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T’au EmpireAX3 Razorshark Strike Fighter
8

AX3 Razorshark Strike Fighter

NAME M WS BS S T W A Ld Sv
AX3 Razorshark Strike Fighter * 6+ * 6 6 12 * 6 4+
An AX3 Razorshark Strike Fighter is a single model equipped with a burst cannon, a quad ion turret and two seeker missiles.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
20"-50"
4+
3
4-6
20"-30"
5+
D3
1-3
20"-25"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Burst cannon
18"
Assault 4
5
0
1
-
15
Missile pod
36"
Assault 2
7
-1
D3
-
30
Quad ion turret
When attacking with this weapon, choose one of the profiles below. Add 1 to hit rolls for this weapon against targets that can’t FLY.
 - Standard
30"
Assault 4
7
-1
1
-
 - Overcharge
30"
Assault 4
8
-1
D3
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
5
Seeker missile
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.
WARGEAR OPTIONS
 • This model may replace its burst cannon with a missile pod.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Crash and Burn: 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.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, AX3 RAZORSHARK STRIKE FIGHTER

This datasheet has Flyers Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:

Does not include wargear or Drones
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

The AIRCRAFT keyword is used in following T’au Empire datasheets:

Flyers
Lords of War
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019