" of your Warlord, friendly KROOT and VESPID units gain the For the Greater Good ability. Friendly SA'CEA units within 6" of this model reduce the number of models that flee as a result of a failed Morale test by 1. For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack. This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". If this Warlord makes a charge move, is charged or performs a Heroic Intervention, until the end of the turn, when resolving an attack made by this Warlord, you can re-roll the hit roll. If your army is Battle-forged, all <SEPT> units in T'AU EMPIRE Detachments gain a Sept Tenet, so long as every unit in that Detachment is from the same sept. The Sept Tenet gained depends upon the sept they are drawn from, as shown on the table on the right. For example, all units in a VIOR'LA Detachment gain the Strike Fast Sept Tenet. If you have chosen a sept that does not have an associated Sept Tenet, you can choose the tenet that best suits the fighting style and strategies of the warriors that hail from it. [From Psychic Awakening: The Greater Good] If your chosen sept does not have an associated Sept Tenet in Codex: T'au Empire, you can create its Sept Tenet by selecting two rules from the following list. Add 1 to Advance rolls made for JET PACK units with this tenet. Add 2" to the Move characteristic of JET PACK models with this tenet. A BATTLESUIT unit with this tenet can Advance when it Falls Back. TACTICAL DRONES models with this tenet have a Move characteristic of 10". If, in your Movement phase, a VEHICLE or MONSTER model with this tenet does not move or moves a distance less than half its Move characteristic, until the end of the turn, when resolving an attack made with a ranged weapon by that model, re-roll a wound roll of 1. Add 4" to the Range characteristic of Assault and Grenade weapons models with this tenet are equipped with. This does not apply to Prototype Weapons Systems. When resolving an attack made by a VEHICLE model with this tenet against a unit that has one or more markerlight counters, re-roll a wound roll of 1. When resolving an attack made with a high-yield missile pod, missile pod, seeker missile, or smart missile system by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). When resolving an attack made with a ranged weapon by a BATTLESUIT model with this tenet, that model does not suffer the penalty for moving and firing Heavy weapons. Add 1 to the Leadership characteristic of models with this tenet. Increase the range of For the Greater Good ability to 9" for units with this tenet. Burst cannons models with this tenet are equipped with have an Armour Penetration characteristic of -1. When a unit with this tenet uses their For the Greater Good ability, or when they fire Overwatch whilst they are within 6" of another friendly T’AU SEPT unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. If a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. Models with this tenet may add 6" to the maximum Range of any Rapid Fire and Heavy weapons they are armed with. A unit with this tenet receives the benefit of cover, even while in the open. A unit with this tenet that moves for any reason loses the benefit of this tenet until the start of its next Movement phase. Add 1 to the Leadership characteristic of models with this tenet. In addition, in the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots. Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6" of the firing model. 7" 3+ 4+ 3 4 4 2 6 4+ Melee Melee 5 -1 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile. When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. Add 1 to wound tolls made for the Knarloc's sharp beak and talons attacks if this unit made a charge move this turn. 7" 3+ 4+ 7 6 9 4 6 4+ Melee Melee User -3 D3 - Each time a model with a crushing beak makes a pile-in move you can pick an enemy unit within 1" and roll a D6. On a 4+, that unit suffers D3 mortal wounds. Add 1 to the Leadership characteristic of KROOT units within 6" of any friendly Great Knarlocs equipped with a baggage harness. 36" Assault D6 6 -1 1 - 48" Rapid Fire 2 7 -1 D3 - 7" 3+ 3+ 3 3 3 3 7 6+ During deployment, you can set up Dahyak Grekh in pursuit instead of placing him on the battlefield. At the end of any of your Movement phases he can reveal his hiding place and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models. Dahyak Grekh can target an enemy CHARACTER even if they are not the closest enemy unit. Once per battle, at the end of your opponent's Movement phase, you can choose an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds, on a 7+ it suffers D6 mortal wounds instead. If Dahyak Grekh is receiving the benefit of cover, add 2 to his saving throws instead of 1. 12" Pistol 1 4 0 1 - During deployment, all models in this unit are deployed at the same time, but they do not need to be placed in unit coherency (see the Enclave Drone Support ability (pg 114) for details on how to place a model's accompanying Drones). Each CHARACTER is treated as a separate unit, and each is considered to have a Power Rating of 7. With the exception of O'Vesa, if a CHARACTER in this unit can FLY, it, and any of its accompanying Drones, can be set up in a Manta hold instead of being placed on the battlefield. At the end of any of your Movement phases any character that does so can use a Manta strike to enter the fray – set them and their accompanying Drones up anywhere on the battlefield that is more than 9" from any enemy models. When a CHARACTER from the Eight is set up on the battlefield, any accompanying DRONE models are set up in unit coherency with it. From that point onwards, those DRONE models are treated as a separate unit with the HQ Battlefield Role, and are considered to have a Power Rating of 0. During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit cogerency (see the Enclave Drone Support ability for details on how to place a model's accompanying Drone models). From that point onwards, each CHARACTER model is treated as a separate unit and is considered to have a Power Rating of 7. During deployment, with the exception of O'Vesa, you can set up CHARACTER models (and any accompanying Drone models) in this unit in a Manta hold instead of setting them up on the battlefield. If you do, at the end of one of your Movement phases you can set up those CHARACTER models anywhere on the battlefield that is more than 9" away from any enemy models. 8" 3+ 2+ 5 5 5 4 9 3+ Subtract 2 from charge rolls made for enemy units if they are within 12" of any of this model's accompanying MV4 Shield Drone models when the roll is made. Melee Melee 8 -4 D6 When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. 18" Assault 2 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. Models that have a target lock do not suffer the penalty for moving and firing Heavy weapons or for Advancing and firing Assault weapons. Models that have a target lock can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack by an INFANTRY model, subtract 1 from the hit roll. When resolving an Overwatch attack made by a model that has a counterfire defence system, you can re-roll the hit roll. 8" 3+ 2+ 5 5 5 4 9 2+ When this model would lose a wound, roll one D6l on a 6 that wound is not lost. 8" Assault D6 4 0 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with a weapon by a model that has an advanced targeting system, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). Melee Melee 10 -4 D6 When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. 8" 3+ 2+ 5 5 5 4 9 3+ Once per battle, when resolving an attack made by a friendly FARSIGHT ENCLAVES model within 6" of this model, you can re-roll the hit roll, wound roll or damage roll. Whilst this model is on the battlefield, you can roll one D6 each time you or your opponent use a Stratagem; on a 6 you gain 1 Command Point. You can only gain 1 Command Point per battle round from this ability. 8" Assault D6 4 0 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made by a model from a FARSIGHT ENCLAVES DRONE unit within 6" of any friendly models that have a drone controller, add 1 to the hit roll. 8" 3+ 2+ 5 5 6 4 9 3+ After an enemy unit finishes a charge move within 1" of this model, roll one D6; on a 2+, that enemy unit suffers 1 mortal wound. When resolving an Overwatch attack made by a model that has a counterfire defence system, you can re-roll the hit roll. 18" Assault 3 8 -1 D3 If you roll one or more hit rolls of 1, the bearer's unit suffers a mortal wound after all of this weapon's shots have been resolved. 18" Assault 3 7 -1 1 - 8" 3+ 2+ 5 5 5 4 9 3+ Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. When resolving an attack made with a ranged weapon against this model's unit, subtract 1 from the hit roll. When resolving an attack made with a weapon by a model that has an advanced targeting system, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). 8" Assault D6 4 0 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made by a model from a FARSIGHT ENCLAVES DRONE unit within 6" of any friendly models that have a drone controller, add 1 to the hit roll. 5" 5+ 4+ 5 5 6 3 8 2+ When resolving an attack made with a weapon against this model, subtract 1 from the Damage characteristic of that weapon (to a minimum of 1) for that attack. This model does not suffer the penalty for moving and firing Heavy weapons. 72" Heavy 1 8 -2 D6 The bearer can only shoot with each seeker missile it is equipped with once per battle. When resolving an attack made with this weapon, only an unmodified hit roll of 6 scores a hit. 30" Heavy 4 5 0 1 This weapon can target units that are not visible to the bearer. When resolving an attack made with this weapon, the target does not receive the benefit of cover. When resolving an attack made with a ranged weapon by a model that has a velocity tracker against a unit that can FLY, add 1 to the hit roll. * 6+ * 6 7 14 * 8 2+ 7-14+ 12" 4+ 4 4-6 8" 5+ 3 1-3 4" 5+ 2 This model has a 5+ invulnerable save. When resolving an attack made with a ranged weapon by this model, you can re-roll a hit roll of 1. When this model would lose a wound as a result of its Nova Reactor ability, roll one D6; on a 4+ that wound is not lost. In your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers 1 mortal wound and you can select one of the following effects to last until the start of your next turn: * Nova Shield: This model has a 3+ invulnerable save. * Boost: In your Charge phase, if this model does not make a charge move, it can make a move of 2D6" as if it were your Movement phase. * Nova-charge: Ion accelerators this model is equipped with have a Type characteristic of Heavy 6. If any enemy units are set up on the battlefield as reinforcements within 12" of a model from your army that has an early warning override, at the end of the phase that model can shoot at one of those units as if it were your Shooting phase. When resolving each of those attacks, subtract 1 from the hit roll. 18" Assault 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. 72" Heavy D6 9 -3 3 For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. 72" Heavy D6 8 -3 D3 - Models that have a target lock do not suffer the penalty for moving and firing Heavy weapons or for Advancing and firing Assault weapons. Models that have a target lock can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack by an INFANTRY model, subtract 1 from the hit roll. Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). Use this Stratagem before the battle. Select one KROOT SHAPER model from your army. Until the end of the battle, when making an Advance roll or charge roll for a friendly KROOT unit within 6" of that model, roll one additional D6 and discard one of the dice. Use this Stratagem before the battle. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit (excluding DRONES) have a Weapon Skill characteristic of 4+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once per battle. When a Morale test is taken for a friendly FARSIGHT ENCLAVES unit with the Bonding Knife Ritual ability whilst within 12" of this Warlord, it is automatically passed on a roll of 4+, instead of 6. COMMANDER model only. When this Warlord declares Mont'ka, it affects friendly FARSIGHT ENCLAVES units within 12" of this Warlord, instead of within 6". When resolving an attack made by this Warlord against a CHARACTER unit, you can re-roll the hit roll. When resolving an attack made by a model with this Relic against a unit that is within 18", you can re-roll the hit roll. A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to resist one psychic power in your opponent's Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24" of the enemy model manifesting that psychic power. Once per battle, at the start of your opponent's turn, you can choose to activate this Relic. If you do, until the end of that turn, when a model starts or ends a move (excluding pile-in or consolidation moves) within 6" of a model with this Relic, roll one D6: on a 1 that model's unit suffers 1 mortal wound. BATTLESUIT model with airbursting fragmentation projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System. 24" Heavy 3 9 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. XV95 GHOSTKEEL BATTLESUIT model only. This Weapon System replaces a fusion collider and has the following profile. XV95 GHOSTKEEL BATTLESUIT model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. 60" Heavy 2 10 -4 D6 When resolving an attack made with the solid shot profile, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. 60" Heavy 4D3 6 -1 1 - TX7 HAMMERHEAD GUNSHIP model equipped with a railgun only. This Weapon System replaces a railgun and has the following profile. COMMANDER, XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS or XV95 GHOSTKEEL BATTLESUIT unit only. This Weapon System replaces each burst cannon that models in this unit are equipped with and has the following profile. 18" Assault 4 5 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. PATHFINDER TEAM unit only. This Weapon System replaces each markerlight that models in this unit are equipped with and has the following profile. 36" Assault 1 - - - Markerlights (see Codex: T'au Empire) KV128 STORMSURGE model only. When resolving an attack made with a destroyer missile by this model, if it scores a hit do not roll to determine the number of mortal wounds suffered by the target unit; that unit suffers 3 mortal wounds. Unit with photon grenades only. This Weapon System replaces each photon grenade that models in this unit are equipped with and has the following profile. 12" Grenade D6 - - - This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll; instead the target is shocked until the start of your next turn. When resolving an attack made with a melee weapon by a model from a shocked unit, subtract 1 from the hit roll. In addition, shocked units cannot Advance and any charge rolls made for shocked units are halved. COMMANDER, XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1. XV88 BROADSIDE BATTLESUITS unit only. This Weapon System replaces each heavy rail rifle models in this unit are equipped with and has the following profile. 60" Heavy 2 9 -4 D6 When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead. XV104 RIPTIDE BATTLESUIT model only. This Weapon System replaces ion accelerator and has the following profile. 72" Heavy 6 9 -4 3+D3 For each hit roll of 1 made for attacks with this weapon's overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon. 72" Heavy 6 8 -4 3 - BATTLESUIT unit only. This Weapon System replaces each flamer models in this unit are equipped with and has the following profile. 8" Assault D6 4 0 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon against a unit that is within half range, add 1 to the Strength characteristic of this weapon for that attack. Some datasheets specify what sept the unit is drawn from (e.g. Commander Shadowsun has the T'AU SEPT keyword, so is from the T'au sept, while Commander Farsight has the FARSIGHT ENCLAVES keyword, so is from the Farsight Enclaves). If a T'AU EMPIRE datasheet does not specify which sept it is drawn from, it will have the <SEPT> keyword. When you include such a unit in your army, you must nominate which sept that unit is from (or nominate that unit to be from the Farsight Enclaves). You then simply replace the <SEPT> keyword on that unit's datasheet with the name of your chosen sept, or the words 'Farsight Enclaves'. You can use any of the septs that you have read about, or make up your own. Note that the T'au of the Enclaves reject the dominion of the Ethereal Caste, and as such ETHEREALS may not be drawn from the FARSIGHT ENCLAVES. When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative. * 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit. * 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6. * 3 - The target unit does not gain any bonus to its saving throws for being in cover. * 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons. * 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit. When a unit is set up on the battlefield, any accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit. When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that DRONES unit suffers 1 mortal wound and the attack sequence ends. If a Piranha is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers a mortal wound. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Instead of measuring distances to and from this model's base, measure to and from this model's hull or base (whichever is closer). When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked (though they do not count towards the total number of models embarked). Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own. When a Hammerhead Gunship is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Gun Drones remain attached, the Hammerhead Gunship is considered to be equipped with the Drones' weapons in addition to its own. Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. When this model is set up, its accompanying Interceptor Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own. However, a hit roll of 1 when firing the ion rifle on overcharge setting results in one of the Drones being slain rather than this model suffering a mortal wound. During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, this unit can use a Manta strike to enter the fray - set it up anywhere on the battlefield that is more than 9" from any enemy models. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 25" until the end of the phase - do not roll a dice. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 12" suffers D3 mortal wounds. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds. Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle. When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own. 72" Heavy 2 10 -4 D6 Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. 30" Heavy 4 5 0 1 This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. 72" Heavy 1 8 -2 D6 Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers. Melee Melee User 0 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn. Melee Melee User -1 1 - 72" Heavy D6 6 -1 1 - 72" Heavy 1 10 -4 D6 Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. 30" Rapid Fire 1 6 -4 D3 For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. 30" Assault 4 7 -1 1 Add 1 to hit rolls for this weapon against targets that can't FLY. 30" Assault 4 8 -1 D3 Add 1 to hit rolls for this weapon against targets that can't FLY. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 30" Rapid Fire 1 5 0 1 - 12" Pistol 1 5 0 1 - 72" Heavy D6 10 -3 D6 18" Assault 2 5 0 1 - 10" Assault 2 5 -1 1 - 15" Assault 2 4 0 1 - 5" Assault 2 6 -2 1 - 20" Heavy 4 12 -2 4 - 30" Heavy 6 10 0 2 - 10" Heavy 2 14 -4 6 - 24" Rapid Fire 1 6 -3 1 - 12" Grenade D6 - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn. 18" Assault 2 5 -2 1 - 36" Assault 2 7 -1 D3 - 36" Heavy 1 - - - See Markerlights (rule). 48" Rapid Fire 1 5 0 1 This weapon may target a CHARACTER even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage. Melee Melee User 0 2 - 24" Rapid Fire 1 4 0 1 - Melee Melee +1 0 1 - 48" Rapid FIre 1 7 -1 D3 - 30" Heavy D3 8 -1 2 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 30" Rapid Fire 1 7 -1 1 - 60" Heavy 3 7 -2 2 - 60" Heavy D6 8 -2 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 72" Heavy D6 8 -3 D3 - 72" Heavy D6 9 -3 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. Melee Melee +2 0 1 - 36" Heavy 4 7 -1 D3 - 18" Assault 8 5 0 1 - 60" Heavy 2 8 -4 D6 For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage. 36" Heavy 8 6 -1 1 - 18" Heavy D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 18" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 8" Assault D6 4 0 1 This weapon automatically hits its target. Melee Melee User -1 1 A model armed with equalisers increases its Attacks characteristic by 1. 60" Heavy 1 - - A unit hit by this weapon suffers D3 mortal wounds. Each destroyer missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers. 24" Heavy 6 7 -1 1 - 24" Heavy 6 8 -1 D3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 18" Assault 3 7 -1 1 - 18" Assault 3 8 -1 D3 If you roll one or more hit rolls of 1, the bearer's unit suffers a mortal wound after all of this weapon's shots have been resolved. 48" Heavy 4D6 5 0 1 - 18" Assault 4 5 0 1 - 18" Assault D6 4 0 1 This weapon can target units that are not visible to the bearer. Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY. A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so. A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit. Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target and that target contains 5 or more models. If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots. <SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls. A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 14" 4+ 4+ 3 4 1 1 5 4+ 14" 4+ 4+ 3 4 1 2 8 4+ 6" 5+ 4+ 3 3 1 1 6 4+ 6" 5+ 4+ 3 3 1 2 7 4+ 8" 5+ 5+ 3 4 1 1 6 4+ - - 4+ 3 3 1 0 4 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5+ 5+ 4 4 2 1 6 4+ 20" 5+ 5+ 3 4 1 1 6 4+ 12" 5+ 5+ 4 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 12" 5+ 5+ 4 4 1 1 6 4+ 8" 5+ 5+ 3 4 1 1 6 4+ 8" 5 5 3 4 1 1 6 4+ 5" 5+ 3+ 3 3 3 2 7 4+ 16" 6+ 4+ 4 5 6 2 6 4+ * 6+ * 6 7 12 * 8 3+ 7-12+ 12" 4+ 3 4-6 6" 5+ D3 1-3 3" 6+ 1 * 6+ * 6 7 13 * 8 3+ 7-13+ 12" 2+ 3 4-6 6" 3+ D3 1-3 3" 4+ 1 * 6+ * 6 7 13 * 8 3+ 7-13+ 12" 3+ 3 4-6 6" 4+ D3 1-3 3" 5+ 1 * 6+ * 6 7 13 * 8 3+ 7-13+ 12" 3+ 3 4-6 6" 4+ D3 1-3 3" 5+ 1 6" 5+ * * 7 20 * 8 3+ 11-20+ 4+ 8 3 6-10 5+ 7 D3 1-5 6+ 6 1 * 5+ * 6 6 10 * 8 3+ 6-10+ 12" 4+ 3 3-5 8" 5+ 2 1-2 4" 5+ 1 8" 5+ 4+ 5 5 3 2 7 3+ 8" 5+ 4+ 5 5 3 3 8 3+ 5" 5+ 4+ 5 5 6 2 7 2+ 5" 5+ 4+ 5 5 6 3 8 2+ 8" 5+ 4+ 4 4 2 2 7 3+ 8" 5+ 4+ 4 4 2 3 8 3+ * 5+ * 6 7 14 * 8 2+ 7-14+ 12" 4+ 4 4-6 8" 5+ 3 1-3 4" 5+ 2 * 6+ * 6 6 12 * 6 4+ 7-12+ 20"-50" 4+ 3 4-6 20"-30" 5+ D3 1-3 20"-25" 5+ 1 * 6+ * 6 6 12 * 6 4+ 7-12+ 20"-50" 4+ 3 4-6 20"-30" 5+ D3 1-3 20"-25" 5+ 1 7" 3+ 4+ 3 3 1 1 6 6+ 7" 3+ 4+ 6 5 4 2 6 6+ 12" 3+ - 3 3 1 2 5 6+ 6" - 5+ - 7 10 - - 4+ 6" - - - 7 10 - - 4+ 6" - - - 6 10 - - 4+ 6" - - - 7 10 - - 4+ A Devilfish can transport up to 12 <SEPT> INFANTRY or DRONE models. It cannot transport BATTLESUITS. It can transport only a single MB3 Recon Drone, but it does not count towards the total number of models embarked on the Devilfish. 7" 3+ 4+ 3 3 5 3 7 6+ This model can transport any number of T'AU EMPIRE INFANTRY CHARACTERS and one other T'AU EMPIRE INFANTRY unit, but no more than 10 models in total. 20" 3+ 2+ 5 5 6 4 9 3+ 6" 3+ 2+ 3 3 5 3 8 4+ 6" 3+ 4+ 3 3 4 3 9 5+ 7" 3+ 2+ 3 3 5 3 8 5+ 6" 6+ 4+ 2 3 6 1 9 5+ 6" 3+ 3+ 3 3 2 3 9 5+ 6" 2+ 4+ 3 3 5 5 9 - 8" 2+ 2+ 5 5 6 4 9 3+ 7" 5+ 4+ 3 3 1 1 6 5+ 7" 5+ 4+ 3 3 1 2 7 5+ 8" 3+ 2+ 5 6 8 4 9 3+ 8" 3+ 2+ 5 5 6 4 9 3+ 8" 3+ 2+ 5 5 6 4 9 3+ 8" 3+ 2+ 5 5 6 4 9 3+ If any attack in the Shooting phase from this model successfully hits its target, regardless of whether it passes its wound roll, it automatically applies a single markerlight counter to the target unit. This ability may only apply a maximum of one Markerlight counter per phase. 8" 5+ 4+ 5 5 5 3 8 3+ Any enemy unit that declares a charge against any units that have this ability must reduce its charge range by 2" for that phase. 6" Pistol D6 4 0 1 In your Movement phase, you can choose to use the XV109 Y'vahra Battlesuit's nova reactor. If you do so, this model suffers 1 mortal wound. Choose one of the following effects to last until the beginning of your next turn: - Overcharged Burst: The Y'vahra can fire using a weapon's Nova Reactor profile. - Escape Thrust: At the start of your Movement phase, the Y'vahra may be removed from play and set up in the sky. At the end of your next Movement phase, you may set the Y'vahra anywhere on the battlefield as long as it is more than 9" away from any enemy unit. - Nova Barricade: The Y'vahra's invulnerable save is increased to 3+ against melee attacks. The XV109 Y'vahra Battlesuit has a 5+ invulnerable save, increasing to 4+ against any attacks originating from within 12" or in melee. * 5+ * 6 7 14 * 8 2+ 7-14+ 18" 4+ 4 4-6 12" 5+ 3 1-3 6" 5+ 2 In your Movement phase, you can choose to use the R'varna's nova reactor. If you do so, the R'varna suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn: - Nova Shield: The R'varna increases its invulnerable save to 3+. - Electromagnetic Shockwave: Roll a D6 for each enemy unit within 6" of this model. On a 4+, it suffers D3 mortal wounds. - Overcharged Munitions: When firing the pulse submunitions cannon, any dice rolled to determining the number of attacks made may be re-rolled. A R'varna Battlesuit has a 5+ invulnerable save. * 5+ * 6 8 15 * 8 2+ 7-15+ 8" 4+ 4 4-6 6" 5+ 3 1-3 3" 5+ 2 18" Assault 8 5 0 1 24" Rapid Fire 2 6 -3 1 12" Assault D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 120" Macro 1 18 -5 2D6 Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage. 36" Heavy 1 - - - A hit from a high intensity markerlight causes no damage, but allows 3 markerlight counters to be placed on the target unit. 12" Heavy 3D3 10 -3 3 When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon. 12" Heavy 3 8 -3 1 When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon. 36" Heavy 4 5 0 1 24"-120" Macro 2D6 10 -4 4 This weapon may not target enemy units within 24" of the bearer. 18" Assault 2D3 4 -1 1 Any hit toll of 6 made for this weapon is resolved at AP -4 instead of AP -1. 8" Heavy 3D6 6 -2 3 This weapon hits its target automatically. 8" Heavy 2D6 6 -2 3 This weapon hits its target automatically. 72" Macro 6 12 -4 4 - 72" Macro 2D6 8 -3 3 - 60" Heavy 3D3 6 -2 3 30" Assault 2D3 6 0 1 24" Heavy 5 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 60" Heavy 3D3 8 -2 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's have been resolved. 60" Heavy 9 7 -2 2 Roll a dice for each enemy model that ends a charge move within 3" of this model. On a 4+, that model's unit suffers a mortal wound. The KX139 Ta'unar Supremacy Armour has a 5+ invulnerable save. The KX139 Ta'unar Supremacy Armour may move over other units provided the do not have the FLY or TITANIC keyword, and so that the model finishes its move at least 1" away from an enemy model. It may only benefit from a cover save if more than half of the model is obscured. In addition, it may fire at models that are within 1" of it's base with any non-Macro weaponry. * 4+ * 8 8 30 * 9 3+ When firing any of Supremacy Armour's smart missile systems or burst cannon as part of an Overwatch attack, any hit rolls of 1 may be re-rolled. 21-30+ 16" 2+ 5 12-20 14" 2+ 4 5-11 12" 3+ 3 1-4 8" 4+ 2 Melee Melee User -2 1 Make three hits for each attack made with this weapon. During deployment, you may set up the Tetra Scout Speeder Team lurking in the shadows. At the end of any of your Movement phases, they may enter battle - set them up anywhere on the battlefield that is more than 9" from any enemy model. 18" 6+ 4+ 4 5 4 2 6 4+ Both of the TX-42 Piranha's weapons must be fired at the same target. 16" 6+ 4+ 5 6 7 2 6 3+ A Heavy Gun Drone may fire both markerlights and other weapons in the same Shooting phase, but in any phase that one or more models in the squadron fire a markerlight, no models in the unit may benefit from any of the Markerlight ability rules. 8" 5+ 5+ 3 4 3 1 6 4+ 48" Heavy 4 7 -3 2 - 24" Heavy 2 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 36" Heavy 16 6 -1 1 - During deployment, you may set the DX6 Remora Stealth Drone Squadron in Stealth mode instead of placing them on the battlefield. At the end of any of your movement phases, they can emerge from Stealth mode - set the unit up anywhere on the battlefield more than 9" away from any enemy models. 20"-30" 5+ 4+ 4 5 3 2 6 4+ This model has a 5+ invulnerable save. * 6+ * 6 7 14 3 7 3+ 7-14+ 20"-65" 3+ 4-6 20"-45" 4+ 1-3 20"-25" 5+ This model has a 5+ invulnerable save. 36" Heavy 2 8 -4 D6 Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage. 72" Heavy D6 6 -2 2 - This model can transport up to 14 <SEPT> TACTICAL DRONES * 5+ * 8 8 16 3 7 3+ 1-3 20"-30" 4+ 4-7 20"-45" 3+ 8-16+ 20"-75" 2+ Beofre this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. The Orca Dropship can transport up to 65 T'AU EMPIRE INFANTRY models, including DRONES, it may also transport XV8 CRISIS BATTLESUITS but each takes the space of two other models. * 6+ * 7 8 14 3 7 4+ 1-3 20"-25" 5+ 4-7 20"-40" 4+ 8-14+ 20"-55" 4+ This unit cannot move under any circumstances. If this unit is affected by an ability that would normally force a vehicle to move, or renders a vehicle immobile, it takes one mortal wound instead. Successful repair attempts by any friendly model may not grant it the ability to move. During Fight phase, enemy models automatically hit this model - do not roll any dice. At the start of your Shooting phase, select one friendly <SEPT> unit within 3" of this Remote Sensor Tower. Re-roll all hit rolls of 1 for that unit for the duration of that phase. - - 4+ - 6 3 - - 4+ - - 5+ - 6 3 - - 4+ When firing Overwatch, Drone Sentry Turrets hit their targets on rolls of 5+, regardless of any other modifiers. In the Shooting phase, Drone Sentry Turrets can only target the nearest enemy unit. The Manta Super-heavy Dropship consists of two decks, both of which can carry models. - The upper deck has a transport capacity of 55 models, and may only transport models with the keywords T'AU EMPIRE INFANTRY or DRONE. - The lower deck has a Transport Capacity of 145 models with the T"AU EMPIRE INFANTRY or DRONE keyword and up to eight XV8 CRISIS BATTLESUITS, XV8 CRISIS BODYGUARDS, XV9 HAZARD SUPPORT TEAM, COMMANDER IN XV81 BATTLESUIT, COMMANDER IN XV84 BATTLESUIT or any models with both the BATTLESUIT and COMMANDER keyword. It may also transport up to four of the following in any combination: - TY7 DEVILFISH* - TX7 HAMMERHEAD GUNSHIP - TX7 HEAVY BOMBARDMENT HAMMERHEAD GUNSHIP - TX7 FIRE SUPPORT HAMMERHEAD GUNSHIP * Whilst embarked within a Manta, the Devilfish may have other models embarked within it, these models may not disembark until the Devilfish has itself diembarked from the Manta. In addition, models disembarking from a Devilfish may not do so on the same turn that the Devilfish has disembarked from a Manta. * 5+ * 8 8 60 5 8 3+ 1-9 20"-25" 4+ 19-29 20"-45" 3+ 10-18 20"-30" 3+ 30-60+ 20"-60" 2+ Beofre this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase. When targeting this model with the shooting attacks and psychic powers, always measure to the model's hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit can FLY, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short ranged shooting weapons will not be able to hit this model. Your oponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Also, this vehicle may move and shoot Heavy weapons without any penalty. The Manta Super-heavy Dropship has a 4+ invulnerable save. Any unit disembarking from a Manta Super-heavy Dropship must be setup on the battlefield within 3" of the rear exit ramp of the model and not within 1" of any enemy models - any disembarking models that cannot be set up in this way are slain. 8" 3+ 5+ 3 4 1 1 6 4+ Shas'o R'alai has a 4+ invulnerable save, increasing to 3+ against attackers more than 12" away. When targeting enemy CHARACTER, Shas'o R'alai may re-roll all failed hit rolls. Shas'o R'myr has a 4+ invulnerable save. This is increased to a 3+ invulnerable save against melee weapons. Shas'o R'myr may re-roll failed hit rolls of 1 when targeting ASTRA MILITARUM units. In the Shooting phase, this unit may activate one of its Survey Protocols. Only one protocol may be activated per phase and per unit of DX-4 Technical Drones. * Repair Protocol: Select one friendly unit with the BATTLESUIT keyword within 3" of the Technical Drone unit and roll a D6. On a roll of 4+, one model in the unit regains D3 wounds. * Surveillance Protocol: Select one enemy unit within 12" of the Technical Drone unit. That unit gains no benefits to its armour save from being in cover until the start of your next turn. Blacklight Marker Drones do not suffer the penalty for moving and firing Heavy weapons. This model may fire Macro weapons even if it has moved this turn. This unit does not suffer the penalty to its hit rolls for moving and firing Heavy weapons. MV52 Shield Drones have a 3+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. MV52 Shield Drones have a 3+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. You can add 1 to hit rolls in the Shooting phase for friendly T'AU SEPT HAMMERHEADS within 6" of Longstrike. A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. * 5+ * 8 8 16 3 8 3+ Your opponent must subtract 1 from all hit rolls for attacks that target this model in the shooting phase. In addition, if the Tiger Shark AX-1-0 advances, it may only be affected by weapons of the Heavy and Macro type. You can re-roll failed hit rolls for your Warlord as long as they have not moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn. Your Warlord can Advance and still shoot as if they hadn't Advanced this turn. A model equipped with an XV8-02 Iridium Crisis battlesuit increases its Save characteristic to 2+. 8" 3+ 2+ 5 5 5 4 9 3+ 8" 3+ 2+ 5 5 6 4 9 3+ Longstrike's Gunship treats the number of markerlight counters on an enemy unit affected by the Markerlights ability as being 1 higher. In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted. Guardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save. During deployment, you can set up this unit high in the sky, instead of placing them on the battlefield. If you do so, they can plunge from the sky at the end of any of your Movement phases - set it up anywhere that is more than 9" from any enemy models. Tactical Support Turrets are not set up when the unit is set up. Instead, once per game, at the end of any of your Movement phases, you can set up the Tactical Support Turret within coherency of its unit and more than 2" away from any enemy models. The turret cannot move for any reason, and is destroyed if its unit moves out of unit coherency with it. The destruction of a Tactical Support Turret is ignored for the purposes of Morale tests. If you roll a 6 when taking a Morale test for this unit, the test is automatically passed. Whilst a T'AU EMPIRE INFANTRY unit is within 3" of any friendly Pulse Accelerator Drones, increase the Range characteristic of that unit's pulse pistols, pulse carbines and pulse rifles by 6". Enemy units beginning a charge move within 12" of any Grav-Inhibitor Drones reduce their charge distance by D3". Units making saves against attacks made by a Pathfinder Team that is within 3" of a friendly Recon Drone do not gain any bonus to their saving throws for being in cover. At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first. Subtract 1 from hit rolls in the Shooting phase for attacks made against this unit unless it is within 12" of the firing model. You can add 1 to hit rolls for <SEPT> MV71 Sniper Drones in the Shooting phase when they attack a unit visible to a friendly <SEPT> Firesight Marksman. This model adds 2 rather than 1 to its saving throws when benefiting from cover. Units attacked by a Devilfish with an MB3 Recon Drone embarked within it do not gain any bonus to their saving throws for being in cover. You can add 1 to wound rolls for Longstrike's Gunship when it shoots at a VEHICLE or MONSTER. A Stormsurge may deploy its anchors at the end of your Shooting phase. While its anchors are deployed it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can add 1 to its hit rolls. The Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally. This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY models, though it must end its move more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering a penalty to its hit rolls. Finally, this model only gains a bonus to its save for being on or within cover if at least half of the model is obscured from the firer. Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6" away. Models shooting at a Stealth Drone or an XV95 GHOSTKEEL BATTLESUIT within 3" of any friendly Stealth Drones subtract 1 from their hit rolls. (This is cumulative with the Ghostkeel Electrowarfare Suite ability.) This model has a 5+ invulnerable save. In your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn: * Nova Shield: This model has a 3+ invulnerable save. * Boost: This model can move 2D6" in your charge phase (even if it doesn't declare a charge). You cannot use this ability to move within 1" of any enemy models. * Nova-charge: Choose for either of this model's heavy burst cannon Type to change to Heavy 18, or its ion accelerator Type (both standard and overcharge) to change to Heavy 6. This model may drop a pulse bomb as it flies over enemy units in its Movement phase. To do so, after this model has moved, target one enemy unit that it moved across. Then, roll a D6 for each model in that unit (up to a maximum of 10), adding 1 to the result if the enemy model is INFANTRY. For each roll of 5+, the target unit suffers 1 mortal wound. At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first. When this unit Advances, add 6" to its Move for that Movement phase instead of rolling a D6. You can re-roll failed charge rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn. Roll a D6 each time a friendly <SEPT> CHARACTER loses a wound whilst they are within 3" of this unit. On a 2+, a model from this unit can intercept that hit - the CHARACTER does not lose a wound but this unit suffers a mortal wound. A homing beacon may be used at the start of your Movement phase by placing it within 1" of its unit. If there are any friendly homing beacons on the battlefield at the end of your Movement phase, one of your <SEPT> units that has been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of the homing beacon. The homing beacon then shorts out and is removed from the battlefield. Homing beacons are deactivated and removed from the battlefield if an enemy model ends a move within 9" of it. Your opponent must subtract 1 from all hit rolls for attacks that target this unit. Re-roll wound rolls of 1 for friendly KROOT units within 6" of this model. KROOT units within 6" of a friendly Kroot Shaper may use the Shaper's Leadership characteristic instead of their own when taking Morale tests. Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on. Note that the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on, even though this model itself can. If a friendly T'AU EMPIRE INFANTRY unit is embarked on a Tidewall at the beginning of your Movement phase, you may move it in the Movement phase. A Tidewall cannot Advance or charge. Unless a friendly T'AU EMPIRE INFANTRY unit is embarked on this model, its supremacy railgun can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted. A Tidewall cannot move independently, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model. When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport. These Drones begin the battle fully automated - if able to, they must shoot in each of your Shooting phases at the nearest enemy unit to the Droneport that is visible to it. If there is a friendly T'AU EMPIRE INFANTRY unit embarked on the Droneport at the beginning of your Movement phase, you can take control of the Drones, which then detach from the Droneport and act as a separate unit. In addition, while a friendly T'AU EMPIRE INFANTRY unit is embarked on the Droneport, the Tactical Drones activated this way can use that unit's Ballistic Skill instead of their own when making shooting attacks. If the Droneport is destroyed before the Drones are activated, they are destroyed as well. When a Tidewall Shieldline that includes a Tidewall Defence Platform is set up on the battlefield, both models are placed within 1" of each other. From that point onwards, both are treated as separate units. A Tidewall Shieldline can reflect shots back at the enemy. For each unmodified save roll of 6 you make in the Shooting phase for a Tidewall Shieldline, the attacking unit suffers one mortal wound after they have finished shooting. T'AU EMPIRE units within 6" of a friendly ETHEREAL may use the Ethereal's Leadership characteristic instead of their own when taking Morale tests. At the beginning of each Fight phase, choose one of the following effects to last until the end of the phase: - Aun'Shi's close combat attacks have AP-2. - Re-roll failed invulnerable saves for Aun'Shi. In your Movement phase, an ETHEREAL may invoke one of the elemental powers below. All friendly T'AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gains the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round. * Calm of Tides: Subtract 1 from any Morale tests made for affected units. * Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase. * Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound. * Zephyr's Grace: You can re-roll the dice for affected units when they Advance. In your Movement phase, Aun'va may invoke up to two elemental powers. All T'AU EMPIRE INFANTRY and BATTLESUIT units within 6" of the model invoking an elemental power gain the relevant benefit until the start of your next turn. A unit can only be affected by the same elemental power once per battle round. * Calm of Tides: Subtract 1 from any Morale tests made for affected units. * Storm of Fire: Re-roll hit rolls of 1 in the Shooting phase for affected units that remain stationary in the Movement phase. * Sense of Stone: Whenever a model in an affected unit loses a wound, roll a D6; on a 6, that model does not lose that wound. * Zephyr's Grace: You can re-roll the dice for affected units when they Advance. Whilst Aun'Va is on the battlefield, you can re-roll Morale tests for all friendly T'AU EMPIRE units. When this unit is attacked during the Shooting phase, it may add, rather than subtract, the AP of the attack to its Save characteristic (e.g. an AP-1 attack would provide a +1 bonus to its saves). In your Shooting phase, pick a friendly T'AU SEPT INFANTRY unit within 6" of Darkstrider, and pick an enemy unit that is visible to Darkstrider. Until the end of the phase, add 1 to wound rolls made for the friendly T'AU SEPT INFANTRY unit's attacks that target the enemy unit you picked. Friendly T'AU SEPT INFANTRY units within 6" of Darkstrider in the Shooting phase may attack with ranged weapons even if they Fell Back this turn. Models in <SEPT> units within 6" of any friendly <SEPT> Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon's range. Once per battle, at the beginning of your turn, a single COMMANDER from your army can declare either Kauyon or Mont'ka: * Kauyon: On a turn in which you declare Kauyon, at the start of your Movement phase, you can select any friendly <SEPT> units that are within 6" of the <SEPT> COMMANDER. Until the end of the turn, the selected units cannot move for any reason, but you can re-roll failed hit rolls for attacks made by these units. * Mont'ka: Friendly <SEPT> units within 6" of the COMMANDER can both Advance and shoot as if they hadn't moved this turn. Unless stated otherwise, you can only use Master of War ability once per battle, irrespective of how many models in your army have this ability. When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6. Marker Drones do not suffer the penalty for moving and firing Heavy weapons. 36" Heavy 12 6 -1 2 - Melee Melee 8 -4 D6 Each time the bearer fights, it can make two (and only two) attacks with this weapon. 18" Assault 2 8 -4 D6 If the target is within half the weapon's range, roll two dice when inflicting damage and discard the lowest result. Melee Melee 10 -4 D6 Each time the bearer fights, it can make one (and only one) attack with this weapon. Melee Melee 4 0 1 If the number of models within 1" of the model is greater than its Attack characteristic, it uses that number instead when making a melee attack. 96" Heavy 3 7 -2 2 - 96" Heavy D3 8 -2 3 Change the weapon's Type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 1-3 20"-30" 4+ 4-7 20"-45" 3+ 8-16+ 20"-75" 2+ [All FARSIGHT ENCLAVES units in FARSIGHT ENCLAVES Detachments gain the Aggressive Footing ability:] When resolving an attack made with a ranged weapon by a model in this unit against an enemy unit within 12", treat that enemy unit as having one more markerlight counter than it actually has.